Star Wars Knights of the Old Republic Walkthrough (X-box) Version 1.9 Copyright 2008 by Paul Kerbow Written by Paul Kerbow Email: email@example.com ============================================================================== This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright laws. Visit any external site linked in the guide at your own risk. The author is not responsible for any offensive, dangerous, problematic, or otherwise inconvenient content on said sites. Download anything on said sties at your own risk. The author is not responsible for any content you download from external websites or any possible inconvenience it may or may not cause. ============================================================================== WARNING: This guide contains spoilers Table of Contents I. Guide Information A. Welcome! B. Email Policy C. FAQ (Frequently Asked Questions) D. Things to Know - Before Starting E. Quick Definitions F. Glitches in the Game 1. Taris 2. Dantooine 3. Tatooine 4. Kashyyyk 5. Manaan 6. Leviathan 7. Korriban 8. Unknown World 9. Other Glitches G. Shops 1. Taris 2. Dantooine 3. Tatooine 4. Kashyyyk 5. Manaan 6. Korriban II. Starting a New Game A. Character Classes B. Portrait C. Attributes D. Skills E. Feats F. Name G. Play III. Endar Spire A. Main Area 1. Your Journal B. Starboard Section IV. Taris A. Background B. Quests 1. Main Quests 2. Side Quests C. Apartment Complex 1. Dia's Bounty D. Upper City South 1. Rapid Transit System 2. Pazaak 3. Invited to a Party 4. The Duel Ring 5. Rakghoul Serum E. Upper City North 1. Apartments a. The Party/Intervention b. Largo's Bounty F. Lower City 1. Matrik's Bounty 2. Selvin's Bounty 3. Bek Base and Gadon's Deal G. Undercity 1. Missing Apprentice 2. Infected Outcasts 3. Promised Land 4. The Sewers and Zaalbar 5. Upper Sewers H. Black Vulkar Base 1. Back to Gadon (Light Side) 2. Assassinate Gadon (Dark Side) I. Swoop Racing J. The Rescue K. Canderous' Crazy Scheme L. The Duel Ring (continued) M. Sith Base N. The Duel Ring - Bendak's Bounty O. Davik's Mansion P. The Ebon Hawk Escape! V. Dantooine A. Background B. Quests 1. Main Quests 2. Side Quests C. Jedi Training 1. The Way of the Jedi 2. New Feats 3. Force Powers 4. The Dark Taint 5. Mandalorian Raiders 6. Missing Companion 7. Murdered Settler 8. Juhani D. Mission's Brother - Party Member Side Quest E. The Death of a Feud F. Mandalorian Leader G. To the Ruins H. Star Map I. Jagi's Challenge - Party Member Side Quest J. Bastila's Mother - Party Member Side Quest VI. Tatooine A. Background B. Quests 1. Main Quests 2. Side Quests C. The Stowaway 1. Back to Dantooine (light side option) 2. Tatooine Again (or not) D. Package Delivery? E. Anchorhead 1. Sharina's Problem 2. Swoop Track 3. Bastila's Mother 4. HK-47 F. Dune Sea G. Jagi's Challenge H. A Peaceful Solution I. The Almighty Krayt Dragon J. Star Map K. Finding Dustil - Party Member Side Quest VII. Kashyyyk A. Background B. Quests 1. Main Quests 2. Side Quests C. Eli and Matton D. Shadowlands 1. Jolee's Request 2. Lost Wookie 3. Lower Shadowlands 4. Mandalorian Shadows 5. Star Map VIII. Manaan A. Background B. Quests 1. Main Quests 2. Side Quests C. Sunry Murder Trial D. Missing Selkath and Republic Hiring Mercenaries E. Dark Side Mission - Hulas and the Genoharaden 1. Lorgal 2. Dantooine - Zuulan 3. Back to Hulas 4. The Death of Ithorak 5. Tatooine - Vorn 6. Kashyyyk - Rulan a. Darth Bandon 7. To Hulas Again 8. Hulas and the Dune Sea 9. Manaan Again (end dark side mission) F. Sunry Murder Trial (continued) 1. Firath Me 2. Glupor G. Republic Embassy H. Swoop Racing! 1. Queedle's Problem I. Sith Base 1. Missing Selkath J. The Trial of Sunry K. Return to Republic Base L. Hrakert Station 1. In the Water 2. Alone in the Station 3. To Destroy or Poison... 4. Star Map 5. Darth Bandon M. On Trial Again IX. Leviathan A. The Interrogation B. Escape! 1. To the Bridge 2. Carth's Revenge C. Darth Malak X. Korriban A. Background B. Quests 1. Main Quests 2. Side Quests and Gaining Prestige C. Landing Area 1. Juhani's Temptation - Party Member Side Quest 2. Spice Run 3. The Box D. Academy Hopeful E. The Way of the Sith 1. Double Cross 2. Lashowe 3. Dustil Onasi - Party Member Side Quest 4. Doubting Sith 5. Mandalorian Weapons 6. Prisoners 7. Sith Rebels 8. Lost Droids 9. Holocron 10. Jorak the Hermit 11. Ajunta Pall 12. Double-Double Cross 13. Double-Double-Double Cross 14. Sith Code F. The Tomb of Naga Sadow G. Star Map H. Betrayal XI. Unknown World A. Background B. The Fall C. The "Get Everything Done" Path 1. Mandalorian Attack 2. The One's Request 3. The Elders 4. Back to The One D. Light Path 1. The Elders' Request 2. The One E. Dark Path 1. The One's Request 2. The Elders F. Temple of the Ancients 1. Main Area 2. Catacombs 3. Temple Summit 4. Back to The Elders ("Get Everything Done" path) G. Back to The One (dark side) H. To the Ebon Hawk (dark side) XII. Star Forge A. Beginning Advice B. Deck 1 C. Deck 2 D. Command Center E. Darth Malak XIII. Credits XIV. Contact Policy XV. Legal Information XVI. Version History XVII. Future Updates I. Guide Information A. Welcome! Hello and welcome to my guide for Star Wars Knights of the Old Republic. I am Paul and I will walk you through every possible outcome in this game. There are some things that I do not know yet, so email me if you find something I don't have here. This guide is written in a step by step format. In order to get the most out of this guide, use it the entire time while playing the game. You don't have to do it this way if you do not want to, I am just informing you that the guide is written this way. If you don't follow the guide step by step while playing you may miss out on a few minor sidequests but you should still be able to complete the game. If this is your first time playing the game, do not read ahead as the guide contains spoilers. B. Email Policy If you wish to email me, put "star wars" somewhere in the subject. Emails that don't use this subject may not be responded to. As long as you put "star wars" in the subject I will respond to it. That is what I use to search my email in order to find anything someone has sent me. Please avoid using ALL CAPS. Also specify which game you are talking about: KOTOR I or KOTOR II as I have guides on both games. You will get credit for whatever you show me that I don't have. It could be anything that helps other people such as a better strategy to defeat an opponent, problems that I have not solved yet, etc. When you email me, tell me what you want to be identified by along with your information. I won't put your email address here unless you ask for me to do so. I will only give the first letter of your last name to protect your privacy. Also please feel free to email me with spelling or grammar mistakes. Don't worry, I won't call you a grammar pirate :) By fixing mistakes it helps me make the guide better and it in turn helps others out. Or even an email thanking me for the guide is always appreciated. C. FAQ (Frequently Asked Questions) Q: Do you plan on making any other gaming guides? A: Not at the moment. Q: I have HK but the sand people keep attacking me. What do I do? A: You probably used the rts system to get back to the Ebon Hawk while wearing the sand people clothing. When you do this, you trigger a glitch where the game does not recognize sand people clothing as the appropriate clothing to sneak by them. Remove the clothing, use rts, and exit Anchorhead without the clothing on. When you get near the exit to the sand people enclave, put the clothing back on. If that doesn't work then reload from an earlier save and make sure to not use rts while wearing those clothes! D. Things to Know - Before Starting Save often! There are glitches in the game. Some of these benefit you. Others are harmful and can keep you from playing the game. If you run into a glitch that's harmful, don't panic. Just reload the last saved game. I would suggest to use two or three save slots to save your game. ============================================================================== WARNING: Under no circumstances are you to kill a fallen Jedi named Juhani on Dantooine. LET HER LIVE EVEN IF YOU ARE A DARK PLAYER! She will join you later on if you save her. ============================================================================== ============================================================================== WARNING: Under no circumstances are you to attack the gun turrets on the Star Forge. LEAVE THEM ALONE! You need to disable the turrets by using a computer terminal nearby. If you attack the turrets you will make the game harder for yourself. ============================================================================== In this game you get to choose whether you become a Jedi and save the galaxy or fall to the dark side and rule the galaxy. The decision must be made now about what type of player you want to be. I will refer players as light players and dark players throughout the guide. You can talk to many different intelligent life forms. You'll notice that it will say in the selection box "Taris Citizen" or something to that affect. Talking to them is a waste of time because they don't start or help you complete quests. Obviously anyone that the game gives a name for is important enough to talk to. Your journal has a map feature that is very useful because it automatically maps where you have been. You'll find out how to use the journal on the Endar Spire. It is extremely important for you to explore the whole map of every area, thus having the whole map in your journal. This ensures you have gotten every necessary item and every quest. Some areas, like the Endar Spire, have a full map already. There will be a few places where exploring the entire map is not worth the trouble. When you LEVEL UP (explained later in the guide and game) do not let the computer do it for you. Always manually level up your player. You know when it's time to level up when you hear a ringing sound after you defeat an enemy or gain xp. Directions in this guide are composed of north, south, east, west, etc. according to the map layout. If you don't know exactly what path is the north path, look at the map in your journal (you'll find out how to do this later.) Remember that you don't always enter an area facing north. For this reason, you should always look at the map to see which way is which. West will not always be left and north will not always be straight ahead. Sometimes I get my east and west mixed up, but again I have checked and rechecked to make sure I haven't made that mistake. Remember that if you see a mistake to email me about it. If you're having a problem getting your east and west mixed up like me, then try this special trick. Just remember the word WE! After I learned that trick I didn't have any further problems with getting east and west mixed up. There are some tough enemies in this game. The best way to defeat them is to have lots of grenades. Grenades are more effective than just hacking a tough enemy with your sword. ============================================================================== Jason Q says: In my game, I took the time to stockpile all the goods that each NPC had to offer in the Ebon Hawk, but when I went to go pick them up in preparation for entering the Star Forge, every single container was empty, and none of the stuff appeared in my inventory. I've loaded up several different saves from Korriban (before the Tomb of Naga Sadow), the beginning of the Unknown World and right before the temple, and the items only seem to appear in the Korriban save. Thus, to save anyone else from the high amount of frustration I'm going through right now, if you haven't already, tell your readers to pick up all of their stuff from the Ebon Hawk before the point of no return (Naga Sadow) because from that point on it's very possible the items can be wiped, and all that time/money/items will be wasted. I hope I can get through the Star Forge without the hyper-stims I loss but we'll see. ============================================================================== In other words, there's a point in the game that I like to call the "no turning back point." At this point gather any items you have stored so that they will not be lost. E. Quick Definitions xp - Experience points. Every enemy you kill and every quest and sidequest you accomplish will get you these. You need these points to have your character level up lsp - light side points - anything that you do that moves you closer to the light side of the force dsp - dark side points - anything you do that moves you closer to the dark side of the force rts - Rapid Transit System (you'll find more about this later in the guide) F. Glitches in the game These are the more common glitches I've seen. Some of them are beneficial. Others are just plain annoying. 1. Taris Cantina Glitch I saved my game upon entering Javiar's Cantina on Taris. Upon reloading the game after a while, the cutscenes of Calo and Mission did not appear. Not really a bothersome glitch, but it can keep you from getting a little xp. Largo - more credits Glitch In Taris, when you find out this guy has a bounty on his head, he will exclaim that he has 50 credits on him and offers it to you. If you take the offer for dsp, you get 50 credits. Then if you kill him to collect the bounty, his corpse has another 50 credits. So you would assume he had 100 credits all along right? Wrong. If you were to not take the bribe and kill him, he would only have 50 credits on him when you loot the corpse. Duel Ring - more credits/items Glitch After I had defeated Bendak Starkiller and received the winnings, I realized I had forgotten to collect the winnings from the duel against Twitch. When I did, he gave me 700 credits, 200 more than he would normally give. He also gave me Bendak's blaster again, so I had two blasters instead of one. 2. Dantooine If you select Dantooine after a certain point in the game (right before the Leviathan picks you up) the game could get a little buggy. You *might* end up triggering the galaxy droid glitch, or it could wind up being as minor as getting the wrong cutscene. 3. Tatooine Killing Griff Glitch If you kill a character named Griff the game will act as if he were still alive. A character will talk about wanting to locate him even though you have already killed him. 4. Kashyyyk Mandalorian Shadows Glitch I experienced a glitch during this side quest several times. When I unequipped my weapons and the Mandalorians came out of stealth mode, I couldn't reequip my weapons, Bastila's weapons, and Jolee's weapons. After a few seconds of empty handed fighting, I was able to equip all weapons. 5. Manaan Subtitles Glitch If you were to talk to Glopor the Rodian with the subtitles turned off, the game doesn't translate the alien language to English. The simple way to avoid this glitch is to have the subtitles turned on. This also happens with one of the Hidden Bek guards, though the guard you talk to isn't important and you don't even need to talk to him in the first place. Environmental Suit Glitch After you take an environmental suit off you will at times have all of your weapons unequipped. I don't know if it's a glitch but it is inconvenient. 6. Leviathan Space Suit Glitch Similar to the environmental suit glitch upon taking a space suit off you will at times have all of your weapons unequipped. 7. Korriban If you have to get the Sith medalion to get into the Sith academy you will hear people dying as if the battle was going on even though it already happened. The whole event won't replay itself, just the sound effects. Minor but quite odd. 8. Unknown World ============================================================================== Ty B says: I was on the unknown world just before the star forge. My plan was to kill the Mandalorians in front of the temple as soon as I got off the ship. I killed my first group (the one with the captain in it) and was walking around looking for anymore. As soon as I started walking I was teleported into the temple (without talking to 'The One' or 'The Elders') I was able to continue through the temple, get to Bastilia and get back to the Ebon Hawk without doing any of the quests. All I needed was the ship parts which were easily obtained and I flew up to the star forge. I don't know what happened but it took off a lot of boring running back and forth and fighting. This is the first time it has happened and thought I would let you know about it. ============================================================================== 9. General Glitches Heal glitch At times if you select the force power heal then try to attack right after, force points will be deducted as normal but you will neither attack nor heal. Dark side/Light side points Glitch I have played the game many times and sometimes I don't get dsp or lsp for a quest when I did in an earlier game. Also, sometimes I get lsp or dsp the first time through the game but don't get them when I play the game again. It is also possible to gain infinite dsp in some areas, though it's pretty much useless since you can only be so far down the meter. At times, the screen will freeze up while loading a different area and the game will crash. Galaxy Droid The infamous Galaxy Droid glitch is where your galaxy map is replaced with a galaxy droid in the front of the ship with all your party members in the main room of the ship. The Galaxy Droid supposedly allows you to go to all areas of the game even if they are destroyed such as Dantooine or Taris. The best part? No space travel takes place! You just pick a planet and the droid says "We have arrived!" Obviously if you're going to play around with the glitch you do not under any circumstances save your game after it is triggered...unless of course you wanted to trigger the glitch and want to play around with a corrupted game file (wink wink.) Saving Levels I will explain this further as we get going in the guide. If you wait to level up your main character so that you can get more force powers there can be a bug in regards to leveling up party members. In the end the bug works itself out but it can be quite noticeable. G. Shops Currently this section is under construction. 1. Taris South Upper City Kebla Yurt: Medpack - 40 credits - infinite Security Spike - 100 credits - 5 Bonadan Alloy Heavy Suit - 900 credits - 1 Military Suit - 150 credits - infinite Heavy Combat Suit - 100 credits - infinite Combat Suit - 50 credits - infinite Light Battle Armor - 250 credits - 1 Vibroblade - 80 credits - 2 Stun Baton - 30 credits - infinite Long Sword - 5 credits - infinite Quarterstaff - 2 credits - infinite Echani Ritual Band - 280 credits - 1 Vibrosword - 120 credits - 5 Double-Bladed Sword - 80 credits - 2 Short Sword - 1 credit - infinite Ion Blaster - 200 credits - 2 Blaster Pistol - 100 credits - infinite Sith Sniper Rifle - 1500 credits - 1 Blaster Rifle - 300 credits - infinite Ion Grenade - 130 credits - infinite Sonic Grenade - 130 credits - infinite Frag Grenade - 80 credits - infinite Concussion Grenade - 80 credits - infinite Sound Dampening Unit - 200 credits - 1 Stealth Field Generator - 100 credits - 1 Minor Flash Mine - 100 credits - infinite Minor Gas Mine - 100 credits - infinite Minor Frag Mine - 100 credits - infinite Minor Plasma Mine - 100 credits - infinite Permacrete Detonator - 50 credits - 1 Zelka Forn: Advanced Medpack - 80 credits - 5 Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Bio-Antidote Package - 500 credits - 1 Nerve Enhancement Package - 500 credits - 1 Adrenal Alacrity - 50 credits - infinite Adrenal Stamina - 50 credits - infinite Adrenal Strength - 50 credits - infinite Note: Refuses to sell to the player if you threaten him with reporting the wounded Republic Soldiers. South Apartments: Larrim: Medpack - 44 credits - infinite Computer Spike - 275 credits - 2 Parts - 220 credits - 2 Military Suit - 165 credits - 1 Heavy Combat Suit - 110 credits - 1 Combat Suit - 55 credits - infinite Light Battle Armor - 275 credits - 1 Vibroblade - 88 credits - 1 Stun Baton - 33 credits - infinite Long Sword - 5 credits - infinite Quarterstaff - 2 credits - infinite Vibrosword - 132 credits - 1 Short Sword - 1 credit - infinite Ion Blaster - 220 credits - 1 Sonic Pistol - 220 credits - 1 Blaster Pistol - 110 credits - infinite Light Repeating Blaster - 550 credits - 1 Poison Grenade - 143 credits - 1 Sonic Grenade - 143 credits - 1 Concussion Grenade - 88 credits - 2 Frag Grenade - 88 credits - infinite Energy Shield - 154 credits - 1 Sound Dampening Stealth Unit - 220 credits - 1 Stealth Field Generator - 110 credits - infinite Battle Stimulant - 110 credits - 1 Minor Flash Mine - 110 credits - 1 Minor Frag Mine - 110 credits - 1 Minor Gas Mine - 110 credits - 1 Minor Plasma Mine - 110 credits - 1 North Upper City: Janice Nall: Repair Kit - 25 credits - infinite Computer Spike - 250 credits - infinite Parts - 200 credits - infinite Droid Light Plating Type 2 - 150 credits - infinite Droid Light Plating Type 1 - 75 credits - infinite Basic Targeting Computer - 500 credits - infinite Sensor Probe - 500 credits - infinite Computer Probe - 500 credits - infinite Security Interface Tool - 500 credits - infinite Environment Shield Level 1 - 350 credits - infinite Stun Ray - 300 credits - infinite Shield Disruptor - 300 credits infinite Note: Not sure if she'll sell you if you threaten to tell Davik to close her down. Lower City Javyar's Cantina: Uriah: Pazaak Card +/-1 - 200 credits - 2 Pazaak Card +/-3 - 125 credits - 1 Pazaak Card +1 -100 credits - infinite Pazaak Card +2 - 75 credits - infinite Pazaak Card -2 - 75 credits - infinite Pazaak Card +/-6 - 50 credits - infinite Pazaak Card +3 - 50 credits - infinite Pazaak Card +4 - 25 credits - infinite Pazaak Card -4 - 25 credits - infinite Pazaak Card +5 - 12 credits - infinite Pazaak Card +6 - 5 credits - infinite Pazaak Card -6 - 5 credits - infinite Undercity Igear: Antidote Kit - 36 credits - 6 Medpack - 30 credits - infinite Repair Kit - 18 credits - 5 Computer Spike - 187 credits - 2 Echani Battle Armor - 1312 credits - 1 (Questionable, must double check. May have been a miss type.) Vibroblade - 60 credits - 1 Stun Baton - 22 credits - infinite Long Sword - 3 credits - infinite Quarterstaff - 1 credit - infinite Vibrosword - 90 credits - 1 Arkanian Heavy Pistol - 750 credits - 1 Frag Grenade - 60 credits - 5 Retinal Combat Implant - 562 credits - 1 Scope - 150 credits - 1 Vibration Cell - 112 credits - 1 Pazaak Card -2 - 56 credits - 1 Pazaak Card +2 - 56 credits - 1 Pazaak Card -3 - 18 credits - 1 Note: Leaves with the village if you give the Promised Land journals to Rukil. 2. Dantooine: Jedi Enclave: Crattis Yurkal: Advanced Medpack - 80 credits - 5 Antidote Kit - 49 credits - 5 Medpack - 40 credits - infinite Military Suit - 150 credits - 2 Heavy Combat Suit - 100 credits - 2 Combat Suit - 50 credits - 2 Battle Armor - 400 credits - 1 Light Battle Armor - 250 credits - 1 Sanasiki's Blade - 7000 credits - 1 - upgradeable Jurgan Kalta's Assault Rifle - 8000 credits - 1 - upgradeable Stealth Field Reinforcement - 2400 credits - 1 Interface Band - 1000 credits - 1 Breath Mask - 100 credits - 1 Aural Amplifier - 50 credits - 1 Infiltrator Gloves - 7000 credits - 1 Arkanian Energy Shield - 700 credits - 1 Energy Shield - 140 credits - 4 CNS Strength Enhancer - 8500 credits - 1 Retinal Combat Implant - 750 credits - 1 Adrenal Alacrity - 50 credits - 5 Adrenal Stamina - 50 credits - 5 Adrenal Strength - 50 credits - 5 Pazaak Card +/-1 - 200 credits - 1 Pazaak Card +/-3 - 125 credits - 1 Pazaak Card -2 - 75 credits - 1 Pazaak Card +/-5 - 75 credits - 1 Pazaak Card -4 -25 credits - 1 Pazaak Card -6 - 5 credits - 1 Karal Kaar: Advanced Repair Kit - 50 credits - 5 Repair Kit - 25 credits - infinite Droid Heavy Plating Type 1 - 1250 credits - 1 Droid Medium Plating Type 1 - 500 credits - 1 Droid Light Plating Type 3 - 250 credits - 1 Droid Light Plating Type 2 - 150 credits - 1 Droid Light Plating Type 1 - 75 credits - 2 Basic Targeting Computer - 500 credits - 1 Sensor Probe - 500 credits - 1 Security Interface Tool - 500 credits - 1 Environment Shield Level 1 - 350 credits - 1 Energy Shield Level 1 - 300 credits - 1 Stun Ray - 300 credits - infinite Shield Disruptor - 300 credits - infinite Sol'aa: Pazaak Card +/-2 - 150 credits - 1 Pazaak Card +/-4 - 100 credits - 2 Pazaak Card +1 - 100 credits - 2 Pazaak Card -1 - 100 credits - 1 Pazaak Card +/-5 - 75 credits - 3 Pazaak Card +2 - 75 credits - 2 Pazaak Card -2 -75 credits - 1 Pazaak Card +3 - 50 credits - 3 Pazaak Card +4 - 25 credits - 3 Pazaak Card -3 - 25 credits - 2 Pazaak Card -4 - 25 credits - 2 Pazaak Card +5 - 12 credits - 4 Pazaak Card -5 -12 credits - 4 Pazaak Card +6 - 5 credits - 5 Pazaak Card -6 - 5 credits - 5 Courtyard: Adum Larp: Courtyard Map - 2 credits - 1 Grove Map - 2 credits - 1 Cinnagar War Suit - 3000 credits - 1 Cassus Fett's Battle Armor - 15000 credits - 1 - upgradeable Bronzium Light Armor - 1500 credits - 1 Stun Baton - 30 credits - 2 Blaster Pistol - 100 credits - 5 Light Repeating Blaster - 500 credits - 1 Blaster Rifle - 300 credits - 5 Adhesive Grenade - 130 credits - 5 Sonic Grenade - 130 credits - 5 Ion Grenade - 130 credits - 5 Frag Grenade - 80 credits - 5 Concussion Grenade - 80 credits - 5 Minor Flash Mine - 100 credits - 2 Minor Frag Mine - 100 credits - 2 Minor Gas Mine - 100 credits - 2 Minor Plasma Mine - 100 credits - 2 Flame Thrower - 300 credits - 2 3. Tatooine: Anchorhead: Docking Bay: Mic'tunan'jus Orgu: Life Support Pack - 150 credits - 4 Advanced Medpack - 80 credits - infinite Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Yusani's Brand - 8000 credits - 1 - upgradeable Jamoh Hogra's Carbine - 9000 credits - 1 - upgradeable Mandalorian Heavy Repeater - 2500 credits - 1 Advanced Aural Amplifier - 400 credits - 1 Verpine Headband - 200 credits - 1 Bothan Sensory Visor - 150 credits - 1 Breath Mask - 100 credits - 3 Karakan Gauntlets - 7500 credits - 1 Arkanian Energy Shield - 700 credits - 1 Sith Energy Shield - 350 credits - 2 Energy Shield - 140 credits - 4 Thermal Shield Generator - 8000 credits - 1 Nerve Amplifier Belt - 1000 credits - 1 Verpine Cardio-Regulator - 200 credits - 1 Stealth Field Generator - 100 credits - 1 Retinal Combat Implant - 750 credits - 1 Nerve Enhancement Package - 500 credits - 1 Adrenal Alacrity - 50 credits - infinite Adrenal Stamina - 50 credits - infinite Adrenal Strength - 50 credits infinite Gizka Poison - 350 credits - infinite Bantha Fodder - 1 credit - 1 Hunting Lodge: Fazaa Utral: Advanced Medpack - 80 credits - 10 Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Jurgan Kalta's Carbine - 4500 credits - 1 Blaster Carbine - 500 credits - 1 Ion Rifle - 400 credits - 2 Sonic Rifle - 400 credits - 1 Blaster Rifle - 300 credits - infinite Armor Reinforcement - 350 credits - 1 Scope - 200 credits - 1 Czerka Office: Greeta Holda: Life Support Pack - 150 credits - 6 Advanced Medpack - 80 credits - infinite Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Computer Spike - 250 credits - infinite Zabrak Battle Armor - 2000 credits - 1 Echani Battle Armor - 1750 credits - 1 Zabrak Combat Suit - 750 credits - 1 Military Suit - 150 credits - 3 Heavy Combat Suit - 100 credits - 1 Combat Suit - 50 credits - 1 Powered Light Battle Armor - 3000 credits - 1 Powered Battle Armor - 2000 credits - 1 Vibrosword - 120 credits - 1 Mandalorian Heavy Pistol - 2000 credits - 1 Hold Out Blaster - 100 credits - 1 Thermal Detonator - 2000 credits - 2 Plasma Grenade - 750 credits - infinite Poison Grenade - 130 credits - infinite Sonic Grenade - 130 credits - infinite Ion Grenade - 130 credits - infinite Adhesive Grenade - 130 credits - infinite Concussion Grenade - 80 credits - infinite Breath Mask - 100 credits - infinite Motion Detector Goggles - 100 credits - 1 Energy Shield - 140 credits - infinite Sound Dampening Stealth Unit - 200 credits - 1 Average Flash Mine - 250 credits - 5 Average Frag Mine - 250 credits - 5 Average Gas Mine - 250 credits - 5 Average Plasma Mine - 250 credits - 5 Mesh Underlay - 300 credits - 1 Cantina: Junix Nard: Advanced Medpack - 80 credits - 1 Medpack - 40 credits - infinite Security Spike Tunneler - 200 credits - 6 Security Spike - 100 credits - infinite Bothan Chuka - 480 credits - 1 Krath Blood Blade - 230 credits - 1 Vibroblade - 80 credits - 1 Bothan Quick Draw - 1000 credits - 1 Mandalorian Blaster - 750 credits - 1 Sonic Pistol - 200 credits - 1 Stabilizer Gauntlets - 300 credits - 1 Advanced Stealth Unit - 500 credits - 1 Gizka Poison - 350 credits - infinite Pazaak Card +/-1 - 200 credit - 2 Hair Trigger - 150 credits - 1 Pazaak Card +/-2 - 150 credits - 2 Pazaak Card +/-3 - 125 credits - 2 Pazaak Card +/-4 - 100 credits - 2 Droid Shop: Yuka Laka: Computer Spike - 250 credits - infinite Parts - 200 credits - infinite Security Spike Tunneler - 200 credits - 5 Security Spike - 100 credits - infinite Droid Heavy Plating Type 2 - 1500 credits - 1 Droid Heavy Plating Type 1 - 1250 credits - 1 Droid Medium Plating Type 2 - 750 credits - 1 Droid Medium Plating Type 1 - 500 credits - 1 Droid Light Plating Type 2 - 150 credits - 1 Droid Light Plating Type 1 - 75 credits - 1 Advanced Targeting Computer - 1500 credits - 1 Verpine Demolitions Probe - 1000 credits - 1 Basic Targeting Computer - 500 credits - 1 Sensor Probe - 500 credits - 1 Droid Motion Sensors Type 1 - 50 credits - 1 Environment Shield Level 3 - 900 credits - 1 Energy Shield Level 3 - 700 credits - 1 Environment Shield Level 2 - 450 credits - 1 Energy Shield Level 2 - 450 credits - 1 Environment Shield Level 1 - 350 credits - 1 Energy Shield Level 1 - 300 credits - 1 Advanced Stun Ray - 900 credits - infinite Stun Ray - 300 credits - infinite Note: Refuses to sell if you bargain aggressively for HK-47. 4. Kashyyyk: Czerka Landing Port: Eli Gand: Advanced Medpack - 80 credits - infinite Medpack - 40 credits - infinite Security Spike - 100 credits - infinite Reinforced Fiber Armor - 3500 credits - 2 Military Suit - 150 credits - infinite Heavy Combat Suit - 100 credits - infinite Combat Suit - 50 credits - infinite Jamoh Hogra's Battle Armor - 10000 credits - 1 Battle Armor - 400 credits - 1 Light Battle Armor - 250 credits - 1 Bothan Sensory Visor - 150 credits - 1 Breath Mask - 100 credits - infinite Neural Band - 100 credits - 1 Strength Gauntlets - 1000 credits - 1 Arkanian Energy Shield - 700 credits - 1 Sith Energy Shield - 350 credits - 2 Energy Shield - 140 credits - 5 Electrical Capacitance Shield - 8500 credits - 1 Sound Dampening Stealth Unit - 200 credits - 1 Adrenaline Amplifier - 100 credits - 1 Cardio-Regulator - 100 credits - 1 Stealth Field Generator - 100 credits - 1 Cyber Reaction System - 7500 credits - 1 Hyper-Battle Stimulant - 200 credits - 1 Hyper-Adrenal Alacrity - 100 credits - 1 Hyper-Adrenal Stamina - 100 credits - 1 Hyper-Adrenal Strength - 100 credits - 1 Gizka Poison - 350 credits - infinite Note: After completing the Honest Debt quest, Eli gets replaced with Matton. If you incite the wookiees to rebel against Czerka Corp., Matton will leave as well. Janos Werkta: Bothan Stun Stick - 230 credits - 1 Heavy Blaster - 200 credits - 2 Sonic Pistol - 200 credits - 2 Disruptor Pistol - 200 credits - 2 Ion Blaster - 200 credits - 2 Blaster Pistol - 100 credits - 2 Bothan Discord Gun - 1000 credits - 1 Blaster Cannon - 600 credits - 2 Bowcaster - 400 credits - 2 Blaster Rifle - 300 credits - 2 Plasma Grenade - 750 credits - 5 Adhesive Grenade - 130 credits - 5 CryoBan Grenade - 130 credits - 5 Ion Grenade - 130 credits - 5 Poison Grenade - 130 credits - 5 Sonic Grenade - 130 credits - 5 Frag Grenade - 80 credits - infinite Concussion grenade - 80 credits - 5 Average Flash Mine - 250 credits - 5 Average Frag Mine - 250 credits - 5 Average Gas Mine - 250 credits - 5 Average Plasma Mine - 250 credits - 5 Vibration Cell - 150 credits - 1 Note: If you incite the wookiees to rebel he will leave along with the rest of Czerka Corp. 5. Manaan Docking Bay Merchant: Advanced Medpack - 80 credits - infinite Advanced Repair Kit - 50 credits - infinite Antidote Kit - 49 credits - 1 Medpack - 40 credits - infinite Repair Kit - 25 credits - infinite Computer Spike - 250 credits - infinite Parts - 200 credits - infinite Thermal Detonator - 2000 credits - 5 Plasma Grenade - 750 credits - 5 CryoBan Grenade - 750 credits - 5 Ion Grenade - 130 credits - 5 Concussion Grenade - 80 credits - 5 Hyper-Battle Stimulant - 200 credits - 5 Hyper-Adrenal Alacrity - 100 credits - 5 Hyper-Adrenal Stamina - 100 credits - 5 Hyper-Adrenal Strength - 100 credits - 5 Adrenal Alacrity - 50 credits - infinite Adrenal Stamina - 50 credits - infinite Adrenal Strength - 50 credits - infinite Note: Yes his name is Merchant so I'll give more of a description. He's a Selkath and he belongs to an organization called something like Ahto City Provisionary Council or something close to that. East Central Tyvark Luowan: Advanced Medpack - 80 credits - infinite Medpack - 40 credits - infinite Parts - 200 credits - 2 Military Suit - 150 credits - 1 Combat Suit - 50 credits - 1 Battle Armor - 400 credits - 1 Light Battle Armor - 250 credits - 1 Bothan Stun Stick - 230 credits - 1 Vibroblade - 80 credits - 1 Vibro Double-Blade - 180 credits - 1 Vibrosword - 120 credits - 1 Bothan Needler - 1750 credits - 1 Arkanian Pistol - 1000 credits - 1 Arkanian Heavy Pistol - 1000 credits - 1 Mandalorian Blaster - 750 credits - 1 Disruptor Pistol - 200 credits - 1 Sonic Pistol - 200 credits - 1 Blaster Pistol - 100 credits - 1 Hold Out Blaster - 100 credits - 1 Zabrak Battle Cannon - 4000 credits - 1 Light Repeating Blaster - 500 credits - 1 Blaster Carbine - 500 credits - 1 Ion Rifle - 400 credits - 1 Disruptor Rifle - 400 credits - 1 Sonic Rifle - 400 credits - 1 Blaster Rifle - 300 credits - 1 Pistol Targeting Optics - 8000 credits - 1 Combat Sensor - 6000 credits - 1 Stabilizer Mask - 5500 credits - 1 Advanced Aural Amplifier - 400 credits - 1 Breath Mask - 100 credits - 1 Neural Band - 100 credits - 1 Aural Amplifier - 50 credits - 1 Strength Gauntlets - 1000 credits - 1 Cardio-Regulator - 100 credits - 1 Adrenaline Amplifier - 100 credits - 1 Beemon Package - 7500 credits - 1 Echani Battle Stimulant - 200 credits - 1 Advanced Stun Ray - 900 credits - 1 Note: Various Republic Soldiers speak of Tyvark giving them special discounts, but the prices he gave me were the standard throughout the Galaxy. Could be that I was playing as Dark Side though. 6. Korriban Dreshade B'ree: Krath War Blade - 130 credits - 5 Vibro Double-Blade - 180 credits - 5 Cassus Fett's Heavy Pistol - 10000 credits - 1 - upgradeable Bothan Shrieker - 1250 credits - 5 Ion Blaster - 200 credits - 5 Disruptor Pistol - 200 credits - 5 Sonic Pistol - 200 credits - 5 Heavy Repeating Blaster - 1500 credits - 2 Medium Repeating Blaster - 800 credits - 2 Blaster Carbine - 500 credits - 5 Ion Rifle - 400 credits - 5 Disruptor Rifle - 400 credits - 5 Sonic Rifle - 400 credits - 5 Plasma Grenade - 750 credits - infinite CryoBan Grenade - 130 credits - infinite Poison Grenade - 130 credits - 5 Sonic Grenade - 130 credits - 5 Ion Grenade - 130 credits - 5 Adhesive Grenade - 130 credits - 5 Concussion Grenade - 80 credits - 5 Average Flash Mine - 250 credits - 2 Average Frag Mine - 250 credits - 2 Average Gas Mine - 250 credits - 2 Average Plasma Mine - 250 credits - 2 Czerka Representative: Life Support Pack - 450 credits - 10 Advanced Medpack - 240 credits - 20 Antidote Kit - 147 credits - 10 Medpack - 120 credits - infinite Construction Kit - 100 credits - 10 Advanced Repair Kit - 50 credits - 10 Repair Kit - 25 credits - infinite Security Spike Tunneler - 200 credits - 2 Security Spike - 100 credits - 5 Exar Kun's Light Battle Suit - 6000 credits - 1 Reinforced Fiber Armor - 3500 credits - 1 Cinnagar War Suit - 3000 credits - 1 Echani Light Armor - 1000 credits - 1 Military Suit - 150 credits - 1 Heavy Combat Suit - 100 credits - 1 Krath Holy Battle Suit - 6000 credits - 1 Kar'ta Heavy Armor - 5000 credits - 1 Powered Battle Armor - 2000 credits - 1 Heavy Battle Armor - 1000 credits - 1 Battle Armor - 400 credits - 2 Light Battle Armor - 250 credits - 1 Heavy Targeting Optics - 9000 credits - 1 Verpine Ocular Enhancer - 750 credits - 1 Verpine Bond Gauntlets - 1500 credits - 1 Stabilizer Gauntlets - 300 credits - 1 Arkanian Energy Shield - 700 credits - 1 Sith Energy Shield - 350 credits - 2 Energy Shield - 140 credits - 4 Eriadu Stealth Unit - 1250 credits - 2 Advanced Stealth Unit - 500 credits - 1 Sound Dampening Stealth Unit - 200 credits - 1 Stealth Field Generator - 100 credits - 2 Sith Regenerator - 8500 credits - 1 Hyper-Battle Stimulant - 200 credits - 5 Echani Battle Stimulant - 200 credits - 5 Hyper-Adrenal Strength - 100 credits - 5 Hyper-Adrenal Alacrity - 100 credits - 5 Hyper-Adrenal Stamina - 100 credits - 5 Note: Again, I was Dark Sided so I poisoned the Progenitor as well as the Kolto. The representative did say as soon as I clicked on him that after the disaster at Manaan, Czerka Corp. is taking all it's Kotlo out of storage. It's possible not only does Czerka's medical supplies' prices increase, but the Galaxy at large. Mika Dorin: Life Support Pack - 675 credits - 10 Verpine Fiber Mesh - 6375 credits - 1 Bonadan Alloy Heavy Suit - 1350 credits - 1 Thermal Detonator - 3000 credits - 10 Stabilizer Mask - 8250 credits - 1 Interface Visor - 2250 credits - 1 Dominator Gauntlets - 22500 credits - 1 Verpine Prototype Shield - 3360 credits - 10 Adrenaline Stimulator - 18000 credits - 1 Cardio Power System - 15000 credits - 1 Gordulan Reaction System - 15000 credits - 1 Navardan Regenerator - 12750 credits - 1 Armor Reinforcement - 525 credits - 1 Mesh Underlay - 450 credits - 1 Improved Energy Cell - 375 credits - 1 Scope - 300 credits - 1 Pazaak Card +/-1 - 300 credits - 1 Beam Splitter - 270 credits - 1 Vibration Cell - 225 credits - 1 Energy Projector - 225 credits - 1 Hair Trigger - 225 credits - 1 Pazaak Card +/-2 - 225 credits - 1 Pazaak Card +/-3 - 187 credits - 1 Durasteel Bonding Alloy - 150 credits - 1 Pazaak Card +/-4 - 150 credits - 1 Note: Shop only open after the player has escaped the Leviathan. II. Starting a New Game A. Character Selection You start off on the selection screen to choose your class. Soldier: The soldier class has the highest health of any class and can save healing methods. The soldier will only have 3 skills as the class skills and the rest are cross class skills. The class skills are demolitions, awareness, and treat injury. The soldier also gets the fewest skill points per level as the focus of the soldier is primarily on combat than skilling. Scoundrel: Scoundrels are the "skiller" class of KOTOR. They have the most skills that are class skills and only three that are cross class. The cross class skills are computer use, repair, and treat injury. Scoundrels get the most skill points per level as they are more focused on skilling than combat. The scoundrel gets a special sneak attack ability where you do more damage attacking an enemy while in stealth mode. Stealth is essentially useless in Kotor1 so the special ability is equally useless. Scouts: Scouts are your "technicians" in KOTOR. The scout class is the only class in the game to have computer use and repair as class skills. They also have demolitions, awareness, and treat injury as class skills similar to the soldier class. A scout gets the implant feats for free. Upon selecting your class, you will be given the option to customize your character or have the computer do it for you. It would be wise to do it yourself because the computer makes bad choices. B. Portrait This is what you want your character to look like, not very important. C. Attributes After selecting what you want your character to look like, you will be taken to the attributes screen. You see that there are six attributes with an option to make them higher. I recommend all attributes to be at least 12. If you have not decided to be a light (save the galaxy) or dark (rule the galaxy) character then you need to choose now. A light soldier should start off with this: Strength: 14 Dexterity: 13 Constitution: 13 Intelligence: 12 Wisdom: 12 Charisma: 14 A light scoundrel should start off like this: Strength: 14 Dexterity: 14 Constitution: 12 Intelligence: 12 Wisdom: 12 Charisma: 14 Light scouts should start off like this: Strength: 12 Dexterity: 14 Constitution: 14 Intelligence: 12 Wisdom: 12 Charisma: 14 A dark soldier should start off like this: Strength: 14 Dexterity: 13 Constitution: 13 Intelligence: 12 Wisdom: 14 Charisma: 12 Dark scoundrels should start off like this: Strength: 14 Dexterity: 14 Constitution: 12 Intelligence: 12 Wisdom: 14 Charisma: 12 Dark scouts should start off like this: Strength: 12 Dexterity: 14 Constitution: 14 Intelligence: 12 Wisdom: 14 Charisma: 12 Alternatively you can look at DaSarcasticGuy's strategies located in the Credits section of the guide and build your character based on his recommendations. I would suggest to follow his strategies if you want to focus on a particular playing style (like an all out fighter for example.) Strength is a factor in determining how well you attack an enemy. All players need a good start in strength. You may notice that I have given my soldiers higher strength and less dexterity than the other classes. The reason for this is because soldiers have more health than any other class and thus can take slightly more damage. Dexterity determines how well you dodge attacks. The higher it is, the more you dodge. I give my soldiers 13 for the reason I explained above for strength. Scouts and scoundrels have less health than soldiers, so it is a little more important for them to be able to dodge more attacks. Dexterity also determines how well you attack with ranged weapons. Constitution determines your health. Scouts need to have the most at 14 because they get the least amount of vitality per level. Intelligence helps you in the computer skill and repair skill. It also has a small role in determining how many skill points you have when you level up. I used to think a high intelligence was important for skills. However, skills in this game are not very important. The only skills you really need are treat injury, awareness, and persuade. Other party members can do various skill checks for you without issue. At this point you see few differences between a dark and light player. I have dark players choose a higher wisdom and lower charisma. Light players are the opposite. Overall it does make a difference. Let's talk about wisdom first. The reason dark players have a higher wisdom is because dark side powers are typically offensive powers. You use these to attack your enemy directly. Light powers are typically defensive powers. These powers allow your character or the entire party to buff up their defense. Now wisdom is one of the deciding factors of a force power working against an enemy. Since dark powers are offensive, dark players need more wisdom. Light players can take a lower wisdom because most light force powers do not attack an enemy directly. Light players should still select 12 wisdom because a player with a high wisdom has a better chance at resisting an enemy's force powers as well as the few offensive light/universal powers. The charisma attribute relates directly to the persuade skill. Light players will need to be persuasive. After all, you will be wanting to achieve the most non-violent solution to a problem. That gives you major lsp. Dark players do not need the persuade skill as much. You still need it, but you will be the cause of most problems instead of the solution. D. Skills After you have chosen your attributes, you now must focus on your skills. Skills are essential in the game and tie in directly with your attributes (this is why every one should be at least 12.) Some skills are good while others (like stealth) are just plain useless. You'll notice that some skill points say "cross class" and take two points every time you add them. Scouts have three points per level, scoundrels have five, and soldiers have two. Intelligence plays a role in how many points you have in the beginning of the game and when you level up. Soldiers: Computer use: 0 Demolitions: 0 Stealth: 0 Awareness: 2 Persuade: 2 Repair: 0 Security: 0 Treat Injury: 2 Scoundrels: Computer use: 2 Demolitions: 4 Stealth 0 Awareness: 4 Persuade: 4 Repair: 2 Security: 0 Treat Injury: 2 Scouts: Computer use: 2 Demolitions: 2 Stealth 0 Awareness: 2 Persuade: 2 Repair: 2 Security: 0 Treat Injury: 4 For computer use, the skill is mainly about hacking into an enemy computer and turning the security system against an enemy. In order to hack into a computer and perform any operations after the computer is hacked you need to have computer spikes. The higher the skill is, the less spikes you need. ============================================================================== Note: Regarding computer use: if you have the option to bash a computer terminal, don't. If you are looking through a security camera and see you and your party members through the security camera do not select the option to overload the terminal. Doing either of these will send an electric shock wave through the entire room killing you and your party members instantly. Game over. ============================================================================== Demolitions involves being able to disarm or recover mines that are laying around in various places. The higher your demolition skill is the greater chance you have at disabling/recovering mines. Stealth is intended for you to sneak past enemies or sneak attack them. I find the skill rather useless as you have to be in SOLO mode in order to have one character stealthed. This means all party members are stationary except for the one you are controlling. There really isn't any point in sneaking past enemies either. You might as well kill them. Yeah scoundrels get that bonus sneak attack ability but without your party members by your side it's rather pointless. Awareness is used to primarily be able to see mines that are laying around in various places. The higher your awareness is the better chance you have at spotting a mine. It is important to note that running gives a penalty to awareness. I haven't really had any trouble with it though. Now the game also mentions the ability to see enemies in stealth mode, but you will not have any enemies like that in Kotor1 so there's no need to make your awareness super high. Persuade in the game is exactly what the word means; to try to get someone to see your side or do something for you. The higher your persuade skill is, the more likely the person will be successfully persuaded. It also helps if the person likes you. Repair is used to repair droids that have broken down and are no longer functioning. In order to repair droids, you need repair parts. The higher the repair skill is, the less parts you will need to use. Security is essentially your lock picking skills. There are doors and lockers in the game that are locked. The higher your security skill is, the greater chance you have of being able to open the lock. It's not really essential in KOTOR1 as it is in KOTOR2. You can just bash the doors or footlockers open. It takes a bit of time with swords, but with lightsabers you should be able to bash them open with a few swings. You miss out on the xp but since the game has a cap of level 20 it doesn't really matter. Don't add points to security. There are other more important areas. Treat injury is pretty important. You will be fighting quite a bit in the game and there are items in the game that will heal you if you use them. The higher your treat injury skill is, the more these items will heal you. E. Feats Next is the feat section. Here's a list of all the feats and the grade I give them. Two-Weapon Fighting - Master Two-Weapon Fighting A Why fight with one weapon when you can have two? You'll notice that if you are fighting with two weapons, your attack will be negative instead of positive on the equip screen (there's more about the equip screen later,) in other words, your attacks won't work as well. The primary reason to select this feat is for a strong offense. If you want to build up a defensive character then it would be better to select the Dueling feat. Armor Proficiency Light - Armor Proficiency Heavy C- This gets a C- because throughout the majority of the game you will not be wearing armor. Why? Most force powers don't work with armor. As a Scoundrel, you get Armor Proficiency Light free, where as a soldier and a scout get light and medium for free. Don't get the heavy or medium option because it's not worth wasting a feat that you'll use for a short while. Or if you are a soldier and would like to wear armor go ahead and pick the heavy option. Be sure to not select force powers that are restricted because of armor if you choose this route. If you do choose to wear heavy armor then it can save medpacks or healing at the cost of certain force powers later on. Caution - Improved Caution B Caution is a good feat to have, but it's not absolutely needed. It gives you a +1 skill point to both demolitions and stealth, provided that you have at least one skill point in that area. You might need demolitions sometimes, but you can always boost that skill when you level up. Stealth is useless. Critical Strike - Master Critical Strike (melee weapons only) A- This is a good feat to have and can put the hurt on some enemies. At times, there will be enemies whose weak point is critical strike. The only drawback is that it lowers your defense by five points. Scoundrels get critical strike for free instead of Armor Proficiency Medium. Empathy - Master Empathy B This is an ok feat because it improves three skills: Persuade, Awareness, and Treat Injury. You'll need all of them. However it would be best to select other feats instead of waste it on this. Flurry - Master Flurry (melee weapons only) A This is an excellent feat that is almost just like critical strike. Flurry only lowers your defense by four points, while master flurry lowers it by only one point. You even get an extra attack in that round. You will definitely need this because this is a way to take down enemy's health fast if you are overwhelmed by enemies. Gear Head - Master Gear Head B Like Empathy, three skills, Repair, Security, and Computer Use are improved. It's a good feat to have, but not absolutely necessary. Conditioning - Master Conditioning A This feat lets you have a +1 bonus on your saving throws. A successful saving throw lets you dodge attacks or take less damage. Implant Level 1 - Implant Level 3 A With this feat you can equip implants that you can find in the game. Some of them increase your attributes while others increase your skills. Scouts get this feat upgraded for free. If you're not a scout, invest in this feat. Power Attack - Master Power Attack (melee weapons only) A This is a very good feat. Your defense doesn't drop and the only drawback is the -3 attack. It's worth using and having throughout the game. Power Blast - Master Power Blast A Use for ranged party members only. Power blast is the ranged equivalent to power attack. Rapid Shot - Master Rapid Shot A Use for ranged party members only. Rapid shot is the ranged equivalent to flurry. Sniper Shot - Master Sniper Shot A Use for ranged party members only. Sniper shot is the ranged equivalent to critical strike. Weapon Proficiency Blaster Pistol - Weapon Focus Blaster Pistol A Use for range party members only. This adds an extra attack point for anyone who is using a blaster pistol Weapon Proficiency Blaster Rifle - Weapon Focus Blaster Rifle A Use for range party members only. This adds an extra attack point for anyone who is using a blaster rifle. Weapon Proficiency Heavy Weapons - Weapon Focus Heavy Weapons B Use for range party members only. This adds an extra attack point for anyone who uses heavy weapons. There are not that many heavy weapons in the game so that's why it gets a B instead of an A because it's not as useful. Weapon Proficiency Melee Weapons - Weapon Focus Melee Weapons A Do not use for your character. Use for other party members who will not use lightsabers. Or if you want to fight with swords the entire game go ahead and pick it for your character. Toughness - Master Toughness A+ This feat speaks for itself. At the master level, you gain defense as well as vitality points. You can select this at any time you wish because it counts for the previous levels gained. Dueling - Master Dueling A This feat is for those who want to play as a classic Jedi with one lightsaber. The primary reason to take this feat is to focus more on a defensive character than offense. If you don't pick the two weapon fighting line then you will need to pick this one. That being said, it's time to choose the feats. Your best bet is to select Power Attack, Flurry, or critical strike. F. Name And now you choose your character's name. Note that this will be the name throughout the 60+ hours of game play, so be sure it is one you like. G. Play Now you are ready to play. After reading the introduction, you see your character on... III. The Endar Spire The Endar Spire is the first area of the game. It's probably the shortest one as well. This is mostly a tutorial section so you can know how everything works. You see yourself waking up to the Sith attacking your ship. A guy named Trask will run through the door and tells you everything you need to know for now. It doesn't matter what dialog you use, it all leads up to the same thing. He will eventually tell you how to get your gear and equip it. This took a while for me to figure out, even when I asked him how to do it. It's actually pretty simple. Just go over to the footlocker behind you. You know you've selected the footlocker when you see a small blue circle on it and the left corner of your screen has a box that says "footlocker." Or you can press the bottom trigger buttons to eventually select it. Open the footlocker and take all the items. You get 50 xp, and Trask will tell you how to equip it. Equip the short sword and clothes. Or you could use a blaster pistol depending on your preference. You will get a lightsaber in the game, so you might want to think about getting used to melee combat. Trask always has a blaster except for one occasion. Once that's done, talk to Trask and he'll join your party. The game tells you to press A to go to the party selection screen. Do this and Trask will already be selected, so all you have to do is press A again. The screen switches back and Trask tells you the room is in lockdown. You'll have to use him to unlock the door. Ask him how to do this and he'll tell you. Press the black button to be Trask. Then, walk over to the door and open it. A. Main Area Trask advises you to take the lead and the game automatically switches the lead back to you. Walk down the hallway and the screen with change to Carth, a hardcore Republic Soldier, who will tell all hands to go to the bridge. 1. Your Journal Trask will tell you about how to get into your journal and other stuff that's in the game when you pause the game. Look at each screen and familiarize yourself with it, you'll be using it a lot! Here's the gist of each screen from left to right: Equip Screen - lets you equip items you have to enhance your performance in battle. Some items cannot be used without a certain feat. Others are completely useless and should be never used. Still others are some you can't go without. Party Inventory - All Items - This screen tells you each item you have and gives a description. When you get datapads, go to this screen and select it. Then, use the right thumb stick to read further if you need to. Your Character's Name (whatever you selected at the start) - This shows your health and defense as well as your attributes and other important things as well. This is how you know how many experience points you have and how many you need to level up (more about this later.) You also see your alignment is neutral. Your choices can make you light or dark depending what type of character you want to have. You can also see what force power is currently in affect upon you in battle. Press x to go to the scripts screen. Script Selection - This is deciding on how your character will automatically attack in battle. Always let someone who uses force powers and droids to use Jedi/Droid Support. NEVER let someone be a Grenadier because YOU need to choose what grenade to use and who gets to throw it. I have had so many problems with Carth (he joins you later) throwing so many grenades at the wrong time, damaging me or other party members, or wasting a grenade, and other problems that have delayed the battle. Skills - This shows the skills you have. You won't go to this screen much; it's just a good to know type of thing. Press x to see the feat screen (which is the same idea as the skills screen.) Messages - This is the most recent messages you have received. I hardly use this screen. For those of you who want to know the math and other things that go on in battle, press x on this screen to show some stuff that I don't understand well enough to explain. The only thing I do understand is that the fights in the game are based on a d20 system. It's the same system used in Dungeons and Dragons. Quests - This is something you'll use many times because it's where all of The quest information is stored. Go here if you forget where to go. Press Y to cycle between active quests and completed quests. When you get a quest, a screen will pop up that says "Journal Entry Added." This is handy because if you get stuck or forget a quest all you have to do is consult the journal. Main quests are part of the story plot that you HAVE to do in order to complete the game. Side quests are optional and are often related to main quests. Map - Another screen you'll use often. Go here to see if you've explored an entire area or if you get lost. Press A to go to the party selection screen. This lets you change your party. Options - Your standard options that you see in every game. There are submenus here as well. Load game and save game are self explanatory. Gameplay changes a few settings for the game, all of which the game explains. Feedback also has options you can select or deselect to your whim. Auto-Pause just tells the game when you want it to pause automatically before battle. I would advise you to leave it the way it is. Graphics and Sound changes the graphics and the sound to your liking. Press Y to go back to the default if you screw it up (I screwed it up so bad one time...) Finally, quit lets you quit the current game. Once you know the journal inside and out, walk down this hallway to the following door. Press A to try and open it, but you can't. Trask will say that he does not have the codes to unlock this door, but he might be able to slice through the system. If you have the security skill you can do it yourself. If not then switch to Trask and have him use it. Remember to go to the security box in the action menu to open the door. The screen changes to a Republic soldier firing at two Sith soldiers. The Sith win the firefight and Trask expresses his loyalty to the Republic. You are now in pre-fight mode. This is where you see the words "Enemy Sighted!" on the top of the screen and you have the option to ignore them or engage them. Press A to engage, then go up to one of the Sith and kill him. If you are having trouble doing this, try to use one of your feats like power attack or flurry. The action menu has changed, so use the D pad and move to the right once. You should now be on a red and white X if you picked critical strike (or got it for free) as a feat. You can scroll up or down to see if you have another feat there. This feat is a special attack that you can use an infinite number of times during battle. Press A and you will use this special attack, which should take a big chunk of the Sith's life. Then, fight the other one the way you did the first. This is where power attack, flurry, and critical strike can be the deciding factor of how long an enemy stands and takes down your health. Trask will talk to you again and tell you how to use a medpac. Use it if you are low on health. They are on the far right of the action menu and can be used in and out of combat. After learning about this, open to the door to the far end of the hallway. Kill the Sith however you prefer and remember to search the room for contents you could use or sell. It's a good idea to wait for a few seconds to see if the enemy had something useful upon his demise. You'll see it classified as "remains" and all you have to do is "open" it. Go through opposite door. The screen will change to another firefight and the Sith will once again win. Heal if you have not already and walk around the corner to the enemy. Since there are a good number of them, use a grenade then kill the ones that remain and loot the bodies for items. Walk down the north path to the door and a droid explodes. Take some parts to the right of the busted droid then walk back to the intersection. Go east (or left) and walk to the door. As you get closer to the door, the sounds of lightsabers get louder and louder. There's a fight up ahead between a Jedi and a Dark Jedi. Both Jedi will die and two Sith soldiers will take their place. Waste them, loot the remains of the Jedi and Sith, and go east towards another door. Open it and kill the two weak soldiers there. Afterwards, Trask tells you that Bastila is not on the bridge and has already escaped in the escape pods. You learn that without Bastila on the Endar Spire, the Sith can destroy the ship at any moment. You can get loot from dead soldiers on the bridge and there's a backpack by the door with a blaster pistol in it. Walk over and around the control desk and there you will see a door. Trask stops you before you open the door and tells you about leveling up. Press the start button; you should automatically be on a screen, that I have called the YOUR NAME screen (the name you chose for your character,) on it along with your alignment, (dark side, light side, or neutral) and your statistics. "LEVEL UP" will be over your character along with the option to automatically level up or manually level up. Manually level up and you'll notice that you can't choose every option again. In the skills section, boost your persuade, treat injury, and any others you need. For feats, I recommend two weapon fighting, toughness, or dueling. Accept this and you'll be done. ============================================================================== Note: I won't tell you what to select until force powers come into play. It's better to use the feats you like and improve the skills you want. ============================================================================== Open the door ahead of you and this brings you to more doors! Will it ever end? Open it and Trask will run ahead of you, saying that there's something behind another door. He opens it and a Dark Jedi shows off his lightsaber. Trask takes a short sword and sacrifices himself for you, jamming the door so the bad guy can't get to you. There is a door to your left that goes to... B. Starboard Section Carth will once again contact you, saying that Bastila's escape pod is away and you're the last remaining crew member. How exciting! It's easy to find where to go, there's only one hallway you can walk down! There are only four Sith in this area, two in the hallway and two behind a door. They are a little more difficult now that you have leveled up, but it shouldn't be too much of a challenge. After you have defeated them, Carth will come up on the communicator again, tell you that there is a team of Sith on the other side of the door and that you will have to thin their numbers somehow. He suggests you reprogram the droid or slice through the computer terminal by the door. Before you decide, there is a footlocker in the room with enough of each item you need. Now Carth wants you to choose between the droid and the computer. Select the droid and the screen will change. Select the tutorial option for repairing droids. Log out and go to the computer terminal. We're going to do things there because repair parts are harder to come by. Once you've overloaded the power conduit, loot the remains of the dead soldiers and open the door at the end of the room. ============================================================================== evilbob65535 says: One good general tip for gaining XP quickly is to always repair any droid you encounter to the maximum amount. Make sure you have one party member with maxed-out repair and keep a +repair item handy, and always repair every single thing possible on the droid: this gives over 1000 XP for the cost of a few parts and almost no time on your part. (Other than the main character repairing HK-47, I don't think repair is ever used anywhere else, but it's still a nice boost.) ============================================================================== There's not much to do here. Both dialog selections generate the same response. Carth introduces himself to you and you have to walk towards the escape pod. Select it, hit A, and say that you want to use the pod. I don't even know why it asks you...come on, who doesn't want to escape a doomed ship? The screen flashes to the outside of the ship where the escape pod is shot out. The ship then explodes into a giant fireball while your escape pod plummets to the planet below...whew! IV. Taris A. Background Taris is the first planet you are on, though it's not by choice. There are three sections in Taris, the Upper City, Lower City, and Undercity. The Upper City is the safest part of Taris. Except for one or two occasions you have to fight someone on the Upper City. The Lower City is a slum run by swoop gangs. The most dangerous and annoying are the Black Vulkars. These guys attack anyone on sight and will be the main people you fight there. The Undercity is worse. You'll find Rakghouls there. Rakghouls are horrible monsters who feed on the flesh of others. Their poison jaws can transmit the Rakghoul Disease to others, turning them into one of the abominations. Many of these guys lurk the sewers and the Undercity. Gamorreans, huge, fat, and pig-like creatures, also hang around those two areas. B. Quests 1. Main quests: Getting to the lower city Gadon's deal Zaalbar in the sewers Black Vulkar Base Back to Gadon (lsp) Assassinate Gadon (dsp) Swoop Race Rescuing Bastilla Canderous' deal Sith Base Davik's Mansion Ebon Hawk 2. Side quests: Dia's Bounty Rapid transit system Pazaak Invited to a Party The Duel Ring Rakghoul Serum Largo's Bounty Matrik's Bounty Selven's bounty Missing Apprentice Infected Outcasts The Promise Land Bendak's Bounty C. Apartment Complex The next time you see yourself, you will be thrashing about in your sleep. The screen then changes to a dream of a Jedi woman...strange. Carth will then talk to you. Ask him questions to find out about your situation. It doesn't matter what you say to him because no option leads to lsp or dsp. Near the close of the conversation, he will mention Dark Jedi techniques. It is things like wiping away your mind and destroying your identity...eek! This is the time where Carth officially joins your party. ============================================================================== Note: All stats of party members are taken straight from the game. ============================================================================== ============================================================================== Carth Onasi Level 4 Soldier Starting Stats: Vitality: 44/44 Defense: 13 Strength: 13 (+1) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 13 (+1) Wisdom: 10 (0) Charisma: 12 (+1) Fortitude: 5 Reflex: 4 Will: 1 Starting Skills: Computer Use: 1 Demolitions: 0 Stealth: 0 Awareness: 3 Persuade: 1 Repair: 2 Security: 1 Treat Injury: 4 Starting Feats: Improved Two Weapon Fighting Armor Proficiency: Heavy Power Attack Power Blast Weapon Specialization: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Heavy Weapons Weapon Proficiency: Melee Weapons Recommendations: Carth is a hard fighting soldier that you will only have in your party in a few places in the game. He doesn't level up now, so you don't have to worry about that at this point. When you do get the chance to level him up, invest in the dexterity and constitution attributes. For skills, focus on treat injury. Since Carth is better shooting at enemies than hacking at them with a sword, choose sniper shot, rapid shot, and the other blaster related feats. For weapons, keep what he has on him right now. ============================================================================== Explore your apartment. You'll find a workbench and a footlocker with goodies. A workbench is something that allows you to upgrade swords, lightsabers, blasters, armor, and any other weapon or armor. You can either buy these or loot them from corpses. ============================================================================== Note: Now that you have a party member, it's worth getting to know more about him. Talk to Carth now and get to know him more. At various times the game will say "something's bothering Carth, maybe you should speak to him" or something to that affect. You should talk to your party members before the game prompts you to. Party members have additional side quests that can be taken. The fastest way to get them is to talk to your party members as much as possible. If it's not time to talk about their background yet, then either ask them about the world you're on or tell them you'll be going. With the exception of a few cases, it does not matter what you say to your party members. When it does, I will outline the basics of what you need to say or just tell you to act according to your alignment. From now on, I will place a party member's name with a !x by it. X is a number. The number represents that now is the time to talk to your party member for the xth time. So if you were to see Carth!4, then it means talk to Carth now for the 4th time. If you for whatever reason are unable to talk to Carth or another party member when I say you can, simply use rts to go back to your hideout. If the dialogue option still doesn't open up then exit and reenter your hideout. Multiple tests throughout several games has shown that if you are behind on party member dialogues entering and exiting your hideout or simply using rts is a good way to get caught up on them. I even tested this on an x box that did not have any previous KOTOR saves in it. I will give a brief description of what the conversation is about in order to make sure everyone (including myself) is on the right track of when these conversations can happen (this process is under construction.) ============================================================================== Carth!1 In this conversation you get to know a little more about Carth. He mentions being a veteran of the Mandalorian Wars. After the wars, his home world Telos was among the first to fall against Malak's fleet. After a little probing by you, he stops talking about it and suggests we get back to the task at hand. There's nothing more to do, so walk to the door. The game tells you some information and you and Carth step outside your apartment. Seems the Sith are looking for trouble as you step out. You are attacked almost instantly. These guys are pathetic weaklings. Duros, the alien fighting with you, will speak to you. Even though "Stay out of my way or I'll kill you too" looks like a dsp, it's not. In fact it doesn't matter what you say to him. He'll tell you not to worry about the Sith because he'll move the bodies to throw them off...doesn't sound like it would work right? ============================================================================== Note: After this fight you should have enough xp to level up. Some players have used the strategy of saving leveling up until you become a padawan in order to get more force powers than you normally would. If the cost of having tougher fights at the beginning of the game is worth more Jedi powers to you then do it. For those of you who want to save your levels, as the game progresses do not use medpacks on your own character when you are fighting with other people in your party. Instead, let your character die and only use medpacks on your party members if necessary. The only time you should use medpacks is when you are fighting alone. In this way, you will not needlessly waste medpacks. Also when you are in areas where you need to kill enemies, do not have your character as the party leader. Instead have someone else as the party leader like Carth. Because the party leader is the first to open doors, enemies are more likely to engage the party leader than the other party members. For this reason, having your character as backup support will make it less likely for your character to die in battle. It will still happen just not as much. It is important to keep in mind that when you do level up as a Jedi you will level up skills, feats, and attributes according to the Jedi class, not your previous class. So for instance a scoundrel leveling up to level 4 would normally get 5 skill points per level. A Jedi leveling up (depending on your class) will get 2-3 skill points per level. If you wait to level up you will not get the skill points you would have gotten as a scoundrel. In the grand scheme of things force powers are more beneficial than skills since you can have other party members do whatever you need to do for you. Feat and attribute progression appears to be similar depending on what class you take. In addition to skills, any free feats you receive as a result of your class as a scout, soldier, or scoundrel after level 2 will not be gained because you would no longer be a scout, soldier, or scoundrel. For scoundrels, this is not a huge deal as the sneak attack feat is useless. For scouts it could be a disadvantage as you will not get the other Implant feats for free. Additionally, there is a bug when you wait to level up your character. There is an error in the way xp is calculated for the rest of your party members, or the game could be thinking that the number of Jedi levels you have is the total number of levels you have (i.e. a level 2 soldier 18 Jedi would really be a level 20 character but the game only sees 18.) When leveling up the normal way, party members are either one level behind you or the same level as you. Therefore if the game thinks you're level 18 when you're really level 20 you will have weaker party members. However, there is more than enough experience in the game so eventually the xp error will resolve itself towards the end of the game. ============================================================================== Carth!2 Female characters get a romance option here. After that Carth asks if the questions are necessary. He turns the conversation towards the battle of the Endar Spire. Further talking shows that the Jedi requested you to be on that shuttle at the very last minute. He muses that the connection between you and the Jedi is a little too convenient. Further probing reveals he trusts no one for personal reasons. He is reluctant to discuss it now however. Explore the apartment complex. There should be a few low-security doors that you or Carth can use the security skill on. From your apartment, go east (left) until you reach a door. There's a footlocker here with some booty. Keep walking and follow the circular walkway to another door. There's an Ithorian and a bag in here. The Ithorian isn't worth talking to and the bag has a few goodies. The next door leads to the Upper City, but it's not time to go there yet. Keep on going to find another low-security door. This one has a Twilek and a bag full of goodies. Continue walking and a merchant will tell you about energy shields. Don't buy anything off of him because he charges more for items than anyone else. 1. Dia's Bounty Talk to Dia and you'll find out that she's got a bounty on her head because she cut a guy up. The guy, Holdan, was making advances on her and she didn't like it. Only mistake was that he worked for the local crime boss. Light players should tell her that you'll try to speak to Holdan, then find him in the lower city cantina. You don't get lsp until you have spoken to Holdan. Keep this in your mind for now we're not ready to meet him yet. For dsp, find out about the bounty, say that you're going to collect it, and kill her. If you say to her that you're going to rob the place, it doesn't give you dsp. The only other guy worth talking to is the janitor. He can tell you a little bit about the city and suggests the cantina for more information. That's our next destination. Exit the complex using the southernmost door to... D. Upper City South 1. Rapid Transit System A Journal entry will be added here explaining how the Rapid Transit System works. The game can transport you back to your hideout from the map screen when you press X. You can't transit to your hideout in areas deemed dangerous or while in combat. Once you transport back to your hideout, you and your party are instantly healed. You can then select transit back from the map screen to go back to where you were. Use that feature now to get familiar with it. Walk south and you'll eventually find a door that leads to a store called Kebla's Shop. Light players need to buy a premacrete detonator from this shop now. You'll use this on a quest later. Both light and dark players need to buy 4 or 5 frag grenades. You can sell some of your unwanted items if you do not have enough credits. Continue heading south to the cantina. 2. Pazaak Talk to Garouk and he'll sell you a Pazaak deck. You don't have to play this game if you don't want to, but it can be fun to play. He will teach you how to play this game. Normally I don't play because it's not vital to the storyline. ============================================================================== Note: Much, much, much later in the game you will acquire a pazaak deck for free in a footlocker. In other worlds there are other people willing to sell a pazaak deck. I believe Garouk has the lowest price (if you don't count the free one you get) but I could be mistaken. ============================================================================== ============================================================================== Ryan F says: Okay so normally I don't bother with pazaak because it's a waste of money and it's boring, but I decided to play for once. In the Upper City Cantina, there is a man when you first come in on the left, I think his name is Niklos. If you are male and you play him and beat him and then talk to Christina who is standing right next to him, she will ask for 20 credits to get some fancy drinks for the two of you. This is just like the scam that Jergan tries if you are female. She will talk to the Tarisian noble that I had originally thought was just there for "decoration" and then run off with him instead. ============================================================================== 3. Invited to a Party Now this is where males and females are slightly different. The goal here is to befriend a Sith soldier (who is out of uniform) and get invited to a party in the Northern Upper City. Males will speak to Sarina, the first woman on the right, as you enter the round circular room. Females will need to speak to Yun Genda, who is in the northern room of the cantina. In this room, a man named Jergan will stop you and ask if you want to meet the band (He only asks female characters this.) It's an obvious scam so don't agree to do it. Anyway, the guy you want to talk to is to the left of the entrance as you walk in the room with his back against the wall. You can't see him right away, so go into the room and then turn around. Be polite towards whomever you talk to (all dialog options lead to the same ending so it doesn't matter what you say. Don't say that you aren't interested in chatting now because that does stop the dialog) and they will invite you to a party. They mention that they won't bother going back to the military base to put up their uniforms...how interesting. You will need the uniforms to get into the lower city. There is another way to do this if you don't want to talk to the Sith soldier. It will be covered a little later. There's a spoiled rich kid named Gana Lavin in the west room that will mistake you for a waiter. Both light and dark players should be rude. There's no dsp or lsp and you get to gain experience later because you were rude. 4. The Duel Ring Another area of the cantina is the most fun one, the dueling ring. It is located in the southern room, which is left from where you entered the cantina. You'll watch a very short match between Gerlon Two-Fingers and Deadeye Duncan. Talk to Ajar (he's the fat Hutt in the back of the room) and tell him you're interested in dueling. He will give you the nickname The Mysterious Stranger. You can't persuade him to pay you more than 10% of the profits even if the skill is as high as it can go, so don't even try. The first person you fight is... Deadeye Duncan After watching how he fell after taking one little blaster shot from Gerlon, it's safe to assume this guy's simple. In fact, he's so simple that you can attack him while you're asleep! After you tell Ajar you're ready to start, the game will transport you to the ring where the announcer will kick it off. Then combat mode starts. All you have to do is press A when it says enemy sighted. He goes down after two or three regular attack hits, not requiring any effort at all. After defeating Duncan, talk to Ajar again and he will give you 100 credits for winning. Gerlon Two-Fingers Talk to Ajur again and he'll put you against Gerlon. This guy is also pretty easy and can be beaten by five or six good, regular melee attacks. You can also use power attack and flurry. The most health he takes out of you is a little over a third, so it's nothing major. You get 200 credits for defeating Gerlon. Ice Ice is rough if you use your sword to attack her. If you stay where you are she will use a blaster against you. Just use 4 or 5 frag grenades against her and she'll go down easily without taking away much of your health. Don't heal up after the fight because there's a guy you will meet who will heal you for free soon. You get 300 credits for defeating Ice. You're not ready to fight Marl yet. You could try, but it's not recommended. There's nothing more for you here, so exit the cantina and walk north. The spoiled rich girl will confront you with two thugs when you reach the area around the shop. They're pathetically easy and have goodies inside them after you fight them. Continue walking north until you come up to the path that heads to the east. Walk until you see a door to the south that leads to the medical facility. Go inside and speak to Zelka. 5. Rakghoul Serum He will tell you that he can heal you and any disease you may have except the Rakghoul disease. Ask him about it and follow the first response dialog options. Don't worry dark players, saying that you'll get the serum for him doesn't give you lsp and it opens the Rakghoul serum quest. After learning about the serum, open the door marked "Lab Personnel Only" using the security skill to find that there's two republic soldiers floating in a tank. This is the dialog you need to select for your appropriate alignment. Light Path: You - Hey, I recognize these soldiers, they're with the republic! Zelka - How do you recognize them...? You - [Persuade] Don't worry I'm with the republic... Zelka - These soldiers won't survive, so all I can do... You - Is there anything I can do? (lsp, then Zelka talks more and ends the conversation) Dark Path You - What's going on here? Zelka - Nothing, this isn't your concern... You - [Persuade/Threat] Either tell me what's going on or you... Zelka - What? No! Don't tell the Sith... Carth - For that you have my thanks... You - It's going to cost you...(if you select this without Carth in your party, you get dsp) Carth - No it's not... You - I don't take orders from you...(this is what gets you the dsp if Carth is with you) After all of this go towards the front door and Zelka's assistant will tell you that Davik wants his hands on the Rakghoul serum. No light or dark options here, you just know that you can choose to deliver the Rakghoul serum to Zax at the bounty office for a better reward than Zelka. Leave the medical facility and go north towards two bounty hunters and their bounty. They will be angry at the guy because he hasn't paid Davik and they want to take him away. Carth will whisper to you asking if it's wise to intervene or keep a low profile. The bounty hunters will spot you and mention that Davik doesn't like witnesses. Light players, tell the bounty hunters "Leave this man alone or you'll have to deal with me!" for a lsp, then give the guy the amount he owes Davik (100 credits) for another lsp. Dark players, tell the bounty hunters you don't like their attitude and you'd better teach them a lesson to enter combat mode and kill them. This option keeps you from getting lsp. The guy will then thank you. Tell him to hand over his credits if he wants to live. If you have Carth with you, he'll overrule you and tell the guy to get out of here before more bounty hunters show up. Carth prevents you from getting his credits. Boo. Whatever side you take, be sure to search the remains of the bounty hunters. They each have 50 credits. Now go through the door that the guy ran off to, which leads to the... E. Upper City North 1. Apartments Go north and walk to a door that leads to another apartment complex. Once again, open all apartment doors to find goodies. From the entrance, walk west and go towards a door. There's a family in here and some goodies in the footlocker. Keep following the circular walkway to find an empty apartment with a footlocker to the left as you walk in. After raiding all the items, continue following the walkway to find another empty apartment with another footlocker with booty. a. The Party/Intervention The next apartment has the Sith party in it. Once you get near there, the person you talked to is glad to see you and tells you to try the Teresian ale. All the party-goers have too much to drink and pass out on the floor...giving you an opportunity to search the room. There's a backpack in the back with a Sith uniform in it. Take it, raid anything else in the room, and leave. If you didn't talk to the Sith soldier in the cantina, then this happens. ============================================================================== Ryan F says: Instead of going to the Sith party on Taris, I just go to the apartments and that room will have 3 Sith soldiers interrogating an alien. If you intervene, you can get xp and you will find the uniform on one of the corpses. ============================================================================== Dark players, you'll get light points if you save the guy. Just tell the soldier you do not want to get involved. The commander will kill the alien and they will search the apartment for the missing uniforms. Go into the apartment and the sith soldier will ask you about the uniforms. Ask what he is talking about and he will accuse you of knowing where they are. Both dialogue options result in combat. Sadly dark players, threatening to kill the Sith and take the uniforms they are wearing is not dark enough for dsp. Loot the remains of one of the Sith soldiers for their uniform. b. Largo's Bounty The last apartment door has a guy named Largo in it. He'll beg you not to kill him and give you 50 credits so you won't go to Davik. Dark players, the same thing applies here as it did with Dia. You actually have to find out he has a bounty on his head to get the dsp. So, take the 50 credits he offers you for dsp. He gives you the credits and the dialog ends. Talk to him again and tell him you're going to kill him to collect the bounty for more dsp (isn't it fun to be EVIL?) Now an interesting thing happens when you kill Largo. You will get 50 more credits on his corpse. This is interesting because he says he only has 50 credits. You end up with 100 credits from this guy if you took his bribe. If you didn't take the bribe you will only get 50 credits from looting his corpse. I like this glitch. It's also important to note that after he has given you credits you will not get dsp if you threaten to tell Davik where he is. Light players, ask him what he's babbling about and he'll tell you that he is in a 200 credit debt to Davik and has a bounty on his head. Give him 200 credits for lsp. Once you have looted the apartment, leave the apartment complex through the next door that leads back to the Upper City. Go west and walk until you see a path to the north. You will find three drunk men who want to pick a fight. For lsp, persuade the guys to be friends and offer to buy them a drink. Don't worry, you won't lose credits because they decline. For dsp, tell them if they're trying to pick a fight then they have one. They're pathetic and easy to defeat. If there's Sith soldiers near you they will shoot at the drunk men if you fight them. Loot the remains and keep going west. To the south is a droid shop. Dark players have an opportunity to be evil again. ============================================================================== Roderick M says: I have a dark side player advise for on Taris if you buy the droid at droids at Jance for 50 credits as soon as you walk out of the store he will blow up, go back to Jance and say that it was a piece of junk and you want your credits back. Then tell her you should get more credits for the trouble, it doesn't work, then tell her you'll spread the rumor to not buy her droids. She'll beg you not to and give you 75 credits and you get dsp. ============================================================================== There is no light option for this. You just get your money back with "no hard feelings" upon asking for a refund. Also, there is a chance that the persuade option to get more credits will work. If that happens you don't take a dark hit. Go north. You'll eventually find an elevator with a Sith guard standing in front. Further north from that is the military base, but there is also no need to explore that area right now. You have to equip the Sith uniform on in order to get past the guard. Talk to the guard and he'll warn you about the lower city gangs. Go into the elevator that lowers you into the... F. Lower City Once here, take off the Sith uniform. If you keep it on, people will be rude towards you and you won't get any quests done. Walk forward and you'll see a fight between the Beks and the Vulkars. The Vulkars win, see you, and attack you. Kill them and loot the remains. Walk to the door straight ahead of the elevator to go into the lower city apartments. Expect Black Vulkars to attack you everywhere in this apartment complex except in two of the apartments. Most of the apartments will have footlockers with goodies inside. One in particular is in the apartment that is at the northeast. The apartment contains a footlocker with six holograms and a desk with a datapad. This is obviously a puzzle. Select the footlocker to learn that to open it you have to select the members of the Twisted Rancor Trio in the order they joined. If you mess up twice the footlocker explodes and you won't get the goodies inside. The order is: Elinda Ujaa Ujiii Loopa Fodo Ashana. Doing this gains you experience points and you get Echani Fiber Armor, my favorite armor in the game to use for my character (aside from the Jedi armor you get that does not interfere with force powers.) You can also find the order on the datapad you picked up in the desk. Carth!3 The conversation is an expansion of the prior conversation with trust issues. He tells you that he is impressed with your abilities but still refuses to fully open up and talk to you. 1. Matrik's Bounty Another apartment of value is the southeastern one. It has yet another guy who has a bounty on his head for the wrong reason. His name is Matrik and dark players have to find out he's had a bounty on his head to get the dsp. There's an interesting glitch here. Sometimes you don't get any dsp if you tell him you're going to collect the bounty. Light players, suggest faking his own death and he likes the idea. He'll tell you to get a premacrete detonator that's found in the upper city. You already have the detonator, so give him the bomb and it explodes. He then disappears and you never see him again. Leave the apartments and go west. Go past the Rodian (the alien that looks like a bug) in front of the door and past the Hidden Bek guard. Go around the bend and attack the Vulkars. Eventually, you'll see a bunch of the annoying buggers and a guy demanding Davik's cut. The Vulkars are defiant and he whistles to bring in a guy named Canderous. They instantly change their tone and give him Davik's cut. After all, who wants trouble with a Mandalorian? Talk to Canderous and he'll give you a little bit of information but then mention that he isn't one for small talk and leaves. Go in the direction he's going into another apartment complex. Here you see an infamous bounty hunter named Calo Nord and two Rodians. They have a bounty on their heads and Calo kills them with a flick of the wrist. He then turns around, gives you a look, then leaves. Remember to expect Vulkars everywhere in the building with exception of two apartments. The first apartment is to the northwest. It has a desk with a datapad in it that is next to a footlocker that is being guarded by a mine. Disable or set off the mine and attempt to enter the security code. The security code is on the datapad, and it's three questions about the person who set it. The answers are: Hypperdrive My uncle Alderan Doing this gains you Republic Mod Armor. Let Carth use this armor for now. 2. Selven's Bounty The other apartment that has someone valuable inside is to the northeast. This one has a woman by the name of Selvin. Now Selven is another person with a bounty on her head, but this one is justified! She is a dangerous assassin and has killed too many people in her day, so the government put a bounty on her. She doesn't tell you that. Instead, she'll warn you to back off. Go ahead and tell her you'll rob the place and attack her. Nothing here gets dsp or lsp. She's tough, so use special attacks against her and use three or four medpacs at the appropriate times. Loot all the remaining apartments and kill all the Vulkars. It's now time to go to Javiar's Cantina. It is located by the Rodian you passed earlier on the way to the apartments (the alien that is the cantina bouncer.) Inside the cantina you have another scene with Calo. This time some Vulkars think they can beat him because it's three against one. How foolish. After telling them to go away and counting to three, he will kill them in seconds. He then turns around and starts walking out. You can talk to him, but DO NOT DO IT! He'll treat you the same way he treated the Vulkars, regardless of how kind or mean you are. If you make him hit three, you'll be dead even before combat mode engages and Carth will be dead the very instant you press the white button (the game automatically pauses when a party member is killed and tells you to press the white button to continue.) p.s. did anyone else notice he killed 3 vulkars but only fired two shots? You'll also see a scene where two Vulkars are trying to intimidate a young Twilek. She calls her Wookie friend Zaalbar to help her. Now these guys are smart and decide to walk away. No one is dumb enough to upset a Wookie...well almost no one (you'll find that out later.) Talk to the Twilek and learn more about the events going on in the lower city. She has a good amount of useful information, so find out everything you can, then tell her you'll be going. She and Zaalbar then go see if there's anything good to eat at the Bek base. Light players, Holdan is in this cantina. He's in the north room where the Twilek dancers are. Talk to him about Dia's bounty. He'll reply that he feels bad about the bounty because Dia's a pretty girl. Give him 200 credits and he'll tell Zax the bounty is off. Or you could try persuading him if you want to save some credits. Then, for more lsp use rts to go back to Dia and tell her the bounty's off. Politely refuse her reward to actually get the lsp. Use rts to transit back to the cantina. Zax, another Hutt, is also in this cantina. He is in the room to the south. Ask him about bounties and he'll tell you about them. If you have been following this guide and are light sided, tell him about Selvin and Matrik. He gives you money and scolds you for using a bomb to kill Matrik. Cool, you saved a guy and profited from it! Dark players have already killed all but one of the bounties. The new bounty is Bendak Starkiller. He is a famous death-match duelist who kept on winning so much that the government put a bounty on his head. There's nothing more for you to do here, so exit the cantina. Once you are outside of the cantina, talk to the Hidden Bek guard. She will say that you can't just walk into the Bek base. Tell her you need Gadon's help and that you need to speak to him. She'll reply that Gadon has too many enemies to let just anyone go through the door. Say that you could be an ally and she'll let you inside the... 3. Bek Base and Gadon's Deal Inside the Bek base, walk straight towards Gadon. He's the guy behind the desk. As you approach, his bodyguard will become hostile, but Gadon will rebuke her. She lets you speak to Gadon. Talk to him and ask about the escape pods that have crashed into the Undercity. All dialog options here end up the same way, so it doesn't matter what you say. You find out that you'll have to win the seasonal swoop race in order to get Bastila back. The Vulkars put her up as the winning prize. Now in order to do this, you have to get inside the Vulkar base and steal back a prototype accelerator that makes swoop bikes go faster. To get inside the base, you need the help of Mission Vao (the Twilek you talked to in the cantina.) To get Mission's help, you have to go into the Undercity, find her, and then go into the sewers to get to the rear entrance to the base. To get to the Undercity, you need the proper papers. Your uniform disguise won't work. Got it? Fortunately, Gadon is willing to trade the security papers for your uniform. Go out of the base and go along the walkway to the right, away from the elevator to the Upper City. This takes you towards the elevator to the Undercity. Kill all the baddies and talk to the Sith guard standing there. Tell him you've got the security papers and he'll let you down into the... G. Undercity The instant you get out of the elevator beggars will demand 5 credits from you because "It's our elevator!" Now just giving them 5 credits isn't light enough for lsp. You have to ask who they are, then give them 20 credits for lsp. For dsp threaten to kill them with your blaster to put them out of their misery. Whatever you do, a woman named Shaleena will run towards you and apologize for the beggars. She asks you a few questions and I'm not sure if any option leads to lsp or dsp, so just act according to your alignment. She tells you about Gendar, the leader of her village. Then she mentions Rukil, an old man who has a dream. You can ask her questions, but don't bother. It does you no good because she doesn't know much. She always says "Gendar might be able to help you more, or maybe Rukil." Walk around the Undercity, exploring the area. Gendar and Rukil are directly southeast from the elevator. Talk to Gendar. He can tell you more about the Undercity and where Mission might be, but nothing you ask him gets xp. 1. Missing Apprentice Rukil is across from Gendar. Talk to him and be polite to find out that his apprentice has gone missing. She was looking for something and he asks you to find out her fate and bring him whatever she found. Tell him you'll look for her. 2. Infected Outcasts Also to the south of the elevator is a gate with an outcast healer guarding it. She will heal you if you get low on health. Open the gate and she'll stop you, telling you that the outcasts behind that gate have been infected with the Rakghoul disease. Tell her you'll help and she'll reply that she can't stop you from going in. Once you go in, three of the outcasts will transform into Rakghouls before your eyes. ============================================================================== Note: Don't worry about getting the Rakghoul disease. The worst thing these guys can do to you other than kill you is poison you. Poison usually lasts only a few minutes. Without an antidote kit, your health slowly degenerates over a period of time. Use antidote kits AFTER the battle. If you use one while you're attacking a Rakghoul it'll just poison you again, wasting the antidote kit. ============================================================================== It's too late for the transformed outcasts, so kill them. To the left of the gate is two more outcasts who haven't changed yet. Dark players kill them for dsp. Light players can't do anything now, so walk north towards the other gate. Walk towards the northern part of the Undercity where an outcast merchant named Igear will stop you. Be polite and ask what he has for sale. Buy all of his antidote kits. Carth!4 Carth at first is still resistant to talk but after a small amount of probing he starts talking. Carth talks about how Revan and Malak were heroes of the Republic fleet. After the Mandalorian Wars Revan and Malak became brutal conquering Sith, betraying the Republic. He mentions other men who joined the Sith cause and says they deserve no mercy. Carth doesn't want to discuss any further into the story. Also to the north is the village gate. At the village gate a woman and the gate guard will be arguing. Apparently Hendar was foolish enough to leave the village and is now being chased by Rakghouls. For lsp, tell the gate guard to open the gate so you can kill the Rakghouls. Then, you have to go back into the village and talk to Hendar to get the lsp. Now saying that you won't risk your life is apparently not dark enough for dsp. It might be part of the light/dark side points glitch, but I don't know. I haven't yet gotten dsp for this. It's just better to say you'll kill the Rakghouls then not talk to the woman. You get the xp without the lsp. ============================================================================== Note: If Hendar dies in the Rakghoul attack while you try to save him you will not get lsp. ============================================================================== Go away from the gate and Mission will run towards you, pleading for help. Zaalbar was captured and will be sold into slavery if you don't rescue him. Tell Mission you'll help rescue Zaalbar if she agrees to help you get inside the Vulkar Base. She agrees and joins your party. ============================================================================== Mission Veo Level 3 Scoundrel Starting Stats: Vitality: 21/21 Defense: 16 Strength: 10 (0) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 11 (0) Charisma: 10 (0) Starting Skills: Computer Use: 4 Demolitions: 9 Stealth: 10 Awareness: 6 Persuade: 0 Repair: 2 Security: 6 Treat Injury: 3 Starting Feats: Armor Proficiency: Light Caution Critical Strike Sniper Shot Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Melee Weapons Sneak Attack II Scoundrel's Luck Recommendations: Because Mission has a higher dexterity she will be more useful using blasters. However, if you are saving your levels she can be a good defender in melee combat and it would be appropriate to have her lead the party. If you want Mission to use blasters like Carth, ignore the strength attribute and focus on dexterity and constitution. For feats, invest in power blast, rapid shot, and any other blaster related feat. If you want Mission to help you out with melee combat, focus on her strength attribute as it is rather low. Invest in flurry, power attack, and any other melee related feat. For skills (whether or not she is using a blaster or sword) just press the y button and accept it. Mission has more than enough skill points when she levels so everything you need will be covered. ============================================================================== Mission!1 In the first conversation we learn how Mission and Zaalbar met. Zaalbar had a run in with some black vulkars who were dumb enough to pick a fight with a wookie. Mission saw the fight about to happen and she attempted to intervene. Upon telling Mission that we need to get back to the task at hand she will mention having a brother. She won't go into further details in the first conversation. This dialogue does not trigger a journal entry. Mission!2 In the second conversation we learn that her brother Griff is nothing more than a petty criminal. While we see a wolf in sheep's clothing Mission only sees the sheep. Apparently Griff and Mission had to flee some trouble from their homeworld when Mission was really really young. They smuggled their way out of the world and ended up on Taris. Eventually Griff met Lena. Upon asking who Lena is Mission does not want to discuss the subject further. This conversation also does not trigger a journal entry. From the main gate, go southeast and you'll see a Sith patrol. The leader will stop you and ask what you're doing here. Tell him you've got the security papers and he'll mention that they've lost one patrol to the rakghouls. They've even ran out of rakghoul serum! If you were planning attacking this guy because he might have the serum, you're out of luck. You can still fight them if you want to, they're pathetic and weak, but no option leads to dsp. The xp is also low too, so it's almost not worth the effort. If you don't Want to fight, ask about the lost patrol. He'll reply that they were in the southern section of the Undercity when contact was lost...maybe a dead one has the serum... From where the troops stopped you, head directly south and a few paces to the west. There are many rakghouls in this area, so attack and kill all of them. You will eventually come across a sewer entrance. Directly across from that is a lamp post. Near the lamp post is a Sith corpse that has the Rakghoul serum! Continue exploring the eastern side of the Undercity, killing and looting anything you find. Towards the northeastern side, you will see a few mines. Further north is a crashed escape pod with a surviving Republic Soldier that has the Rakghoul disease! There's no dark options here, just kill him when he transforms. Light players must give him the serum right away! If you don't, he'll transform and you don't get the lsp. If you give him the serum, he'll thank you, run off, get killed by 3 rakghouls, and then the rakghouls attack you. Now go to the western side of the Undercity and search the rubble near another sewer entrance. Eventually, you'll run into Canderous a little further to the west. One of his men tries to act tough, but Canderous stops him. He doesn't want to lose more men from a firefight. He tells you to not bother searching for the republic escape pods. The conversation goes on and rakghouls come and attack the group. Help Canderous and his men kill the rakghouls. You can ask him more questions. He'll answer them for you, but nothing gains you xp. Once you tell him you'll be going, he and his men leave. Now you have a plethora of rakghouls to kill, so get moving! There is another lamp post to the northwest. Specifically, it is roughly northwest from the elevator (look on your map.) By the lamp post is an outcast corpse. Search it to find the Promised Land Apprentice Journal. You've found Rukil's apprentice. 3. Promised Land Go back to the village and give the serum to the infected outcasts (if you didn't kill them.) Then, talk to Rukil. He will tell you the story of the promise land and ask you to find two more journals in the sewers. Go towards the gate and Igear will stop you and offer you credits for those journals (100 credits, or 200 if your persuasion skill is good enough.) Obviously, giving the journals to Rukil gets you lsp, while giving them to Igear gets you dsp. Now it is time to explore the sewers and leave this village for almost the last time. There are two entrances to the sewers, one to the south and one to the north. Go to the northern entrance into... 4. The Sewers and Zaalbar You enter the sewers and see a walkway ahead of you. Walk down it and disable the mine. When that's done, open the sewer door ahead of you. There will be lots of rakghouls guarding the area. Kill them. You see two doors you can open. One leads to the southeast, the other leads to the southwest. Take the southwest door and kill the Gamorrean. Take the first door you come to, disable the mine, and loot the outcast corpse. The corpse has a promised land journal. Two down one more to go! Repair the rusted droid if you wish to help with your slaying. Take the next door on the path and kill the Gamorreans. Once they are dead, Mission will say there's a locked door that doesn't use normal methods (in other words it's a primitive lock like we use on our doors.) She opens it and there's Zaalbar! He thanks you for saving him and swears a lifedebt, which bonds him to you until you die. In other words, he joins your party. Mission also mentions a rancor guarding the entrance to the Vulkar base. If you don't know what that is, you'll find out soon. At the party selection screen, have Zaalbar and Mission in your party. ============================================================================== Zaalbar Level 4 Scout Starting Stats: Vitality: 60/60 Defense: 11 Strength: 20 (+5) Dexterity: 13 (+1) Constitution: 20 (+5) Wisdom: 12 (+1) Charisma: 8 (-1) Fortitude: 9 Reflex: 5 Will: 5 Starting Skills: Computer Use: 0 Demolitions: 6 Stealth: 0 Awareness: 7 Persuade: -1 (it is negative because of the low charisma) Repair: 4 Security: 0 Treat Injury: 6 Starting Feats: Flurry Implant Level 2 Improved Power Attack Rapid Shot Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Focus: Melee Weapons Uncanny Dodge 1 Wookiee Toughness Recommendations: You could either use Zaalbar as a shooter or a swordsman. Either way, this guy can get the job done. He is best at melee combat because of his super high strength. I used to have him use his bowcaster, but I find that he is more effective in melee combat. Improve his dexterity attribute. Work on the melee related feats, but don't give him two weapon fighting. You won't be using Zaalbar enough to make the feat worthwhile. Don't worry about skills. Normally you or another party member will have the skills needed to get the job done. Note: Zaalbar won't talk to you about his past, no matter what you say to him. Zaalbar's party member sidequest is intertwined with the main storyline. As a result there are no Zaalbar! indicators. ============================================================================== Take the western door further west and kill the baddies if the droid didn't do it for you. Raid the weapons locker for Zaalbar's bowcaster and other items. Open the western door using security. Kill the rakghouls, disable the mine, and loot the corpse. Open the door south and follow the path. The eastern door leads into an empty room so ignore it. Open the south door at the end of the path and kill the rakghouls. The south door has a corpse with goodies inside. Take the northeastern door next, disable the mine, and open the following door. Kill even more rakghouls and loot the southern room. The north door leads to where we rescued Zaalbar, so take the east door and kill the Gamorrean. Follow the path open the door at the end and kill more Gamorreans. Take the eastern path and follow the path as it curves north. Take the eastern door and open the following door. Kill the rakghouls and loot the corpses. One of them has another promised land journal. That's all three journals Rukil and Igear wanted! Go back to the hallway, take the north door, and loot the room. The west door leads to the sewer exit, but we haven't finished exploring the sewers yet. Backtrack to the circular room you were in last and take the northwest door. You have found the entrance to the Vulkar base. Don't go in yet, we still need to deliver the journals first. Disable the mines and open the door at the end of the path. You should be where we started our adventure in the sewers. Go west, exit the sewers by selecting the ladder, and give the journals to either Rukil or Igear. Remember Rukil is lsp and Igear is dsp. ============================================================================== Note: If you give the journals to Rukil be sure to complete any task you need to with the villagers. Once you have given the journals to Rukil everyone will be gone to find the promised land. ============================================================================== Carth!5 Carth does his usual resistance but after a little probing he mentions the name Saul Karath. Saul was Carth's commanding officer and a mentor to him. Before the Sith war started, Saul approached him with a proposal. He couldn't think of it then, but Saul was attempting to recruit him to the Sith. He let Saul go. Saul ended up giving the Sith the codes to bypass the scanners on Telos, betraying Carth's home planet. There is more to the story, but Carth does not want to talk more at this time. Go back to the northwestern entrance to the sewers. If you followed this guide, you should know exactly where the Vulkar base is. Go there, switch to Mission, and have her select the computer panel. She'll tell you she can deactivate the force field and does so. This leads you to the... 5. Upper Sewers The eastern door in front of you leads to a circular room with four rakghouls and two Gamorreans. The two enemies will be fighting each other. You could either let them kill each other (you still get the xp) and kill whoever's left or you can kill them now. Another good idea is throwing a grenade at the two groups to ensure their demise. Open the southeastern door. There's a mine and corpses with goodies. The ladder doesn't go anywhere. After taking the items, open the door to the northeast. Kill the Gamorreans and open the door at the end of the walkway. This one leads you to another circular room with a gas mine and a droid. Take care of them and open the door to the northeast. There are some Gamorreans here, so kill them and raid the room. Next, take the southeastern door and disable the mine. Mission will at some point talk to Zaalbar, but it's nothing important. Follow the walkway down to the end towards a door. Beyond this door is a huge room with the rancor monster in it. The best way to pass the monster is to loot the severed arm near the door to the room. The arm has synthesized odor and a frag grenade inside. Walk in the room, select the corpse pile, and loot the items. Select the corpse pile again then press x to give an item. Place a frag grenade in there, search the pile, press x, and put the synthesized odor inside. The rancor will eat the grenade and die. Other strategies to pass the rancor can be found in the credits section. After the beast is gone, go to the door to the west. Kill the two Vulkars at the end of the hallway. Throw a couple of grenades to splatter them. Open the door they were guarding that leads to the... H. Black Vulkar Base Now's the time for a mass extermination, how fun! Open the door to the south and kill the patrol droid guarding the hall that goes west. Follow that hallway and you'll see a security panel beside a door. Opening the door reveals gun turrets. You won't survive attacking the turrets, so don't attack them! Go back down the hallway and raid the northern rooms. Ignore the sentry droid. It will just go down the hallway that you have already cleared and doesn't go anywhere else. Go to the southeastern most door and open it. Kill the patrol droid, walk down the hall, and open the first door you come to. Exterminate the bartender and bouncer droids. The north door leads back to a hallway you have already been in, so take the west door. Waste the bouncer droid here and talk to the woman, who will beg to be set free. Kill her for dsp or let her go for lsp. Raid the room and take the north door. Make a meal out of the cook and take the west door. There will be two droids and two Vulkars guarding this area. Kill them and open the door in the middle of the room with the security skill. This is the armory where you will find tons of nice weapons. Go to the security panel and select it. Slice the computer and access the security cameras. For the barracks, override the power conduit to kill all but one of them. This makes things a little easier later. On the garage camera, shut down the security system. This deactivates the turrets. You should only access system commands if you were not able to open the door to the armory. Select the option to open all security doors and raid the armory. Open the door to the southwest of the computer terminal. A Vulkar will attack you and ask you to spare him. The alignment change is the same as it was for the woman you saved/killed earlier. Once he's dealt with, raid the room and walk to the other door to the southwest. Kill the surviving Vulkar and raid the barracks. Yes, the passcard you found on one of the bodies does grant you free access to the terminal you used a short while ago. I told you to do it this way because it doesn't matter if you use the passcard. The computer still asks for computer spikes to deactivate the turrets. Plus, you would have had a harder time killing all the guards because they are tough. Take the north doors to find yourself in the pool room. Select the droid and program it to go into the pool and explode. It sets off gas mines that would have gotten you if you walked down there. Open the footlocker to find some high quality weapons. You're done with this area. Go back to the garage (where you saw the turrets) and enter the elevator. You will now be on the second floor of the Vulkar base. There are two junkpile droids that you can utilize to help with your slaying. Go east, kill the droid, then walk south and then west. Kill the four vulkars that come after you. Follow the hallway that leads west. Raid the first room and kill the weaklings. Raid the second room and take the garage head keycard from the desk. Hack into the computer terminal and program the swoop bike to explode. The remaining guards will run to the bike and get killed. Open all security doors so that you can get into the loading bay doors (the huge doors you saw at the end of the room when you entered the area.) Go back and open the doors. There is a VERY tough droid inside here. Throw ion and frag grenades first then continue with your regular attacks. The droid will freeze you at times. This fight is well worth the effort as one of the footlockers it was guarding has 2,000 credits! Take the southern path you didn't take earlier. Disable the mines and go west. Kill any remaining guards and raid both rooms. There is a workbench you can use here, so use it if you wish. Go east and heal if you are a light player because you're going to be in a bloody fight. Open either door at the end of the hallway. This is where the light and dark paths temporarily split. Dark players, ignore back to Gadon and go directly to Assassinate Gadon. Light players who are saving their levels to get more force powers should heal up too before this fight. 1. Back to Gadon (Light Side) There will be a lot of Brejik's men in this room that will start a conversation (dark players see the dark side mission below.) Tell them to hand over the accelerator. The Twilek will say no and offer you a deal. Tell him you won't betray Gadon for lsp. Take out the bodyguard and the Twilek first because they are the hardest. The easiest way to do that is to throw a few thermal detonators at them. You got a few from raiding the pool area of the Vulkar base. Have you and your party members throw them at the same time to ensure their demise. After they're dead then move on to the other Vulkars. It shouldn't be too hard because the rest are pathetic weaklings (Ian S helped with this strategy.) Once you are finished with them, loot the bodies for the remains and go over towards the mine. Disable it and get the prototype accelerator. You're done with the Vulkar base. Exit the garage and go towards the armory. Right behind the armory is the exit to the Lower City. Open the door, kill The Vulkar guards and deliver the accelerator to Gadon. (end of light side mission.) 2. Dark Side Mission - Kill Gadon So you've decided to betray Gadon eh? Tell the Twilek that he's got your attention and ask about the offer. Mission will be flabbergasted and will insist that you won't betray Gadon. The Vulkars will say some things to Mission to mess with her mind in order to make her believe that Gadon is the real enemy. Ask about the offer again. He will offer 500 credits and says they will sponsor you in the race if you kill Gadon. They will let you use the prototype accelerator to win. Agree to this and they will escort you to the exit. Now since you are going to fall to the dark side, you need all the dsp you can get. Remember about the rakghoul serum? Now is a good time to deliver it to Zax at the bounty office for a substantial reward. It's time to be EVIL! Go to the Bek base and walk inside. Unfortunately, the Beks know there's an assassin after Gadon (but they don't know who.) He's securely locked in the second floor behind many security doors, darn. It looks like we'll have to...oh...did I mention that the Vulkars give you a pass card that lets you open any security door in the Bek Base? *evil laugh* For those of you saving your levels, Zaerdra will be the toughest enemy to beat. Stand next to her and plant mines. If done correctly Zaerdra will be inside the radius of the mine. After a few seconds of fighting, the mines will explode and take down a good chunk of her health. Anyway, talk to the bodyguard who didn't trust you earlier. You could say you'll keep a lookout for the assassin...or you can say that you are the assassin! Kill everyone in the room. It's a tough battle, but it's manageable. Alternatively you could just walk right into the security doors, but then you have to fight all of them later. It's best to kill all of them now so you won't have to worry about them later. Once that's done, go to the left of the entrance and open a door to a small room. There will be one Bek guarding this room. Kill him and raid the room. From here it doesn't matter which way you go because all doors lead to the same place. Just open all the doors, kill all the enemies, and raid everything before you enter the elevator to the second floor. From the entrance, go north past the security door. Continue to go north to find the elevator. You emerge in a tiny room with Gadon and another of his bodyguards. Now you could persuade them that the guards let you in, but why would you even think of doing that? Don't you want to be EVIL? I thought so. Tell them that you're the assassin and it's time to die! Have each of your party members throw plasma grenades (you should have some from the Vulkar base) for a quick fight. Those of you who are saving your levels, there is no special set of instructions for you. The plasma grenades will do the job sufficiently. When the battle's over, search the room and Gadon's body for goodies. Go back to the Vulkar base (you can go inside through the front this time) and the Twilek will congratulate you on a job well done. (end of dark side mission.) Whoever you side with will tell you that the accelerator is unstable and may explode during the race. Tell them you're not afraid and that you'll race. A day passes and in the morning you are taken to the swoop track where only racers and mechanics are allowed to go. I. Swoop Racing This is a fun mini game! Talk to the racing announcer to start your race and learn the best time for the day. The controls are simple. Press and hold A once the light turns green. At the bottom, it tells you when you need to switch gears. Do this by tapping A. Use the thumb stick to steer and try to hit the speed pads while avoiding obstacles. Got it? Don't try your best the first time because someone from the rival gang (Vulkars if you're racing for the Beks and vice versa) will beat your time. Race again and beat the new time to win the swoop race. ============================================================================== Note: There are other worlds where you can swoop race. If you purposely keep your time high while still winning, then you will have an easier time on the other worlds. If you race with everything you've got, then it'll be a little harder the next time you race. Knowing this beforehand, I delay my first race in the game. When the timer starts, I wait for five seconds before pressing A. I still have plenty of time to make it under the set time limit even while purposely avoiding some of the speed pads. ============================================================================== J. The Rescue You finally have Bastila...wait Brejek's doing something...HE'S WITHDRAWING THE PRIZE...the little...Tell him he'd better not be cheating you and the announcer will protest Brejek's withdrawing of the prize. He will get frustrated and tell the Vulkars to kill you and everyone else (even if you raced for the Vulkars, BOO!) Normally you would kill the hardest first and then focus on the weaker enemies. Not a good idea here. Kill the weak enemies first and then kill Brejik. This is because he has an armband, gloves, and a belt equipped that can absorb melee attacks well, as well as armor that absorbs blaster shots. So, taking him out first only delays the fight and you'll most likely not survive. Those of you saving your levels: Brejik can and will one hit you thus ending your game. What you need to do is kill the furthest enemy from Brejik. Heal if you need to. Once all enemies other than Brejik are dead, let Bastila take down his health. Throw grenades at Brejik. Yes, the grenades will affect Bastila too but since Bastila is not technically in your party yet she cannot die. This saves you from being attacked by Brejik and getting one hit. Search Brejik's remains to get Bastila's double bladed lightsaber and Brejik's equipment. She'll talk to you and eventually recognize you as one of the Republic's men/women. No dark or light options here (I've tried my hardest.) Eventually, you'll tell her that Carth Onasi is still alive, she'll apologize, and you will instantly transport to the apartment. At this point you will have a vision of Bastila fighting a powerful Dark Jedi. She says in a boring tone "You cannot win Revan." Just when I was getting into the moment... Carth and Bastila will argue about different things. There's no light or dark option here, so behave as you wish. At the end of the conversation, Bastila will ask if something's troubling you. Tell her about the vision and she'll say you're force sensitive. Bastila!1 (Talk to her again, the "Is something troubling you" doesn't count.) In this conversation Bastila asks what you were doing after the crash on Taris. She summarizes what has happened so far and is impressed with how it was managed to be done. She explains that a Jedi could have done such things but only through the Force. Upon asking further she is reluctant to discuss it feeling that it is more of the Jedi Council territory. Leave the apartment taking whomever you wish with you. ============================================================================== Bastila Level 3 Jedi Sentinel Starting Stats: Vitality: 27/27 Force: 27/27 Defense: 16 Strength: 12 (+1) Dexterity: 18 (+4) Constitution: 12 (+1) Intelligence: 10 (0) Wisdom: 12 (+1) Charisma: 15 (+2) Fortitude: 4 Reflex: 7 Will: 3 Starting Skills: Computer Use: 0 Demolitions: 0 Stealth: 0 Awareness: 5 Persuade: 2 Repair: 0 Security: 0 Treat Injury: 5 *Force Powers: Force Aura Affect Mind Stun Force Push Throw Lightsaber Starting Feats: Two Weapon Fighting Flurry Weapon proficiency blaster pistol, lightsaber, and melee weapons Jedi defense Battle Meditation Force Immunity: Fear Jedi Sense *Force powers will be covered later in the guide. For now, focus on universal and light powers. Recommendations: Focus on the strength and constitution attributes. For skills, invest in treat injury. For force powers, choose light and universal powers. Stun droid and disable droid are good investments. Cure will heal everyone except droids and is a good power to have. For feats, invest in the two weapon fighting feat since she has a double bladed lightsaber. She won't be equipped with it, so you must equip it on her now. ============================================================================== K. Canderous' Crazy Scheme Once outside, an alien will come running over to you. He will ask if you were the one who won the swoop race. Say yes, and he will tell that Canderous wants to meet you in the Upper City cantina. Don't forget to go to your main character menu, and equip Brejik's belt, arm band, and gloves. Go inside the cantina and look for Canderous. He'll speak to you automatically. He tells you that he can get Davik's flagship, the Ebon Hawk, past the Sith blockade if you can get him the launch codes that disable the auto targeting lasers. Tell him that you've got a deal. He tells you to go to the droid shop and say "Canderous sent me." The owner will then sell you a droid that can get you in the military base. L. The Duel Ring (continued) For those of you saving your levels, the next fights in the duel ring will be among the toughest. I suggest you go to Keebla's shop and buy several mines and grenades. Get frag mines, plasma mines, frag grenades, and concussion grenades. If you did not put any points in demolitions with your character then you will be unable to plant mines. That's ok, you can still accomplish the duel ring with grenades. But now you have some unfinished business in the dueling ring! You fight Marl next. Marl Marl is the nicest duelist, but also one of the toughest. He has a double bladed sword and he can use the master power attack against you. If you have to, run away from him and heal as you are doing so. That most likely won't happen. Eventually, you'll beat him and get 400 credits for the duel. For those of you saving levels, what you need to do is avoid getting hit by Marl as much as possible. You need to run around the dueling ring, plant several mines, and lure him into the mines. Alternatively you could plant mines, let Marl kill you, then plant more in the rematch. Any mines you plant in the duel arena will remain in the next duel. About 6 plasma mines should do it. You do not need to heal up for the rematches because you will always start a duel with full health. For those of you who don't have any skill in demolitions, just let Marl get close to you then throw a grenade at him. Run away as soon as you throw it. Marl will get the worst damage from the grenade while you will only get some damage. Heal if you need to then throw another grenade. Repeat the process until he is knocked out. Twitch You are ready for the Taris Dueling Champion. Twitch is easier than Marl because he is more skilled with a blaster than a sword. Use your special melee attacks to bring him down. By now, you should have gotten the feel for the fighting style of the game and win this duel easily. After the fight, Ajur will give you 500 credits and express disappointment that you can't fight anyone else...well maybe Bendak Starkiller, but he's retired. For those of you who are saving your levels, throw a concussion grenade at Twitch. If Twitch is stunned, hack at him with your sword. If he is not stunned, throw another one. When the stun wears off, run away from Twitch so that he will not engage you in melee combat. Continue throwing concussion grenades, attacking, and running away until he is dead. It shouldn't take more than 3 or 4 successful stuns. If Twitch does engage you in melee combat treat him the same as you treated Marl. Glitch: If you wait and collect the winnings from the Twitch duel after you have defeated and collected from the Bendak duel, you will receive 200 more credits than you normally would plus another Bendak blaster. Now remember that Bendak Starkiller has a bounty on his head. The only way to get his bounty is to beat him in a death match, which gives you dsp. Light players should still take a dark hit because the reward is well worth it and there's more lsp than you need in the game. Talk to Bendak, who is near the entrance to the cantina, and he'll challenge you to a death match. Accept the challenge. It takes time to set up since Ajur has to make many preparations, so you can raid the Sith military base while he's doing that. Light players go to the medical facility and deliver the rakghoul serum to Zelka. In order to actually get the lsp, politely refuse the reward he offers you. Go to Upper City North and towards the apartments that the Sith had a party at. An Ithorian will be harassed by kids. There is no dark option here, so you can save him if you want. To actually get lsp, give the Ithorian a medpac. Now go to the droid shop and the owner will sell you the droid for 2,000 credits, wow. But hey, you have 2,000 credits if you raided the docking bay in the Vulkar Base! If you want dsp, say that Davik will close down the shop if you don't give the droid for free. Or, you could try to persuade her to lower it to 1,500 credits with no alignment change. ============================================================================== T3-M4 Level 3 Expert Droid Starting Stats: Vitality: 30/30 Defense: 17 Strength: 10 (0) Dexterity: 15 (+2) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 10 (0) Charisma: 10 (0) Fortitude: 3 Reflex: 5 Will: 1 Starting Skills: Computer Use: 12 Demolitions: 7 Stealth: 0 Awareness: 3 Persuade: 0 Repair: 12 Security: 7 Treat Injury: 0 Starting Feats: Caution Gear Head Weapon Proficiency: Blaster Pistol Droid Upgrade Class I Blaster Integration Combat Logic Upgrade Recommendations: We will not be using T3 in combat (unless you choose to do so but that will make fights harder) so you can let the computer auto level up T3 if you wish. There are no T3! indicators because T3 is the only party member without a sidequest or quest intertwined within the main story aside from breaking into the Sith base. ============================================================================== Now you have T3-M4 in your party. Since we will not use him in combat buying droid parts for him is unnecessary. Walk past the elevator to the lower city to the Sith base. Switch to T3 so he can open the door. Enter the Sith base with T3 in your party. M. Sith base Uh-oh, the secretary's threatening to hit the alarm! Bribe her 50 credits and she won't hit it. Yes, you could threaten her for dsp, but we want to take the Sith by surprise now don't we? Plus, bribing her doesn't get you an alignment change, so it's all good. Switch to T3 and have him select the reception terminal. Using the security cameras, scroll down to where it says elevator. Eek a huge droid! Disable the shield, but don't open the elevator. The elevator will open automatically once the droid is defeated. You can also overload one power conduit in one of the barracks if you wish. Now go into system commands and take the turrets offline. If you have enough spikes, hack into the sentry droids target filtering. What this does is have the droids attack all friendly (Sith) people and hostile (you) people. Don't upload the area schematics because you need to discover the map to see where you have and have not been. Log off the computer. Do you hear a lot of blasters firing? Those are the sentry droids attacking everything. Wait until you can't hear anymore of the firefight (you still get the xp.) Now exit the military base and take T3 out of your party. We only needed him in there to save computer spikes. Take Bastila and whomever you wish in the base with you. From the lobby, take the western door. There's some Sith in here so kill them for some xp and loot the remains. Take the north door now and walk down the hallway until you see a door to the west. Kill the lone surviving sentry droid and loot the room for some medpacs. Go back to the hallway, heading north, and take the east door this time. Once again, there should be only one surviving sentry droid with low health. Kill it and loot the room. Ignore the security terminal because all the options are exactly the same as the one at the front desk. Go back to the hallway and go through the north door. Kill the sentry droid and look to your right. There's Duros in a force cage! Remember this guy? He tried to move the Sith bodies and they caught him. You can either free him for lsp or kill him for dsp. Turn all the panels green to kill him for dsp, or turn them all red for lsp. Face the panels. Below, I have numbered them from left to right and given you what the color is for each one at the beginning of the puzzle. 1G 2R 3G 4R 5G For lsp, you need to select these panels in this order: 3 5 1 For dsp, you need to select these panels in this order: 3 5 4 Once that's done, open the north door to find some goodies inside. Then, go through the northwestern door and program the rusted sentry. There will be a few Sith here, so kill them with the aid of the droid. Enter the door going east to another hallway. Kill the sentry droid here. The north door leads you back to the force cages, so go south and to the door that leads east. Kill the guards and loot the room. Take the south door now and raid the armory. Go back to the room that Duros was imprisoned in. Take the door to the east and kill the droid. There's a door that leads to another barracks to the west, so take it, kill whatever remains, and loot the room. Now open the door to the south and you will see an assault droid. Even without shields this guy's tough! This is a manageable battle however, and you should walk away unscathed. Just use Bastila's destroy droid power and ion grenades. Open the elevator to the second floor of the Sith base. Before you open the door in front of you, get ready for a big battle! Wait until all of Bastila's force points (shown by her health) have regenerated. Use her curing power to heal you and your other party member. Once you are ready, open the door to see the Sith governor. He will notice your force sensitivity. Light players tell him to turn away from the dark side. Dark players, express how much you'll enjoy gutting him. The battle with him is tough. Run up to him and hack away with flurry and other special attacks. He might stun you, preventing you from attacking. If that happens switch to another party member and attack using that member until you are awake again. When he gets low on health, he uses Drain Life (a dark side power) to drain your life and heal himself. Finish him off as quickly as possible, then loot his corpse and the footlockers. The launch codes are inside the dead guy's corpse. You're done with this place. Go back to the Upper City Cantina and talk to Ajur to fight Bendak. N. The Duel Ring - Bendak's Bounty The fight with Bendak is tough. He will start off by throwing two grenades at you before shooting you with his blaster. I would suggest avoiding melee combat like you did with Ice and focus on stunning Bendak with concussion grenades. Start the fight with a concussion grenade and throw more grenades at him. If you have plasma grenades left these will do well in the fight. Keep a close eye on your health because he can knock it down pretty far by using the master level of the blaster feats. Use an energy shield to lower the damage his blaster can do to you. Those of you who are saving your levels, this is going to be a very tough fight. You need to combine strategies you used in the Marl and Twitch duel. Before you even think about that though, you need to throw a concussion grenade right off the bat. Run away from your current location because Bendak will also throw a grenade at you. The grenade will hit you hard. If the concussion grenade stuns Bendak, throw the rest of your plasma grenades and frag grenades. You should have enough time for 3 attacks. Heal if you need to then throw a concussion grenade again. If he gets stunned hack at him with your sword. When the stun wears off run away from him. If he switches to a melee weapon, plant mines on the ground and lure him to the mines. If he does not switch to a melee weapon, continue attempting to stun him and hacking with your sword. Each time he hits you with any attack you will need to heal up otherwise you will die. There is a chance he will stun you with one of his power blasts or grenades. If that happens you will die. It's probably going to take several attempts to kill Bendak without giving your character levels, but it can be done (I think when I tried this method for the first time it took me about 6 or 7 tries.) ============================================================================== Ben D. says: Hey, I realized there is a way to get light side points for killing Starkiller. You can take a look here on youtube http://www.youtube.com/watch?v=oBMXKGlx0Ok I think you have to be female. You can see the conversation you have to go through to get the points. I have done it once. Just saying you don't have to take a dsp for killing Starkiller. ============================================================================== It appears that this only works on the PC version of the game and only if you download a mod. Use this tip at your own risk. At this point, check your quests to see if anything needs to be done. Once You have agreed to help Canderous you will not return to Taris. Once you have settled anything else you need to do, go into Javiar's Cantina (the lower city cantina) and Canderous will automatically talk to you. He knows you have the launch codes. Tell him you've got a few things to do first. Collect Bendak's bounty from Zax. This is the only one he'll give you extra credits for if you persuade him. He gives you 400 credits if it works. ============================================================================== Otto R: I have succeeded in persuading to get 400 credits for every single bounty. Could be just me though...oh well. ============================================================================== Ironically after he emailed me I was able to do it without a problem. I'm not quite sure what happened! Talk to Canderous again and he'll ask if you're ready to go. Tell him you are and he joins your party. He takes you to... O. Davik's Mansion But before this you get a cut scene to Malak. He gives the command to destroy the entire planet to ensure Bastila's death. The first time I played this, I wondered if they could actually accomplish this. After all, the Death Star hasn't even been thought of yet! A conversation will occur with Davik, Calo Nord, you, and Canderous. Tell Davik that you are interested in working for him. I don't know why you have a choice here. It would be pretty stupid to turn down his offer or to be rude. Anyway, Davik will give you a tour of the whole estate, and the game skips to the Ebon Hawk where Davik reveals some info about it. You will then be in the guest area, where you are in control. ============================================================================== Canderous Ordo Level 5 Soldier Starting Stats: Vitality: 65/65 Defense: 11 Strength: 15 (+2) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 10 (0) Wisdom: 14 (+2) Charisma: 10 (0) Fortitude: 6 Reflex: 2 Will: 3 Starting Skills: Computer Use: 0 Demolitions: 2 Stealth: 0 Awareness: 2 Persuade: 0 Repair: 0 Security: 0 Treat Injury: 8 Starting Feats: Armor Proficiency: Heavy Power Attack Improved Power Blast Rapid Shot Weapon Proficiency: Blaster Pistol, Blaster Rifle, and Melee weapons Weapon Specialization: Heavy Weapons Toughness Recommendations: Canderous is a very hardcore fighting soldier. It is best to keep him equipped with his blaster. He'll do more damage shooting than in melee combat. When leveling up, focus on dexterity and constitution. For skills, just give him treat injury first and the rest of the class skills later. You won't need the two weapon fighting feat, so select other blaster related feats like sniper shot. ============================================================================== Canderous!1 Most of the Canderous dialogue will center around his tales of the wars from his point of view. He explains Mandalorians wanted the challenges of battle and the honor and glory of fighting it whether they win or lose. He mentions that he weeps for his past because he has no real challenges anymore. Go out of your room and to the east. Follow the path until you come to a door to the north. Here is the slave quarters. If you're a male, they will give information about a pilot of the Ebon Hawk. He's being tortured and knows the security codes to get to the ship. If you're a female, the slaves will tell you that the male slaves could assist you better. I still haven't found a male slave yet, but Ryan F has emailed me and told me that there is one. Take the stuff from the footlocker and go back to the hallway. Raid the three rooms that you passed on the way to the slave quarters. The room directly across from yours has a guy who will be mad at you. There's no alignment change, so treat him however you wish. The room east of yours has a Rodian inside it. Tell him it's time to die for dsp or convince him you're friendly. No option gives you lsp. The room southeast of yours has footlockers with goodies inside. Now it's time to open the western door into the throne room. In the throne room, go north, open the door and take out the guards. Ignore the security terminal now and open the door to the east. Raid the supplies for goodies and go back to the throne room. This time, take the door that goes west on the north most part of the room. Kill the bounty hunter guarding this hall and loot it's remains. You should find a computer passcard, but you don't need it yet unless you were unable to open the security doors near your room. If that is the case, then go to the computer and use spikes to open all the doors. From where you killed the bounty hunter, go north and open the northern door. Kill the torture droids here. They're not tough, but they have tough weapons like flamethrowers. There's a force cage here and a control panel. Select it and press A to release the guy. He'll give you the codes to get to the Ebon Hawk. After he does, either kill him or let him go. After you have gotten the codes and been evil or good, go back to the hallway, raid both rooms to the west, and attack the baddies. Now enter the southwestern most door, kill more guards, and raid the room. Open the south door and follow the walkway that eventually goes east and take the north door. Keep going north, attack the guard, and use the computer terminal to shut down the security system to the Ebon Hawk. After this, heal up, wait for Bastila's force points to regenerate, and step through the hanger door. Davik and Calo will be mad at the Sith because they've started bombing the entire planet. Davik will see you and realize you've come to steal the ship. Both of them won't allow it. To fight this battle, I suggest you use the X button to give multiple commands to all of your party members while the game is still paused to where it says enemy sighted. You should have plenty of grenades by now. Have everyone in your party target Davik and just spam throw grenades at him. For those of you who are saving your levels, utilize the same strategy with grenades. When he's dead, Calo will threaten to blow the hanger up with a detonator. However, the Sith bomb the hanger again and the ceiling comes down on Calo. If you're lucky, the rubble doesn't cover Davik's remains and you can get his equipment (hence why we used adhesive grenades to ensure Davik stayed put.) Now board the Ebon Hawk quickly. P. The Ebon Hawk Escape! It seems I had underestimated the power of the Sith. They destroy the planet, but not before you escape! Enemy fighters will follow you and you'll have to get on the gun turrets and destroy them. This is an easy mini-game. All you have to do is target them with the thumb stick and press the trigger buttons to fire. Once that's done, Bastila will advise to go to Dantooine. She thinks it's Safe there, but Carth doesn't think so. They argue about where to go. Agree with Bastila and you're off too... V. Dantooine A. Background Dantooine is where you finally get to become a Padawan and use force powers. You don't become a full Jedi in the game and instead stay as a Padawan. Boo! Your main problems will be Kath hounds, kinrath, and Mandalorian Raiders. Kath hounds are the enemies that annoy me most. Fight a group of them, especially Horned Kath hounds and you'll see why. Kinrath are just like rakghouls – they can poison you, so remember to use antidote packs AFTER the battle. B. Quests 1. Main Quests Meet and Training Jedi Code Constructing a lightsaber Corruption in the grove Fighting Juhani Star Forge in Ancient Ruins 2. Side Quests Mandalorian Raiders Missing Companion Murdered Settler Dead Settler Sandral/Matale Feud Bastila's Mother Jagi's Challenge Finding Dustil C. Jedi Training The Jedi Council has requested an audience with you. Follow Bastila until a Jedi stops you. No light or dark options here. After the rude Jedi encounter, go left around the tree and walk down the east room (it's on the map if you can't find it.) You'll see Carth in a hallway right before you enter the area where the Council is. Enter the room and they'll introduce themselves. Go with the conversation. ============================================================================== Note: Dark players lie every chance you get when talking to the Council because it gets you dsp. However, nothing you say to the Council can get you lsp. ============================================================================== Soon they'll argue about Revan and tell you to go back to the ship. You have another crazy dream. At an ancient ruin, Revan and Malak open a door. Malak seems to have doubts and asks Revan if the secrets of the Star Forge so valuable and worth the risk. They trigger something within the ruins, but before you can see it the screen changes back to you and Carth. After a short conversation with Carth you will have to select party members. Choose whomever you wish and go back to the Council. ============================================================================== Note: Regarding conversations with party members: The Ebon Hawk has replaced the abandoned apartment you were using as a base on Taris in that it is now the rts point. The same thing applies with the Ebon Hawk as it did with the Taris apartment in regards to the PartyMember!x indicators. In addition, if you enter then exit the Ebon Hawk it will also trigger the next dialogue if it is available. ============================================================================== The Council will tell you about the dream you had and you can tell the truth or lie. The conversation continues and you learn that you and Bastila share a special bond. Once it's over, you will learn more about the Sith, and the Jedi council. Then, the council will accept you for training and tell you that you will go to the ancient ruin that Revan and Malak traveled to on Dantooine to find out what corrupted them. The next couple of scenes will be of you training to become a Jedi. Soon enough, you will master your training, and be fully accepted into the order. Now all you have to do is complete three trials to become a full blown Padawan, the lowest rank among the Jedi. 1. The Way of the Jedi Walk over to Master Zhar, who is located adjacent of the big center room with the other three Jedi Masters. He is in the training room to be exact. Once there, talk to him and he will tell you of the first trial. You have to know the Jedi Code. Speak to one of the masters to learn the code. While you're here, speak to Master Dorak and find out about the recent history of the Jedi Order. It doesn't give you xp, but you now have a better understanding of what's going on. Go back to Master Zhar and he'll test your knowledge of the Jedi Code. Here are the answers: There is no emotion... There is peace. There is no ignorance... There is knowledge. There is no passion... There is serenity. There is no chaos... There is harmony. There is no death... There is the force. He congratulates you on your progress and tells you that it's now time to create your lightsaber. He instructs you to talk to Master Dorak for further details. Dorak will talk a little bit about the different lightsaber colors and what they mean. He will ask you a series of questions and tell you what path you'll be best at, but the decision is ultimately yours. Jedi Guardian: The Guardian class is similar to the soldier class. You don't have a lot of skills that are class skills and if your intelligence is 12 or higher you will only get 2 skill points each time you level up. The special ability of the Jedi Guardian is the Force Jump special attack. If an enemy is within a certain distance, the Guardian will use the force to jump towards an unsuspecting enemy to inflict major damage. You have to select regular attack as it will not work with special attacks. I normally go Guardian when I play the game due to the force jump ability. The Guardian will receive the most health out of the other Jedi classes per level. Jedi Sentinel: The Jedi Sentinel is similar to the scoundrel class. You will have similar class skills as a scoundrel and you get the most skill points per level at level 14 intelligence. The special ability of the Jedi Sentinel is the ability to resist anything that affects the mind; primarily the fear, horror, and insanity dark side powers. ============================================================================== JKR69 says: a second benefit of the Jedi sentinel to the mental immunity is that you get 3 skill points instead of 2 (at intelligence 14), but it gains feats at the same rate as a consular and powers the same as guardian (as in no extra power every 4 levels). which makes it seem weak and it is, unless you treat it like a guardian without the jump. ============================================================================== A guardian without the jump is basically what the Sentinel is. The only added bonus is the immunity to the fear, horror, and insanity dark side powers. Force resistance, force immunity, and even certain items in the game grant you the same immunity. Jedi Consular: The Jedi Consular is similar to the scout class. The Consular has similar class skills as the scout class and like the Guardian will get 2 skill points per level at level 14 intelligence. The Consular's special ability is enemies have a greater chance at being unable to resist the force powers of the player. Additionally, every 4 or 5 levels you will get to select two force when you level up instead of one. The Consular is not able to select new feats as often as the other Jedi classes when leveling up. The Jedi Consular will get the most force points per level out of the other Jedi classes. The Consular is a good choice for those of you who saved your levels before becoming a Jedi as you will most likely get all the force powers you want or need. ============================================================================== Dustin "Thee Leprechaun" L says: First off, nothing major, but when you are telling how to kill certain Enemies you are talking as if the player is a Jedi Guardian. For example you will often say to "use flurry" or some other melee attack, or you will say to conserve your FP. Whereas I played as a Jedi Consular so I was able to use nothing but force powers through 90% of the game(once I became a Jedi anyway), very rarely was I to the point where I had to use my lightsaber. But like I said this is nothing major and I'm sure this won't affect most people. ============================================================================== You are given a colored crystal depending on what you chose. At this time, you level up and finally get to use force powers. 2. New Feats Before I go over force powers, there are some new Jedi-related feats. Most of them are awarded to one type of class and given for free (so I don't know all of them because I've always played as a Jedi Guardian.) There are two in particular that you have to upgrade manually if you wish to do so. Both of them are given to you for free regardless of class. Jedi Defense - B- Sure, you could upgrade this feat, but it's a waste. It only focuses on ranged weapons. That sounds good, but most enemies that use ranged weapons are weaklings. Also, when you attack a guy with a lightsaber, he'll change from ranged to melee. This also doesn't help you against other lightsabers. Weapon Proficiency Lightsaber - A This is a good feat to have, but it's not necessary to upgrade it. If you are dark, don't upgrade it because there will be an item you get later on in the game that lets you upgrade it. Light players won't be able to equip it because it is restricted to the dark side. 3. Force Powers Here's a list of the force powers and the grade I give for them. ============================================================================== Note: Some force powers draw on the light side, dark side, or neither. A light side character can use a dark side power, but it costs more force points. Force points are shown to the right of your health. They regenerate slowly during combat and quickly after combat. Light players should focus more on defensive powers that affect you. Dark players should focus more on offensive powers that attack an enemy. Light players, use defensive powers to gain an advantage over your character and the entire party. The less health an enemy can take from you, the better off you are. When you are fighting tough enemies, cast all defensive powers asap then attack. Dark players, use your party members' light powers that affect the entire party to your advantage. You can attack while your party members grant defense to the entire party. ============================================================================== Cure - Heal A+ (light side) You definitely need this if you're going to be a light sided character. This saves you tons of medpacs and heals the entire party. Heal even cures poison, saving you from using antidote kits. Force Aura - Force Armor A (light side) This power temporarily gives you a defense bonus. Very valuable to light players. I like this because it can be an alternative to heavy armor since most force powers don't work with armor. Burst of Speed - Master Speed A+ (universal) You get to double your speed boost and a bonus to defense. Master speed also gives you 2 extra attacks per round. Very handy for any Jedi light or dark. Force Valor - Master Valor A (light side) This is a good force power to have because Master Valor grants you and the party immunity to poison. However, I usually don't select this power and let Bastila select it because it affects the entire party. Force Resistance - Force Immunity A+ (universal) It is a very handy force power to have. It gives you a higher chance of resisting an enemy's force powers against you. Energy Resistance - Improved Energy Resistance A+ (universal) This is another good power to have because it absorbs many different types of attacks and grants you immunity to poison. As an added bonus the effect lasts for 120 seconds. The force points you spend on this will regenerate long before the effect wears off. Few force powers offer that luxury. Affect Mind - Dominate Mind A (universal) This opens up an extra dialog option every now and then. You'll see it as [Force Persuade.] Even though that is a universal power, I would recommend dark players to use it and light players to avoid it because more often than not using the force to persuade others results in a dsp. Keep in mind that just because you have this power does not guarantee you will be successful with every force persuade option. Extreme commands can still be resisted. Also, not every single force persuade option gives you dsp. Light players, if you pick this power just be careful. Stun - Stasis Field A (light side) Using stasis field against a group of enemies makes them all freeze unless they save. A wonderful power to have because you'll be fighting in places where there are tons of enemies. Stun Droid - Destroy Droid A (light side) This power is very useful with tougher droid enemies in the game. Dark players don't need this power because they have the shock line. If you are a light character, this line will be essential throughout the game. All of your Jedi companions need to select this line as well. With this power you can destroy most of the droid opponents in the game with ease. Wound - Kill B (dark side) This attack is dull. If the enemy saves you can only do a maximum 20 points worth of damage. Tougher enemies, especially Malak, nearly always save. Skip it. Slow - Plague A- (dark side) Plague lets you poison an enemy and slow them down. It is also impossible for the victim to save against the effects. This leaves the victim weaker and less likely to save against other force powers (such as insanity or force storm.) Other dark powers do more damage at a faster rate. Fear - Insanity A (dark side) Another extremely powerful dark side power. You can make your enemies cower In fear for 12 seconds, giving you time to take their health down drastically. The only drawback is if they save there is no effect. Shock - Force Storm A+ (dark side) This is my favorite attack in the entire game. Not only does it attack a victim's health, it drains their force points as well. This is a must have for dark players Force Push - Force Wave A+ (universal) Force wave damages all enemies, even if they save! If they don't, then they will be thrown back 5 meters and stunned for 6 seconds. This is good for a large group of enemies. Drain Live - Death Field A (dark side) Death field is an impressive attack that damages all enemies, even if they save, while healing you. The only drawback is that it's most effective on a large group of enemies instead of a small few. Force Suppression - Force Breech A (universal) I used to think this power was unnecessary, however upon testing it in one game I found it quite useful on Dark Jedi and Malak after they have casted Force Immunity on themselves. Throw Lightsaber - Advanced Throw Lightsaber F------------------ (universal) This power is useless. You throw your lightsaber at an enemy but are open to other enemy attacks. Skip it. ============================================================================== Note: Don't select affect mind yet if you are dark because there's no one you can force persuade on Dantooine. Select it the next time you level up if you want to utilize the force persuade options. ============================================================================== Canderous!2 In this war story, Canderous talks about the first time he raided a world with a Basilisk war droid. From the way he describes the droid they must have been fearsome weapons. He says that the shockwaves from the explosion decimated all that was in its path, and it was the moment of his life. Mission!3 The third conversation involves the destruction of Taris and the shock of it. Be nice to Mission. The conversation is quite short and will not trigger a journal entry. Mission!4 The fourth conversation involves probing more into who Lena is. After Lena and Griff had been together for a few months, they both left Taris. Griff promised Mission he'd come back for her and live like royalty when he had the credits. Mission believes that Lena made Griff forget about her. This conversation does not trigger a journal entry. In addition, this is the conversation you need to reach in order to trigger Mission's party member sidequest. Go talk to Master Zhar and he'll say that the second test is for you to construct your lightsaber with your own hands. You walk over to the workbench and it's already there for you. All you have do is select assemble and you're done. At this point it's recommended that you use your lightsaber and another melee weapon, preferably the most powerful sword you have, so you can keep inflicting more damage to enemies. Talk to Master Zhar again and he will give you the third test. ============================================================================== Note: Now that you have a lightsaber you can easily bash through doors and footlockers that are secure if you are unable to open them with security. ============================================================================== 4. The Dark Taint Apparently Kath Hounds have been corrupted by the dark side, the source of which is coming from a grove to the south of the Enclave. The Jedi Masters offer no further guidance because they want you to find out for yourself. So go to the central area with the tree and the droid in the eastern hall. Talk to him and he'll open the door to the courtyard. 5. Mandalorian Raiders Once outside, walk north up the stone path. Soon, you will reach Jon, who will tell you about the Mandalorian raiders that killed his daughter. He'll give you everything he has to kill the leader of these guys. WARNING: The leader of these Mandalorians has killed 2 Jedi before and has their lightsabers. He may use them to attack you. On the easy level, he will most likely use swords. Be prepared just in case. 6. Missing Companion After the conversation, go east of Jon and you will be on grass. There will be a woman by a swoop bike named Elsie. Talk to her and she'll tell you her companion is missing. You eventually find out that this companion is a droid that her late husband built. She begs you to find the droid and bring it back to her. Keep following the grass past the merchant. He has some grenades that will come in handy later. Past the merchant, a pack of Kath Hounds will decide to attack you. Waste them. Go east to find more Kath Hounds waiting to be exterminated. Continue following the pathway southeast and kill even more kath hounds. At the fork in the path go south into the next area. Sweep the eastern side of the plains clean of kath hounds. Go west past the settlement and past the bridge. Follow the path as it curves north then west. Here is your first run in with the Mandalorian raiders. They won't provide much of a challenge for you. Loot the remains and the equipment pack underneath the speeder. Continue southwest into the grove area. 7. Murdered Settler Eliminate the kath hounds and go east towards the bridge. Bolook, a Twilek Jedi will ask you for help in a murder that happened earlier that day. This is very straightforward. Talk to the two suspects, Handon and Rickard, then get any information out of the protocol droid. Then talk to Bolook again to discuss the murder and tell him what you found. Repeat the process until you solve the murder. Here are the answers you should give him to get all the xp: First answer - Rickard is lying - it was cloudy, there was no sun glare! Second answer - Handon is lying - he knew his wife was cheating on him Third answer - the blaster was Handon's, he lied about it being stolen Fourth answer - it's Handon's blood, he's clutching his side Fifth answer - No, they're both guilty - Rickard thought Calder (the dead guy) was cheating him in business. Doing this gets you tons of xp, but no alignment shift. If you don't solve The murder, you'll get less xp. 8. Juhani Continue to the east killing the kath hounds you find. After they're all dead go south towards the three pillars. Heal and wait for your force points to regenerate. Walk towards the structure and you will see someone sitting there. She will use stasis on your two party members, leaving you high and dry. It's not a tough battle, just use medpacks/heal/drain life at the appropriate times. Once she has between 1/3 and half of her health she will stop fighting and talk to you. KEEP THE CONVERSATION NICE EVEN IF YOU ARE DARK!!! Why should you be nice? Because Juhani will join your party later if you save her, and she will be very valuable in the quests ahead. It's worth taking a light hit for this. Here are the options you should choose. Who are you? You embraced the dark side, why? You slew Quatra, your master? (2 options work) I just want to talk or I was sent by the Council to cleanse the taint from this grove. I don't hold anger towards you Juhani, I wish you peace. The first step on the path to true knowledge is knowing that you're ignorant. Even in death, the Force will allow her to live on Anger? Show them that you've freed yourself from this passion Your inner peace and harmony will show them your sincerity. ============================================================================== Note: It is possible to utilize persuade if your skill is high enough and still get her to go back to the council. If the persuade fails the dialogue will end and you will have to talk to her again. Don't worry about the conversation ending. Juhani will only fight you again if you choose any violent options. ============================================================================== Or I suppose you *could* kill Juhani now if you want to be stupid. If you really want to do it, just select the last option. Combat mode starts, you kill her, and gain a dsp. Certain people (like the rude Jedi you met while Bastila was taking you to the Council) will be pissed off, but they won't be able to do or prove anything. From Juhani, go west until you meet another group of Mandalorian raiders. You should have no trouble killing them. Loot their remains. D. Mission's Brother - Party Member Side Quest Once that is done, take a character out of your party and put Mission in (if she isn't already) and use rts to transit back to the Ebon Hawk. If you've found out about Griff and Lena, Lena should recognize Mission and talk to you after you walk a few steps. There's nothing here that can change your alignment, so talk however you wish. You find out that Griff is on Tatooine and Mission wants to find him. We'll get there eventually. ============================================================================== Note: This should be the first time you trigger a party member side quest. Generally these side quests are triggered after you reach a certain conversation point with a party member. Once you have reached that point you can trigger the side quest by using rts with the party member in your party, or by exiting the Ebon Hawk with that party member. If the side quest is not triggered when I say it should be triggered, your best bet is to fly back to Dantooine and exit the Ebon Hawk with that party member. There is only one exception to the rule where a party member's side quest must be triggered on Korriban. ============================================================================== Go back to the training room and talk to Master Zhar. He'll promote you to Padawan. Once he has done that, go talk to Master Vandar, who will ask you and Bastila to explore the ruins. Mr. Matale will then interject and demand justice. Apparently another settler, Mr. Sandral, has kidnapped Mr. Matale's son Shen, or so he thinks. This is a huge feud that has the potential of going out of control. These families have been feuding ever since they came to Dantooine. First Sandral's son Casus disappears and he blames Matale. Then Shen disappears. The Council adds this mission as well. The ruins can wait, now we're going to solve a little mystery. Canderous!3 In this war story Canderous talks about fighting smugglers and using an asteroid as a conduit for their weapons. One asteroid they fired upon happened to have a ship inside of it of unknown origin. They were unable to catch it but could follow the hypperspace wake. They followed the trail until it led beyond the edge of the galaxy. Bastila!2 During this conversation you and Bastila will talk about the vision you and her both received about the star forge. This conversation will not trigger a journal entry. E. The Death of a Feud Once all that has been given to you, head out into the courtyard and take the western path into the Matale grounds. Go east past where you fought the first group of Mandalorian raiders and continue walking past the bridge. Walk straight ahead to the Matale residence and talk to the Matale droid. Tell the droid you are here on behalf of the Jedi Council. Mr. Matale comes out with a few assault droids. He will answer a few questions about the feud before getting frustrated. He offers you a "contribution" to the Jedi (a bribe.) He offers 1,000 credits for the return of Shen. Saying the Jedi cannot be bought gets you lsp, and making the demand for 2,000 credits gets you dsp. After the encounter with Mr. Matale, go east. Kill the kath hounds in your path. There will be a pack of kath hounds located south from a cluster of trees. Kill them and search the dead settler they were laying around for a journal. You now know the fate of Casus and it's up to you to break the news to his father. Take the eastern exit towards the grove. Go south, killing the kath hounds, and further south into the Sandral grounds. Keep going south and kill even more kath hounds. To the far east you will see a droid being attacked by the annoying buggars. You have found Elsie's droid. Kill the kath hounds and talk to the droid. You learn that Elsie obsessed over him so much that he thought it would be better if he were destroyed and asks you to destroy him. Now you could persuade him to go back to Elsie if you are light sided, but there is a happier ending for her. Tell the droid you will destroy him and tell Elsie why you did it. Dark players, say "I'll destroy you and tell Elsie you're still out here" for dsp. East of the droid is a cave. Enter it. There is a hoard of kinrath, giant spider-like things inside. These guys can be pretty tough and have the ability to poison you. Remember to use antidote kits after they are all gone. At the end of the cave, you'll find crystal formations with lightsaber crystals inside them. There are also crystals in the kinrath eggs, however they are only colored crystals and it's not really worth the effort to destroy all the eggs. After you are done use rts and use the workbench in the training room to upgrade your lightsaber with your new crystals. Transit back and exit the cave. Go west and kill any kath hounds. After you pass a narrow path go south to another group of Mandalorian raiders. They should be easy to defeat. Only one more group left! Loot the remains and footlockers. Go north and continue to follow the area to the west. You will find a group of kath hounds as well as a VERY tough albino kath hound. I suggest healing up and waiting for your force points to regenerate before going after these guys. Throwing grenades will be helpful for this fight. The albino kath hound will resist light AND dark powers so be careful. Canderous!4 This conversation is about a battle above the world Althir. Canderous' unit managed to defeat a force ten times their own size. Canderous saw a mistake the enemy had made and took the chance. He disobeyed his orders, but ended up decimating the fleet. After the group is dead, continue west past the bridge. The Sandral estate is up ahead. Walk north around to the other side of the estate and talk to the droid guarding the entrance. Tell him Casus is dead. He will let you go inside where Mr. Sandral will ask about Casus' fate. Telling him his son is a kath hound chew toy gets you dsp. He will ask for the journal you found at the body and will offer you a reward. Politely refuse the reward for lsp, or demand more for dsp. ============================================================================== Note: In the vast majority of cases, refusing a reward will always get you lsp, while demanding more gets you dsp. There's no need to mention this again except in the few cases where refusing rewards or demanding more doesn't gets you lsp or dsp. ============================================================================== Sandral will then retire to his chambers to grieve more. Rahasia, Sandral's daughter will then come out and after beating around the bush she tells you that her father has indeed kidnapped Shen. You don't even have to ask why she cares about Shen, it's obvious. She gives you a key card that lets you in the back of their home to rescue Shen. The back door is located on the other side of the estate. Canderous!5 Canderous explains the strategy behind the Mandalorian Wars. The Mandalorians attacked worlds outside the outer rim that were not of the Republic. When the Mandalorians finally did hit the Republic they had no idea they were coming. Canderous describes how the Republic had cowardly tactics such as hiding in homes and hiding among civilians. Canderous explained the Mandalorians used necessary force to destroy all opposition. He explains that at first there was no honor in the war, but honor did come later when Revan joined the war. Once inside you will be automatically under attack. Kill the weak droid here, disable the mine, and enter the room it was guarding using security. After that room is raided, raid the room to the north of the room you were just in. Go south and open the southernmost door. Kill the pathetic droids there and ignore the computer terminal. You could overload power conduits if you wish, but you might need to use more spikes later on. Open the door past the computer terminal and kill the droid. You should be at the south hallway. Raid the first room you come across, backtrack to the hallway, and then open the next northern door. This leads you to a small hallway with a door that says "Security Control Room." Enter and raid the room. Go through the door at the end, kill the droids, and ignore the door to the north for now. Instead go through the western door and the following hallway will turn south. Open the first door you come across and Rahasia will be there. Raid the room then go south again and raid the room south of Rahasia's. In one of the footlockers is a prison key. This key will open Shen's prison...although normal security also works because the locks are as weak as the droids... anyway, open the north door you ignored earlier and walk east until you come across a mine. Disable it and open the door. Hey, there's Shen! He won't come with you however because he doesn't want Rahasia to see her father's "wrath." He will only leave if Rahasia agrees to go with him, so go back to Rahasia and tell her the news. She will say that she'll meet him outside in the front of the house. Run back to Shen and he'll agree to go. The game will automatically throw you to the next scene, which is of Rahasia and Shen. For dsp, mention the reward Shen's father promised you. For lsp, be modest and say that no reward is necessary. After a short reunion, Ahlan Matale and Nurik Sandral will crash the party, each bringing assault droids. They will argue a little. You will have a say in the conversation. This is where dark players have the most fun. We get to make the families kill each other...how tragic...and EVIL! To make blood flow in the streets, use the most violent options, which are: Why don't you just shoot each other and get it over with? The only way either of you will end this is with blood [Lie] You know, Nurik, Ahlan actually did kill Casus Kill them! Kill them all! Now that's being EVIL! Wasn't that fun? Oh, you have to deal with Sandral and Matale's droids, but they aren't tough. Light players should pick these dialog options: You two just need to calm down. Both of you calm down now! [Persuade] Shen is capable of making his own decisions [Persuade] Children grow up and leave eventually. If you have the highest persuade skill you can have, then the persuade options will work and they will buy a house for Rahasia and Shen. If you have been neglecting the persuade skill, then it will most likely not work. In this case, tell the children to run. Their parents will get frustrated and threaten to tell the Council on you. Don't worry; the Council understands that not all feuds can be stopped. You still get lsp for trying. F. Mandalorian Leader If you've been following this guide, you have killed three bands of Mandalorian raiders. There will be another group at the eastern side of the grove area by the southern path to the Sandral estate. This fight will be a tough one. I suggest you plant a few mines just in case you find yourself with one party member left on low health. That way you can lure the raiders into the mines if you are left with only one party member standing. Use Mission to recover any mines that are left that you cannot after the battle is over. For the attacking party, it should be you Bastila and Canderous. The first two rounds of combat should be spent with everyone throwing your most powerful grenades at the Mandalorian leader Sherruk. This should kill the weaklings and bring his health down a bit. Have everyone in the party attack Sherruk until he is dead and kill whatever remains. After the battle search Sherruk's remains for two lightsabers. G. To the Ruins Now we can finally go inside the mysterious ruins. Go north into the Matale grounds area and further north to the courtyard area. Go to the far eastern side of the map. You can't miss the ruins. Once you see them, enter through the front door. Inside the ruins, there is another door. Open it and you'll see an ancient droid. Ask it questions and you will learn about the Star Forge and the ruins. You find out that the only way to explore the secrets is to prove yourself worthy. Poor Nemo (the Jedi the Council sent to investigate the ruins) didn't pass the test and died. Once the conversation has ended, take some goodies off Nemo's body then go through the west door. It's time for a tough fight. A droid with a powerful shield will attack you. Just keep at it and heal yourself. The droid is weak against the stun droid line, ion grenades, and shock. Don't try to force push the droid because it is immune to that power. After the fight, use the ancient terminal behind it. Talk to the computer and then put your datapad into it. Once the datapad is inserted, talk to the computer again. The computer will start to speak in your language! It wants three death-giving worlds. This is so easy a caveman can do it! The answers are: Desert Barren Volcanic Once you have done that, go back to the middle room with the droid and take the opposite door. There's another tough droid here that is just as powerful as its counterpart. Do the same thing with this computer as you did the other. This time it wants three life-giving worlds. Again, it's pretty easy. The answers are: Oceanic Grassland Arboreal Just for kicks, I decided to see what would happen if I missed a question. All that happens is the droid you just killed gets revived and you have to kill it again. H. Star Map Once you have done that, look directly behind you to find a broken droid. Take whatever booty you find and go back to the middle room. In here, go south and through the door. Walk over to the thing in the back center of the room. It turns out to be a map that has the worlds of Korriban, Kashyyyk, Manaan, and Tatooine on it. There are incomplete hyperspace coordinates and corrupted data. This is, or was, a map to the Star Forge and finding all the star maps on those worlds will lead you to the location. Canderous!6 Canderous explains the Republic wasn't really a threat until Revan became involved. He says that Revan was a genius on the battlefield. In the end, Revan proved to be too much for the Mandalorians. Canderous remembers the final battle of the war at Malachor V and says the actions of one person, Revan, that won the war. Canderous further explains that no Mandalorian holds a grudge against Revan. They had gotten what they wanted, a war that would be told and remembered for centuries. Bastila!3 The conversation with Bastila will start off with the bond you and her share. Then she will ask you questions about yourself. All she's really doing is trying to figure out what type of character you are, serious or childish. If you pick the "childish" answers or refuse to answer questions the dialogue ends and you won't get the full journal entry. Male characters get amusing romance options. Exit the ruins and go back to Elsie. Light players, tell Elsie that you destroyed her droid and she will run off. Now don't worry, you can still get lsp, just not yet. Dark players, tell her you couldn't find the droid and she will run off to find him. Also, talk to John and tell him you killed the Mandalorian leader to complete the Mandalorian Raiders side quest. If you refuse the reward, he'll give it to you anyway! Bastila!4 In this conversation Bastila talks about the importance of mastering your emotions and expresses concern that you have had little training in the Force. She will praise you for being a light character. If you are dark she will caution you about giving into your baser instincts. Whether light or dark she will lecture you about the evils of the dark side. There are more romance options for male characters in this dialogue that are funny. Canderous!7 Canderous begins by explaining the war with the Republic was supposed to be the most glorious one of their history. He goes on to say after the last battle the Mandalorians were stripped of armor, weapons, and basilisks. Canderous goes on to say while most were sent into exile, some Mandalorians attempted to relive the old days of raiding worlds. These Mandalorians are nothing more than bandits now. The conversation moves on to Canderous going to Taris. He explains that the best Taris had to offer was nothing to him. It was like stepping on bugs. Canderous explains that with you he may finally find opponents worth fighting. This is the conversation you need to get to in order to trigger Canderous' party member sidequest. Go back to the Council and they will give you the task to explore all four worlds the Star Map had. They believe that other Star Maps will be on the other planets and assign the mission to you and your party members. Juhani also joins the party at this point...unless you killed her. ============================================================================== Juhani Level 6 Jedi Guardian Starting Stats: Vitality: 78/78 Force: 36/36 Defense: 19 Strength: 13 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 13 (+1) Fortitude: 8 Reflex: 9 Will: 5 Starting Skills: Computer Use: 2 Demolitions: 0 Stealth: 14 Awareness: 9 Persuade: 1 Repair: 2 Security: 0 Treat Injury: 9 Starting Force Powers: Force Aura Burst of Speed Energy Resistance Affect Mind Stun Slow Force Push Throw Lightsaber Starting Feats: Conditioning Power Attack Weapon Proficiency: Blaster Pistol, lightsaber, melee weapons Jedi Defense Toughness Force Camouflage Improved Force Jump Knight Sense Recommendations: You'll be using Juhani for nearly the rest of the game. Invest in strength and wisdom attributes before anything else. For skills, go with treat injury. For feats, go with the two weapon fighting and it's upgrades. Choose light and universal powers. ============================================================================== Now if you were EVIL and had the families kill each other, you can talk to all four members of the council and they will ask you what happened. Tell them that it may have been Mandalorian raiders for more dsp! After you've been assigned your mission, head back to the circular area of the enclave and go north. In the middle room, Elsie will be there. Talk to her and she will apologize to you. Say there's no need for apologies to complete the quest. She and her new lover will leave. Dark players will not see Elsie in the middle room as she ran off to find her droid. Open the footlocker for goodies. Carth!6 Carth has been quiet lately. He doesn't like being left out of the loop and wants to know what the Jedi council said to you. He muses that you are a Padawan that has been given the daunting task of hunting down the star maps. He suspects there must be another reason for the Council to give you this task. Carth goes on to say he's not going to wait around to get betrayed again. Juhani!1 The first conversation will be one where Juhani apologizes to you. You must be nice to her or it will be more difficult to talk to her and trigger her party member sidequest. Tell Juhani you forgive her. Juhani!2 In the second conversation your ask Juhani how she became a Jedi. She describes the world she grew up on was a festering slime pit. Jedi rarely visited that world but they were heard of. Juhani tells you of her dreams of becoming a Jedi from childhood and after seeing one she resolved to make that dream come true. You must be nice in this conversation as well. Juhani!3 In the third conversation, you and Juhani discuss her fall to the dark side and attacking her master. Once again be nice in your responses. This conversation will not trigger a journal entry. After that, go back to the Ebon Hawk. A Jedi named Deesra will stop you and tell you about the Terentatek, a very scary beast. He tells you about the beast's natural immunity to the force, but this is not entirely correct. The beasts are immune to light side powers, but not dark side powers! ============================================================================== Note: This only refers to the few offensive light and universal powers. Powers that affect you such as force shield will not be affected by these beasts. ============================================================================== After talking to Deesra, go inside the Ebon Hawk then go back out again with Canderous in your party. I. Jagi's Challenge - Party Member Sidequest Jagi will approach you and recognize Canderous. Canderous thought Jagi was dead. Jagi claims he sent all of them to die so that Canderous alone could have the honor of being the first to the enemy commander. Jagi states he has spent years tracking Canderous and will not rest until he has his revenge. Jagi challenges Canderous to fight in the dune sea on Tatooine. Bastila!5 In this conversation Bastila talks about how fate is going to place the party into a confrontation with Malak. Bastila talks a little about her encounter with Revan but becomes evasive when probed. She seems like she does not want to relive what happened. Bastila!6 In the next conversation you ask Bastila a little more about herself. She talks of joining the order as a child and leaving her family. Bastila tells you that contact with family is discouraged. Upon asking why Bastila explains that emotional entanglements are dangerous, even love, and a Jedi must be above such things. Bastila continues to talk about missing her father and not being on good terms with her mother. Her mother pushed her father into treasure hunting and whittled away her father's entire fortune. Bastila continues to talk more but the memory seems painful to her and she says she does not wish to talk about it more. Bastila!7 In the seventh conversation you have with Bastila, she says she has been watching you. Bastila has studied you closely since you completed your training. Her comments will differ according to your alignment. Bastila continues her lecture of the dark side mentioned earlier. She explains what the dark side does to someone. Bastila tells you of what the Sith has done and asks what sort of person would you have to become in order to perform such deeds gladly. This is the conversation you need to reach in order to trigger Bastila's side quest. In fact we are going to do that now. J. Bastila's Mother - Party Member Side Quest Exit the Ebon Hawk with Bastila in your party. After you exit the Ebon Hawk, walk away from it. A Twilek will recognize Bastila and talk to you. In a nutshell, Bastila's mother is sick and looking for Bastila. Her mother is in the Cantina on Tatooine. Go to the cockpit and use the Galaxy Map. You can choose which planet to go to first. The order you go does make a difference. The order that I recommend is Tatooine, Kashyyyk, Manaan, and then Korriban. ============================================================================== Note: you don't have to go in that order if you don't want to. This is the recommended order because it is the best way to play the game. If you choose to go in a different order be sure to go to Korriban last. If you do not then you could miss out on access to very good items in the game. Also note that if you do not go in the same order as I have here in the guide the PartyMember!x indicators will not be entirely accurate. For those of you who do not go in the recommended order, just talk to your party members when you level up, complete a side quest, or advance the plot in the main quest. ============================================================================== VI. Tatooine A. Background Tatooine is a desert planet that is almost uninhabited. You dock in the small town of Anchorhead, where it's dry, sandy, and hot. The main pain in the neck enemies are Sand People. For some reason beyond me, gaffi sticks are better against these guys than a lightsaber (and their attacks are more fierce than most of the Dark Jedi you will fight.) It's something I've been trying to figure out...Anyway, Ancorhead is already mapped for you. Also, the Dune Sea, Sand People Territory, and the Eastern Dune Sea are one of those areas where exploring the whole map isn't worth the trouble. B. Quests 1. Main Quests Hunter's License The Desert Sand People The Krayt Dragon 2. Side Quests Strange Stowaway Package Delivery? Sharina's Problem Swoop Racing Nico's Agency Iziz and the Jawa Trapped Tanis Mission's Brother Sand People History Bastila's Mother Jagi's Challenge Once you have selected Tatooine on the galaxy map, a cut scene will appear. Admiral Saul Karath will tell of how you escaped Taris. Malak asks how he knows this and Calo Nord will walk into view. He's hard to kill apparently. He agrees to hunt Bastila. After this, you have a dream about the Star Map's location. Bastila will talk to you about the dream, but nothing truly important is said. Before we start cracking the planet, we're going to talk to T3. ============================================================================== JKR69 says: if you put all of your computer spikes in a container in the cargo hold (this could take awhile as you can only put them in 1 at a time) then go to T3-M4 and ask him 11 times for a computer spike you'll get 11. take them and put them with the others, go back to t3-m4 and repeat you can get about 30-40 before he gives a no. I end up having 133 computer spikes by the time I enter the temple. ============================================================================== This is a good way to make sure you have enough computer spikes. If I say buy or save your computer spikes, you can do this instead. ============================================================================== Ian S says: When we are in the first planet(which should be Tatooine) talk to party members which are T3-M4,Caderous,Zaalbar and Mission. I know that computer spikes of T3 are already on the guide. After that put all your grenades on a container in the cargo hold. Then talk to Zaalbar. He can make many different kinds of grenades including adhesive! Unfortunately he can’t make plasma grenades or thermal detonators. Put all your adrenal stimulants on the container and talk to Canderous. He makes adrenal stimulants. Valuable to me and other light players because you said light players need to use stimulants while fighting with Malak with a lightsaber. Mission can make security spikes to open doors. Though I’ve never opened a door with a security spike. You can talk to her less about this because there many more ways to open doors like bashing through. You can use some of this items to sell them, then ask your party members to make them for you. Cool! You can get a lot of credits this way! ============================================================================== C. The Stowaway As you walk to the center of the ship, Zaalbar will stop you and say that the emergency supplies have been tampered with. Go to the storage room and press A when you have emergency supplies selected. After you further inspect the supplies, search the ship. The game tells you that you hear footsteps. Keep searching until you are told to go to the cargo hold. A girl will be there that speaks part Mandalorian and part something else. You have three choices. Do nothing and the girl will leave the ship after you have found the third star map with no alignment change, learn the girl's language that leads to lsp, or order her off the ship for dsp. If you learn the girl's language, you find out that she was kidnapped by Mandalorians. Question her further and you'll find out she's from Dantooine. Now you have to find the dude who lost her. I usually wait until I'm done with Tatooine before I go back to Dantooine, but it's so simple to find the guy that I'll tell you now. 1. Back to Dantooine (light side option) The guy you're looking for is within 20 feet of the Ebon Hawk's landing area on Dantooine. He is the only Twilek that has three names. Tell him that Sasha (the girl) is on the ship. Convince him to board your ship and tell Sasha to go with him in her own language. She will be happy, he'll be happy, you'll be happy, we're all happy! 2. Tatooine Again (or not) You have a docking fee of 100 credits here because you weren't on the schedule. Force persuading the guy that you don't have to pay isn't dark (boo,) so either pay or persuade him to drop the fee (I haven't tried persuading the guy, it's just easier to pay him the credits and be on your way.) You can ask questions about Tatooine, he does have some useful information. D. Package Delivery? As you head towards the exit, some dude will tell you that you're package arrived in your ship safely. Apparently there was a mix-up and you're now in charge of gizka. It seems that Fate is conspiring against you. No time to worry about the animals now. You will be able to sell them later, so don't kill them with gizka poison (the merchant in this area sells gizka poison.) Exit the area to enter... E. Anchorhead Walk south and you will come across the hunting lodge. Talk to the person who is standing in front. 1. Sharina's Problem A poor woman is begging you to help her out. Her husband died in the wilderness and all she has is a plate that is apparently important. Dark players, tell her you'll take the plate, she objects, then force persuade her to do so. She does, realizes what has happened, gets angry, and runs off. It's fun to manipulate people isn't it? Light players, give her the credits she asks for (500) plus 200 in order to get the lsp. For the dark players who did not choose to select affect/dominate mind you will still be able to take the plate from her and get dsp. After you have dealt with Sharina, go inside the hunting lodge. You can talk to a few people here to find more information about Tatooine. Dark players have a nice time in here because you can threaten everyone (except for the Ithorian) for dsp! Just choose the most violent options there are. One hunter in particular has a great dark path. The hunter is named Tanis. Talk to him and he'll ask if you're here for credits. Ask him what his life is worth and he'll get very uncomfortable and mention guards. Force persuade him to give you credits, he'll say "I like you, I think I'll buy you a couple of rounds...wait, I've never done that before...why does my head hurt" (being evil is so much fun!) Dark players can still effectively threaten him and get dsp without having the force persuade option. Exit the lodge. A duros will express distaste towards a human woman. The human woman is Bastila's mother, and this conversation only happens if you have triggered the side quest for Bastila. The duros says Helena is in the cantina. Go south to the Czerka office. Enter there and walk into the middle of an argument. After the argument is over, talk to the Protocol Officer to the right. If you triggered Mission's Brother side quest, ask her about Griff. It turns out he did work there but was captured by Sand People. No one knows if he is alive or dead. Ask her how to get to the Sand People and she will say you need a hunter's license. She doesn't want to give you one, but keep pressuring her until she offers you a deal: Agree to kill the Sand People, bring back their gaffi sticks, especially the Chieftain's Gaffi, and she'll give you a license. Walk outside and the guy who argued with the officer will stop you and ask what they wanted with you. Be polite even if you are dark because he tells you what to do. He tells you that you need a translation droid to break the language barrier and that you can get some robes from the Sand People in the Dune Sea. He also says that a translator droid is for sale in the droid shop. 2. Swoop Track However, before we go there, Tatooine has a swoop track (there is a swoop bike on the Ebon Hawk) and potential for dsp and lsp. Go to the door marked Swoop Registration and talk to Motta the Hutt. He'll set you up with a race, but you have to pay ridiculous fees. You can persuade to avoid the first fee, but he only lets you race free once even if you have force persuade. He also tells you about a deal he made to one of the swoop pros named Nico. The deal is a total scam because Motta gets most of the money, but before you can tackle this you have to beat the best times. It might be hard, so save the game before you tell him you're ready to start the first race (there's three in all.) Once you win, save again then tell him you want to race again. If you lose, then just reload the game. This way, you can lose the race tons of times without losing tons of credits. ============================================================================== Note: Motta gives you racing bonds worth 60 credits each to the winner. They won't buy these back at the swoop track, but the merchant that's in front of the Ebon Hawk (the weird alien guy with two heads) will buy them. Others will as well, but...he...is the one I usually go to. If you don't have enough credits to go through all three races then simply use rts to go back to the Ebon Hawk and sell the bonds. Then transit back to the swoop track. ============================================================================== After you've beaten all the times, talk to Nico. Force persuade him to accept the deal. Regular persuade should work on Niko for those of you who didn't choose affect/dominate mind (my character was able to successfully do it on the first try with a persuasion rank of 4.) If you can't do it then you can just threaten to kill him and he'll agree to take the deal. For lsp, persuade Motta to make a better deal for Nico. You could also be violent to the people inside here for dsp if you wish. As you exit the swoop track a fan asks for an autoprint. There are no alignment changes so deal with him however you see fit. ============================================================================== Chris B says: Take Bastila when you talk to Hut about Nico’s contract. Try to [Persuade] him to give Nico a better contract and if you fail, threaten to kill him and bury him under his track (or something like that) he says no and Bastila force persuades him to give the better contract and bingo, the thing is done. You don’t get dsp for threatening to kill him though. ============================================================================== From the swoop track, walk east and you'll find some Dark Jedi. They tell you how displeased Lord Malak was and that "he has promised a great reward for whoever destroys you." Yawn. These guys are moderately simple. All of them will use drain life against you, so be prepared for that. 3. Bastila's Mother After the Dark Jedi encounter go to the Anchorhead Cantina. Talk to Helena, Bastila's mother. Helena and Bastila will argue for a bit. Eventually Helena will send you to look for a holocron that belonged to Bastila's father. Helena tells you he was hunting a krayt dragon and died. Keep this in mind. 4. HK-47 It's now time to go to the droid shop after you have sold your racing bonds. It's near the exit to the Dune Sea on the northeastern side of Anchorhead. Go inside and talk to the merchant and HK-47 to find out...interesting...things. Apparently this droid can speak the Sand People language but is very defiant. At any rate, the merchant will sell you the droid for 5,000 credits...yikes! Dark players can bargain aggressively (threaten to kill him) in order to lower the price. If you want to avoid the darkness, ask him to lower the price and he'll instantly lower it to 4,000 credits. Politely ask him to lower it again and he will with no new darkness within you. ============================================================================== HK-47 Level 6 Combat Droid Starting Stats: Vitality: 66/66 Defense: 16 Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 10 (0) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 10 (0) Fortitude: 5 Reflex: 4 Will: 3 Starting Skills: Computer Use: 2 Demolitions: 7 Stealth: 0 Awareness: 6 Persuade: 0 Repair: 8 Security: 0 Treat Injury: 1 Starting Feats: Power Blast Weapon Proficiency: Blaster Pistol and Heavy Weapons Weapon Focus: Blaster Rifle Droid Upgrade Class I Toughness Tactician Logic Upgrade Recommendations: Like T3 we will not be using HK-47 in combat unless you want to make fights in the game harder for yourself. It is ok to let the computer level him up. ============================================================================== After you buy him, tell him to come with you now. You will go to the party selection screen. Choose Bastila and HK-47 for now. Talk to him and find out that he's an assassin droid. Further talking to him reveals that his memory core is shot. You can repair it to get some of his memory back, but the deeper memories are best left untouched because something bad could happen. He conjectures some outside stimulus may trigger a full memory return, but is unaware of what it might be. If you've been maxing out your repair skill, then you can repair him now and he will tell you about his former masters. There are four times that you can do this, and each successful time gets HK a boost in his skills. If you haven't maxed out the repair skill, then too bad! ============================================================================== Note: The repair skill has to be at least 17 in order to get the last repair to work. Light players have difficulty because if you picked a scoundrel repair was cross class. If your repair skill is at least 10, go ahead and keep upgrading it. If not, don't bother upgrading the repair skill. There are some items in the game that boost your repair skills, but not by much. What I mean by the repair skill of at least 17 is a total of your skill rank plus the bonus from your intelligence attribute plus any item that increases the repair skill. You can repair him any time you wish, so there's no need to include an HK! indicator. I would advise players who don't have at least 10 in the repair skill now to go ahead and finish the game then upon making a new character keep upgrading the repair skill to where you can fully repair him. His backstory is rather interesting. ============================================================================== Once you have HK, go to the gate, which is the big grayish wall near the droid shop. Find Iziz, the only named Jawa in this area. Here, you get a great quote from HK-47 if you ask him to help you understand the Jawa. HK-47: Translation: 98% probability that members of the miniature organics tribe are being held by Sand People, master. Doubtless he wishes assistance. You: What about the other 2%? HK-47: Translation: 2% probability that the miniature organic is simply looking for trouble and needs to be blasted. That may be wishful thinking on my part, master. This is only the beginning of hilarious and downright funny things HK says, man I love this droid! Anyway, Iziz knows about the star map, but won't tell you anything about it until you recover his lost tribe, who has been captured by the Sand People. Talk to the gate guard and show him your license. He'll let you out into the... F. Dune Sea ============================================================================== Ian S says: If you have to go to the Dune Sea you can hunt! Yes, I just said it hunt! But only if you have time and patience because this may take a while. Kill the desert wraid, loot the remains for the bone plate go to Fazza’s office and sell it. That’s standard procedure. It may sound easy but sometimes it isn’t. The first is easy and hard. Easy because the whole band is normal. And hard because you just fought the sand people guarding the entrance to the sand people territory. The next it gets a little harder because some now are named “Hulak Wraid”. It’s a little harder to take them out than normal ones. Now if you exterminated the sand people and you are attacking a band of desert wraids plus you have sand people attacking you it is extremely hard! One time they killed Bastilla and Juhani. I got lucky that I had burst of speed otherwise I had been killed. You know, the sand people I mentioned earlier aren’t normal they are VERY TOUGH if you are fighting someone else or a party member is down. They are three. Two elite warriors and one holy warrior. The holy warrior is the toughest. Don’t underestimate these guys they can kill you. If you don’t want to run into them I suggest you go straight to the sandcrawler and go where you need to go. If you do want to run into them pick a dune and walk they will get you. Note: if you choose the peaceful solution the sand people won’t attack you. ============================================================================== Marlena automatically talks to you when you enter the Dune Sea. She tells you to say hey to her husband Tanis when you see him out in the desert. Go southeast from the gates and you'll soon see the four droids floating and Tanis in the middle. He asks for help and once again you get another great quote from HK Tanis: Come on, can you help me out here? Bastila: I say leave him Tanis: You're pretty heartless for such a pretty lady, you know that? Bastila: I take it back, let's congratulate his wife HK-47: Commentary: I say we blast the meatbag and save you the trouble master. Tanis: What's with all the droids lately, my wife get to you too? HK-47: Negative: I just don't like organic meatbags! Except for the master of course. Heh. Even funnier is the dark option. He asks for help, you say he can rot, he Then asks why and you reply "It's the cruelest death, maybe I'll stand here and drink a large glass of ice water!" Of course telling him this makes him mad and he jumps up and down destroying all the droids. This kills him and slightly damages your health, but that's a small price to pay for being EVIL! Nice guys have tough mathematical equations to solve. Some of them are very, very hard, especially D! All you have to do is go to each droid one by one and solve the puzzle. If you pick the wrong one, the droid will explode. If two droids explode, Tanis dies. Anyway, here are the answers: Droid A: Node 2 is working correctly (this one is the easiest one) Droid B: 7 is the missing number Droid C: 120 large pulses Droid D: 31-13-12-14 23-41-12-14 (this one is the hardest one!) Alternatively, you could just repair the droids using repair parts, but you get less xp. Once Tanis is dealt with, you MUST take HK out of your party and have Juhani with you. The sand people are tough and you need all the Jedi you can get. Go towards the sandcrawler (the huge thing in the middle of the desert.) You'd have to be blind to miss it. Talk to the mining captain. He asks for your help, but before he can finish Sand People come out of nowhere and ambush you. There are four Sand People in this wave and there are three waves in all. This can be tough like the Mandalorian leader (except harder) if you don't watch it. Once you've wasted all of them, talk to the mining captain for some more information. G. Jagi's Challenge It's now time to take Bastila or Juhani out of your party and put Canderous in. Make sure he's leveled up and has on good items. We're going to go after Jagi. Jagi will be southwest from the sandcrawler. If you are having trouble finding him, go to the western side of the sandcrawler and take a diagonal path southwest. Jagi and a couple of rodians show up looking for a fight. The dark option is easy. Canderous gets ready for battle and all you have to do is say "let's go!" The battle won't last long. You won't even have to use any force powers to take them down. If you want the light option, just tell them to calm down. Ask Canderous or Jagi why they need to fight and they will bicker about the war. When the persuade options come up, persuade Jagi that the move was smart and tactical. Keep the conversation going towards the non violent option and Jagi will be convinced he was wrong. He kills himself regardless of what you say and then you will attack the rodians. Replace Canderous with your other Jedi party member after you are done talking to him. Canderous!8 This conversation is quite short. Canderous just asks for time to think on how it's affected him. After that's done, go directly east from the sandcrawler. Be prepared for sudden attacks from the sand people. You'll eventually come across a crash site with some goodies and apparently someone trapped beneath the wreckage. It turns out to be a set up. The Gamorrians you met at the hunting lodge come out and threaten you to pay 500 credits. There is no dark or light option so deal with them however you see fit. Once that's done, look to the east. There is a pathway there, but that is for later. From this pathway, look to the south and you'll see another path to the Sand People enclave guarded by Sand People Warriors. There's more there than you think, so be prepared for a tough fight. Don't underestimate these guys, their gaffi sticks are powerful and formidable weapons. They can drastically take down your health. Juhani!4 In this conversation Juhani continues to talk about the Jedi back home. She describes how it felt to be in the presence of the Jedi and says that at the time they seemed invincible. The Jedi then left and the oppressed just became the new generation of oppressors. She lets out an angry outburst then apologizes for it, fearing the influence of anger and the dark side. Be nice in this conversation like the previous three. After they are all dead, loot all of the remains for gaffi sticks, sand people clothing, and maybe bantha fooder. Make sure HK is in your party along with Bastila and equip the sand people clothing on you and Bastila. If you plan on exterminating the Sand People, then don't have HK in your party and equip the clothing on you, Bastila, and Juhani. Go into the Sand People Territory and walk directly south to eventually find the entrance. ============================================================================== Scott C Tatooine - Sand People Quest. Additional Experience. You MUST do peaceful option, buy moister vaperators, give to chieftain, ask all the non-violent questions then ask about history, he will say only warriors are allowed to listen to the history and the storyteller will only tell it to you if you come back with the dragon pearl as evidence of your great warrior skills. go and kill the dragon with the other hunter and receive the pearl. when you are able to go back to the sand people with HK and present him with the pearl, he will take it and you will get experience then go to storyteller and listen to what he says asking questions that don't change what he "knows" until then end. Go talk to chief and then start looting/killing. I forget how much more experience you get for doing this about 500 I think, but the chief will have the pearl on him when you loot his body. so you lose nothing and gain no dsp or lsp just experience and information. ============================================================================== So instead of two choices for the sand people you have three, to give them peace, be their mutilator, or both! ============================================================================== Note: If you just decide to kill them all then there will be a difference in when to talk to party members. By the time we are done with Kashyyyk you will be able to catch up on it so don't worry. ============================================================================== Once you enter a sand guy will recognize you have a disguise. HK will say the guy communicated something. You have two choices now, tell him you aren't a threat or kill them all. Again, if you decided to slaughter them all you won't have HK in your party and you will be given the choice to retreat or fight. Choose to fight and the best way to do it is to walk a full revolution around the circular path, killing the sand people there first. Then go into the separate rooms killing whatever you might find (except for the captives of course.) When you get to Griff, don't kill him because it doesn't give you xp and the quest won't be finished. Mission will still want to find her brother even though he's clearly dead by your hand. Instead of killing him, tell him to run to Anchorhead and he'll escape. H. A Peaceful Solution If you decide peace, the guy will take you to the Chieftain. To make the long story short, to slow down the attacks you have to get him moister vaperators so he can move his people further into the desert. Go back to the Czerka office in Anchorhead and buy some from the guy behind the desk, then come back to the Sand People territory. Talk to the guard and he'll bring you before the Chieftain. Tell the boss you've got the stuff and he'll lower the number of attacks. He'll also give you his Chieftain's Gaffi as a reward. Now, ask him about the Jawas and Mission's brother and he will let you take them. Be sure to ask him about the Star Map and he'll give you a map to the Eastern Dune Sea. He informs you that it wasn't salvaged because a Krayt Dragon lives there. You can also ask about the history of their people, but the only way they'll let you in on it is if you give them a Krayt Dragon Pearl. You could do this when you find one. I never do because they make Great lightsaber crystals. Finally, be sure to ask him if you could release the Jawa prisoners. He'll agree to this because they're not useful to them. ============================================================================== Note: If you loot anywhere in the sand people enclave they will attack you. Unless you want to kill all of them, leave their wrecker bins alone! ============================================================================== Go to the eastern side of the enclave and you'll see two "doors," one to the east and one to the west. Open the west one first to find the Jawas. Tell them to run to Anchorhead. In the other door is Mission's brother. Now you could kill him now for dsp, but what that does is keep you from getting xp. Also, if you kill him and talk to Mission later, she won't even acknowledge that you killed him and still wants to find him. It's better to tell him to run to Anchorhead. He'll meet you at the Ebon Hawk the next time you go there (you don't have to have Mission in your party for him to talk to you and Mission) and that is in fact our next destination. (end of peaceful solution) If you've decided to kill all the Sand People, welcome back! That was a tough fight wasn't it? Be sure you have collected ALL of the remains. Walk around the enclave two or three times just to be sure you've collected everyone's gaffi stick and loot the storage bins they have. Also, be sure to rescue Mission's brother and the Jawas. Additionally, the Sand People outside the enclave will attack you so be prepared. Go to the Dune Sea and use rts to go to the Ebon Hawk. Mission's brother will talk to you and her (regardless if she's in the active party) and it won't be a happy reunion. He asks you for credits. You can give him some, but it doesn't get you lsp. He goes off to take a job at the Czerka Office and says that he could use your help with something. If you don't have bantha fooder yet, buy some from the merchant here. It's the two headed alien dude with a weird body. Go to the Czerka Office again to talk to the Protocol Officer about the Chieftain's Gaffi and the other gaffi sticks. If you've slaughtered the lot of them, you should get about 2,000 credits plus the credits from the Chieftain's Gaffi Stick (the highest you can get is 500 credits.) Talk to Griff and he wants you to get a tach gland so he can make Taresian Ale. Tachs are found on Kashyyyk. Talk to Iziz and he'll reward you for rescuing the Jawas. He'll also talk a little more about the Star Map, but nothing you don't already know. Exit Anchorhead and go to the Eastern Dune Sea. If you can't remember where It is, walk towards the sandcrawler, go southeast towards the crash site and keep going southeast. It's the path north of the path that leads to the sand People territory. I. The Almighty Krayt Dragon See that cave off to the north? That's our destination. Go towards the cave and you'll see a cut scene where one of the hunters and Komad Fortuna is waiting for something. The human hunter will get impatient, go inside the cave, and get eaten by the dragon. Talk to Komad and he'll tell you the scoop. He set up mines in front of the lair and all you have to do is lure banthas with bantha fooder to the lair. The sand people won't like that. Sure, you've dealt with sand people before, but these are different than the ones you encountered earlier. They've got the big guns. Anyway, once Komad tells you all of this (if you want to be EVIL) tell him that you don't need him anymore. He'll get mad and you get to kill him for dsp. There's no light option here, just don't kill him. Once you see one of the bantha, select one of them, they will follow, and the sand people will attack. Waste them as quick as possible then select the bantha again. They will stop in front of the lair. The dragon will come out, set off the mines, and die. Now if you killed Komad, search the dragon's remains for TWO Krayt Dragon Pearls. Two pearls mean that you get two extra powerful lightsabers. If you didn't kill him, he offers you one pearl as a reward and keeps the other one himself. Don't refuse the reward, the pearl is worth it. J. Star Map Now it's time to go into the cave. Loot any corpses you find and walk to the star map. It will open and there will be some dialog. There is a tattered equipment pack right by the Star Map that has the holocron Helena wants. Bastila!8 Talk to Bastila about the holocron to trigger the journal entry. What you say to her now might (not completely sure) influence the outcome of the quest. Juhani!5 Juhani thanks you for accepting her so easily and explains Cathar do not make friends easily. Be nice to her in your responses so that you can continue talking to her. This conversation will not trigger a journal entry. Leave the cave and walk into the waiting hands of Calo Nord. ============================================================================== Anon M says: I have just discovered something you can do to completely avoid the Calo Nord fight altogether. However, this can only happen if you start the Star Forge Quest on Tatooine. WALK, DO NOT RUN, behind the Krayt Dragon's body and Calo and his Aqualish and Rodian accomplices will ignore you. You will still have to go through the initial dialogue and all that crap, but they will stay by the speeders if you walk all the way to the SPT. As for confirmation that Calo will not appear on another planet, he won't. Yes, you miss out on XP and potential DSP for those who want to take the Dark Path, but I found this to be the toughest fight besides Malak on the Leviathan, and I know there are a lot of players who would agree with me in this. One more thing. I watched the cutscene with the Dragon getting mines in his face and all, but when I refused the reward, (yes, you said not to in the walkthrough,) I didn't get my LSP that the walkthrough told me I would receive if I declined the pearl. ============================================================================== In order to walk behind the Krayt dragon body you would have to leave its remains alone and not bash them (hence missing out on the krayt dragon pearls if you killed Komad.) Ok so the strategy here is to kill all of Calo's bodyguards with grenades then target Calo. Sometimes grenades will knock down his health, sometimes they will not. Calo has a super high energy shield he uses during the fight. You won't be able to get any good hits on him until the shield goes down. You might be able to stun him if you're lucky. Once his shield goes down he will be easy roadkill. If you want you can give the dragon pearl to the sand people chieftain then slaughter them if you haven't already. Be sure to remember to loot their remains for gaffi sticks to sell to czerka. Use RTS to go back to the Ebon Hawk. It's now time to give the holocron to Helena. As you walk towards the cantina, Senni Vek will come up to you and claim you dropped a datapad. The datapad really isn't yours, but take it anyway. The datapad has a message on it for you: The Genoharadan say to see Hulas on Manaan. Come alone or not at all. Once you've gotten the datapad, go to the Cantina and talk to Helena. There are no alignment changes. If the meeting ends badly the rest of the Bastila conversations will not happen (I'm not sure why.) Just go with the happy ending so that we can talk to Bastila more and male characters can continue with the romance options. Bastila!9 In the ninth Bastila talk you talk about how the encounter with Helena went. Bastila!10 The next conversation you ask why the council sent you and Bastila on this mission untrained. She talks about how she thought the Council was testing her to see if she were ready to become a master and other thoughts that she later realized were foolish. The reason the Council didn't send a Master along with them was because it would draw unnecessary attention to the Sith. The journal entry notes that Bastila either has blind faith in the Council or prefers to avoid answering the question. Bastila!11 The eleventh Bastila conversation Bastila tells you she's glad you are with the party. She says she may have been too critical or demanding at times. If you want to continue talking to her for the full gaming experience, thank her. She apologizes for her earlier attitude. Carth!7 In the seventh Carth conversation Carth feels like he needs to apologize to you. He says he knows the mission is important but feels out of his league because he isn't a Jedi. He explains that he hates not knowing what is going on and feeling so helpless. Accept his apology so that you can continue talking to him. Carth!8 The next conversation you ask Carth why he wants revenge on Saul so badly. After the usual probing Carth goes back to the destruction of Telos. Carth explains that he held his dying wife in his arms and screamed for medics. They didn't make it in time. Upon asking about his son he tells you that his name was Dustil and he has no idea what has happened to him. This is the conversation you need to reach in order to trigger Carth's party member sidequest. K. Finding Dustil - Party Member Sidequest Use rts to go back to the Ebon Hawk with Carth in your party. One of Carth's friends will recognize him. Carth's friend talks about Telos and eventually the subject of Dustil, Carth's son, comes up. To sum it all up, Carth's friend knows where Dustil is. Dustil is on Korriban, training to become a Sith. Now you have a choice. Do you want to go now or do you want to wait until after we've found the third star map? If you want to wait, skip down to the Juhani!7 indicator. You may not be able to talk to the party members due to waiting and that's ok. Simply wait until Kashyyyk is completed then catch up on the dialogues. ============================================================================== Note: Any future Carth! signs will only be for the people who went to Korriban first. Talking to party members after their sidequest is done doesn't grant experience. I am including the indicators to give you the full gaming experience. Dark players, there is no reason to complete the quest right away. Carth will stop talking to you if the reunion has a bad ending. ============================================================================== ============================================================================== Additional note: The reason why we are not going to complete Korriban at this time is because a shop on Korriban will become accessible to you after you have found the third star map, but only if you have not completed Korriban. In addition, Juhani's party member side quest will be triggered on Korriban around the same time the shop opens up. ============================================================================== 1. To Korriban Ok, so you've decided to go to Korriban. Go select it on the galaxy map and get ready to enter the world of the sith! Exit the ship and have HK and Carth. HK has some more dialog options that are amusing if you want to hear them. Talk to the docking bay guard to find out that there's an academy here to train the Sith. That is where Dustil is, and getting inside is our goal for now. Pay the small docking fee and continue onward. When you exit the landing area, a Sith student will be asking hopefuls to get into the academy some questions. They get the answers wrong and he gets mad. He asks you what he should do. Obvious dark and light options here, but it's hard to keep him from killing them (unless your persuade skill is high.) Go further away from your ship. Past the merchant there are some Sith who want to hurt you. Be violent for dsp or be passive for lsp.. Alright there's other people you *can* talk to on Korriban, but we want to get the Dustil quest over with as fast as possible. It won't really be fast, but it's the quickest. Go straight down to the end of the hallway. Exit the landing area to the entrance of the Sith academy. Talk to the Sith guard standing there. He'll say that you aren't a Sith so you can't go in. Ask him how to become one and he'll say to talk to Yuthura Ban in the cantina. You will see three people standing, looking like they're injured with another guy named Mekel enjoying their torment. Talk to the alien and he'll tell you what the deal is. It seems that Mekel has played them for fools. Talk to Mekel and say whatever, there's no alignment change. He will run off and you can talk to the prospective Sith. For lsp, tell them about the sham. For dsp, say their final test is to attack the guard at the door (I love being EVIL!) I know that didn't get us closer to Dustil, but you have to do this before you enter the academy. After you enter it, they will all be gone. Ok, Yuthura is now in the cantina on the right side near the back. Just tell her that you want to become a Sith and she'll ask you a few questions. Be honest in your answers and when she asks you if you want to become a Sith, say yes. There is another way to do this, of course, if she says no. Go towards the Ebon Hawk and a group of Sith who just passed their test will attack you (there's also a chance for an alignment change, just act like you have throughout the whole game.) Loot their remains to find a Sith Medallion. Go talk to Yuthura again and she'll agree to let you into the academy. Light players, be sure to have Carth and T3 in your party. a. Inside the Academy You meet Master Uthar here, he's the boss of the academy and ultimately decides who becomes a Sith and who doesn't. You have to impress him to gain enough prestige to do this. He will ask you what lies you have been fed to about the Sith. Answer him however you want to. After this he sends you off and welcomes you to the Dark Side. Now that all of that is finally taken care of, raid the footlocker in the room you were transported to. Walk away from your room. Yuthura will stop you. This will be fully covered later in the guide. Basically, she wants you to help kill Master Uthar. Don't ask her any questions, just end the conversation as soon as possible. Once you're done talking to her, go south to the intersection, east at the intersection, and finally south. Go past Mekel and turn to the last room on the path. Here is Dustil. b. The Dark Path The dark path is simple. Say anything except "Calm down, Dustil, Carth is..." Of course, the most violent option works as well. After a little more talking, Dustil attacks you. Kill him and go to Kashyyyk. The exit to the academy entrance is south from the circular room. c. The Light Path Alright the light path is a little more work. You MUST say this: "Calm down, Dustil..." in order to proceed. You don't get lsp, but Dustil does ask for proof of the Sith's evil. Then say "come with us then, and we'll show you." He won't come with you, but he won't tell on you and he'll stay there until you prove it. ============================================================================== evilbob65535 says: First, regarding Dustil (Carth's son): for light-side players, instead of Doing the double-cross and double-double-cross quests to gain access to Uthar's room, just use security to open the door. I brought along T3-M4 (since you can switch him out before you need to fight) and picked the lock. I think double-double-crossing both Uthar and Yuthura can more easily get you DSP (also, it may be more difficult to convert Yuthura to the light side at the end, but I'm not sure). I'm not sure if it gets you less XP or not, however. It does save some time. Also, it might be worth noting that unless you resolve Dustil's situation Before you encounter the Leviathan (as you advocate in your guide), Carth will generally stop speaking to you (this is according to the Official Prima Guide - so I don't know how accurate it is). This is important only if you want to continue a romance sub-plot with Carth (if light-side and female) or if you just like talking to him. ============================================================================== Go back to the path and go east at the intersection. Follow it to Uthar. Uthar's room is to the far west. Use evilbob's strategy and search through the footlockers inside the room. There is a datapad in one of them that gives sufficient proof of the Sith's evil. Talk to Dustil and show him the datapad. There's a long sequence of dialogue with the inevitable happy ending. The exit to the academy entrance is south from the circular room. (end of light path) Carth!9 The ninth Carth conversation involves what happened with his son Dustil. Light players will just ask Carth about Dustil and he'll talk for a bit then the conversation will end. Dark players will have a few responses to give to Carth. There do not appear to be any alignment changes. Carth!10 The next conversation involves talking about Revan and Malak. The conversation drifts towards the dark side. Carth expresses his worry for you and Bastila. He is afraid the temptation of the dark side might destroy you and Bastila. Juhani!6 Juhani tells you she has been bothered by something. Be nice to her so you can continue talking to her. She reveals that the world she grew up in just so happened to be Taris. She vents her frustration and anger out while telling you this. Juhani!7 In the next conversation Juhani talks more about her home of Taris. Continue to be nice to Juhani so you can continue talking to her. Juhani will describe the hell she lived in and wonder aloud if she is weak or not. Once again, you need to continue to be nice to her. This conversation will not trigger a journal entry. Bastila!12 Bastila will comment on your alignment and reveals for her it is a constant battle to stay in the light. She expresses doubt about her own abilities as a Jedi and has "dangerous thoughts." Bastila!13 The next conversation is an expansion of the previous one. She continues to talk about her own weakness and responses will differ according to your alignment. If you are a female character this is the final Bastila conversation. Any future Bastila! indicators will be for male players only. Now, finally, after all that we get to go to... VII. Kashyyyk A. Background Kashyyyk is a planet inhabited by Wookies. The main enemies to worry about here are kinrath. Remember these guys back on Dantooine? Yeah, there's many more where that came from. There are also two new enemies you have to worry about, Meykl and Katarn. Meykl are bat-like creatures that are extremely easy to defeat. Katarn are similar to Kath Hounds, but less annoying. They have a natural ability to heal plus a little resistance to light powers. Don't worry, you can cut through them easily. If this is the first place you are traveling to after Dantooine, welcome back. This planet can also be done right after Dantooine. Of course, you'll have another dream and Bastila will talk about it yet again. B. Quests 1. Main Quests Wookie Chief Jolee's Request Star Map Freyyr Chuundar's Gambit 2. Side Quests Eli and Matton Lost Wookie Mandalorian Shadows C. Eli and Matton =============================================================================== Ian S. Bastila! 14 (I found this one after I saw the Kashyyyk vision, and landed there for the first time.) First Bastilla starts with her now usual doubt and resistance. This conversation has to occur inside the Ebon Hawk. I tried triggering it outside, but she says that she wants to talk inside the Ebon Hawk. Then you talk about if she's ready, the feelings between them two, and Malak. This moves the "Bastilla" quest into the "completed quests" area. =============================================================================== Choose Bastila and Zaalbar as your party members. Pay the docking fee and the Ithorian will tell you to speak him in his office. This dude takes a long time to go to his office. Take some time to talk to Eli and Matton. Now Matton has had it rough, his ship left one day leaving him high and dry. Now he has to pay Eli off for the lack of services. This quest is simple; just find something that backs up Eli or Matton. This can't be done right now, so see if there's anything you need and wait for the Ithorian to continue slowly walking to his office. When he finally gets there, you can find out more info on Kashyyyk. He knows nothing about the star map, in fact no one does. However, there is the matter of slavery that you need to consider. Remember how Zaalbar was going to be sold for slavery if you didn't rescue him? That's basically how this whole planet is. Czerka has moved in and takes Wookie slaves. An interesting thing happened when I threatened to kill the Ithorian. He begged for his life and Bastila force persuaded him to tell you more about the Wookie leadership... shouldn't it only be you who can force persuade? Anyway, continue to follow the path. At some point Zaalbar will stop and talk about his "Madclaw" status...okay. With that found out, go along the pathway towards the great walkway. Try to open the doors and the guards will stop you. Now here's where you can get infinite dsp (or at least get it multiple times. I usually don't bother with it,) although I don't know why anyone would want to unless they're EVIL! Just threaten the guy then use the force to make him like you. Keep doing this as long as you wish. Tell the guard that you will go past him because you paid the landing fee. He'll reply that he can't stop you. On the Great Walkway, expect to find some Kinrath and a few new enemies. Get used to these guys. They'll be at Korriban but thankfully not Manaan. Anyway, after you fight the first batch, Big Z will again interrupt your walking to talk about him being banished. Tell him we'll deal with it when the time comes and walk east until you find three guards that have killed a Wookie. If you have Zaalbar in your party, he'll get angry. For dsp, tell Zaalbar that we need to kill them. For lsp, tell Zaalbar that you'll handle it and persuade the guards to leave their posts. Afterwards, follow the path as it curves south and kill the kinrath. Pretty soon you'll reach an open area with more kinrath (is there ever an end?) To the south is a wookie guard that won't let you pass. He tells you to go see Chuundar (I hate typing that name) in order to go to the Shadowlands and expresses his distaste for bringing Zaalbar here. Go to the north path you passed earlier and you will be attacked by three Dark Jedi. Remember the ones on Tatooine who wanted to collect the reward for your death? Same story different Jedi. These guys are slightly harder than the ones earlier, but still manageable. They will use the force power slow on you, so be prepared for that. After they're dead, raid their remains and go further north until you come up to another wookie guard. He also doesn't treat you and Zaalbar kindly. He demands your audience with Chuundar. The game then automatically throws you to the next scene. It doesn't matter what you say here. Be defiant or cooperative, there's no alignment change here. Now Chuundar wants you to kill another "madclaw" in the shadowlands. He keeps Zaalbar there until you complete this task. You are then escorted out into the Wookie Village. The village of the wookies is mapped out for you on the map, so go to the Great Walkway. From there, go south and you'll reach the wookie who wouldn't let you pass earlier. He now lets you by. Keep following the path to the south. After a while, you'll see some wookies fighting kinrath. Kill the baddies and be however you want to the wookies, there's no alignment change. After helping the wookies, continue to follow the path and you'll eventually reach Gorwooken. He'll lower you down to the... D. Shadowlands Follow the path around to the north and you'll come across some Katarn. Kill them and continue to follow the path until you see an old man being killed by enemies...or is it he that's killing them? He'll take all four of the baddies down and then talk to you. Then he'll tell you to follow him to his home in a log, so do as he says. If you lose sight of him (which shouldn't happen because there's no enemies nearby) take the first southern path you see. 1. Jolee's Request Once you are at his house, ask him about the Star Map. He knows where it is and suspected that's why you came. He tells you that he'll help you find it if you get rid of some Czerka poachers off to the northeast of his hut. Now it's a good idea to explore the area south from Jolee's Hut, killing every enemy and looting every corpse you find. There's a circular area to the east of Jolee's hut that will be important for dark characters later on. A little more south of that, the path forks to two southern circular areas. Near the fork, there is a malfunctioning droid. The droid playbacks a message that tells you Eli killed Matton's crew...interesting. 2. Lost Wookie Now go north of Jolee's hut and travel east. You will eventually come across a wookie corpse with a slave contract and a bowcaster. Seems someone killed the guy because he was selling wookies and left their weapon there...more interesting stuff. After you have found those two things, go back to Gorwooken (yes, we have to finish the quests now because only one of them can be completed after you have dealt with the madclaw wookie.) He'll say something about unfinished progress and take you back up. Go back to the wookie village and on the map there will be a place called the Holder of the Laws. Show the bowcaster to the wookie there and he'll call in the fur ball that killed the other. Tell them about the slave contract to save the guy's life for lsp. For dsp, don't mention the slave contract and say the wookie deserves to die. =============================================================================== Ian S. Bastila!15 Bastilla tries to think of excuses for the previous conversation, then says she doesn't want to talk about it until Malak is defeated. =============================================================================== After this, go back to Eli and Matton. Show Eli the evidence and tell him to run away for lsp. For dsp, tell Matton to kill Eli. Then for more dsp, force persuade him to do evil deeds to get him off this rock. Regular persuade works just as well too. Go back to the Shadowlands, follow the path, and keep going east. You'll eventually see the Czerka poachers. For dsp, tell the guard that you'll kill him, but before that you could get extra dsp by telling the guard you're interested in helping him out. He says he'll give you a reward for every tach gland you get for him. He sprays you with some stuff that makes them attack you and all you have to do is kill them and loot their remains. Don't bother though, the reward for each gland is almost worthless and it wastes time. For lsp, persuade the guards by the sonic emitters to give you the codes to them. Once you have disabled two sonic emitters, a huge beast will crash the party and make all of them run away. Be sure to look in the storage bins for goodies and tach glands. Once you've dealt with them, go back to Jolee and he'll join your party. ============================================================================== Jolee Level 6 Jedi Consular Starting Stats: Vitality: 42/42 Force: 72/72 Defense: 21 Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 12 (+1) Wisdom: 15 (+2) Charisma: 15 (+2) Fortitude: 7 Reflex: 7 Will: 8 Starting Skills: Computer Use: 1 Demolitions: 0 Stealth: 0 Awareness: 7 Persuade: 2 Repair: 1 Security: 0 Treat Injury: 6 Starting Powers: Cure Force Aura Force Valor Affect Mind Stun Disable Droid Force Push Throw Lightsaber Starting Feats: Conditioning Weapon Proficiency blaster pistol, lightsaber, and melee weapons Jedi Defense Improved Force Focus Knight Sense Improved Dueling Recommendations: With skills just upgrade treat injury. There isn't anything necessary that he will need to do that's skill related. Jolee's alignment is closer to neutral with a touch of light side. If you are a light player, give Jolee all the dark powers. If you are a dark player, give Jolee light powers. Upgrade his wisdom, strength, and dexterity attributes. For feats, focus on master dueling, toughness, and any melee related feat. ============================================================================== ============================================================================== Ian S says: When you get Jolee put all of your life support packs in an container(if you have any).Because this guy can make life support packs! Though he’ll only make like 3 before you put them in the container again. ============================================================================== You can speak to Jolee about this on the Ebon Hawk. Go back to where Czerka was and continue to follow the path until you reach a force field. Jolee will disable it for a few minutes. This lets you go into the... 3. Lower Shadowlands To the south of where you enter the lower shadowlands, you will see a wookie fighting Mandalorians. Kill the Mandalorians and give the wookie a medpac for lsp. For dsp, call him a weakling and leave him to die. Here's another area where you can get infinite dsp. Keep talking to him and he'll continue to ask you help him heal. Continue to call him weak for more dsp. 4. Mandalorian Shadows If you saved him, he'll tell you that these cowards attacked only when they put away their weapons. He tells you to look for wookie corpses, put away your weapons, and kill the dudes that attack. Now is not the time to complete this task, just keep it in mind. Dark players, you can trigger this quest without helping the wookie. Just exit and reenter the area and the wookie will be dead. Search the wookie's remains for a scrawled note. The note will trigger the journal entry. At the fork go southeast. Waste the kinrath you come across and you should notice that you can take a kinrath body. This will be useful later on. When the road forks again, go south on the first east path, attack the kinrath, and go south at the new fork. The path takes you to a ritual area. Tie the kinrath corpse on the vine and a Ritual Beast will come out. This is your first fight with a Terentatek and should be a moderate fight. Don't bother using light powers against it. Remember they're immune to light powers, but not dark powers! Once you have defeated it, you find a blade that was lodged in its skin. Be sure to search the remains further to find some other goodies. It's now time to meet the madclaw wookie. You probably passed him before you went to the ritual site. If you didn't, go back to where the wookie was attacked and stay on the eastern "wall." You'll eventually find him. He will attack then surrender. Straightforward here, kill him for dsp or don't for lsp. If you don't kill him, he asks for Beca's sword and says it's in the ritual beast. You already have it, so he'll go upstairs to start a riot (dethrone the big cheese, you know, the name I hate to type.) 5. Star Map And now it's time to look for the Star Map. It is in the far southwestern side of this area past the swoop bikes. Once you find a building with an alien holocron, you're there. Talk to the holocron and ask it as many questions as you want. To get to the Star Map, you have to behave in a certain way. It asks you questions about what you would do in certain situations. Here's the dialog options you have according to alignment as well as the "correct" and "incorrect" answers: First question: I'm unsure what Zaalbar would say. I would accuse him to be safe (dsp, right answer) I trust Zaalbar, I won't accuse him (lsp, wrong answer) Second question: I prepare my forces to attack in 10 days. I do nothing to the city (dsp, right answer that leads to the next option) - That's right; the deaths of my people will spur my forces on (dsp, right answer) I evacuate the city (lsp, wrong answer) Third Question: (light players will not reach this question) I let the attack happen (dsp, right answer) Dark players automatically get the star map if you answered everything correctly. Light players will only answer two of the questions wrong to get lsp. Then, the holocron will say that you don't match the standard he's looking for. He does this if you threaten to take him apart as well. Two droids will then attack. Just use the destroy droid line and force lightening to make quick work of them. Once you are finished with the battle, talk to the holocron again and he will give you access, saying that secondary scanning of you fighting made you acceptable...right. Now that you have the Star Map and have killed all the enemies, walk around without any weapons equipped. There are two wookie corpse sites around the same area as the lone wookie and are easy to find. Once the Mandalorians de- stealth, immediately go to the equip screen and re-equip yourself. One time, I could not equip my weapons. If that happens to you, don't panic, just attack for a couple of seconds and then you should be able to equip your weapons. Now go look for the second wave. After the second wave of them is dead, check the remains for a missing signal device. Place the device on one of the swoops. That makes the Mandalorian leader mad at you and the rest of the Mandalorians attack. You'll gut them easily. Tell the walking carpet the good news and you're off on your merry way. Dark players, you killed the Wookie that would give you any reward, so like light players just go back to Gorwooken when this quest is finished. If you didn't kill Frayer, you'll have to fight Gorwooken. He's pretty easy. Once you've exited the shadowlands, go back to Chuundar (you can ask a wookie guard to take you there.) If you killed Frayer, Zaalbar's father, then there's nothing more to do here. Just be as violent as you can and get the dsp once Gorwooken takes you back to Chuundar. You will be transported out of the village and will never return there again. If you didn't finish the Lost Wookie side quest, you won't be able to now. If you saved Frayer, then try to solve the conflict in a non-violent way. Of course, Chuundar won't go down without a fight, so there is no way to do it peacefully. It's not an easy firefight, but it's not an overly hard one either. After the fight, the wookies will rebel and run off everyone that's not their kind except you. If you didn't go to Eli and Matton for the droid head, it's too late now. No matter what you do, you'll get Baca's Ceremonial blade as a reward. Juhani!8 Juhani tells you she was remembering Taris. Be nice to her so you can continue talking. Juhani continues talking about the hell of Taris. She then says she sometimes wished her parents hadn't fled from the homeworld of their species. Juhani will not elaborate right now and says that's a story for another time. Juhani!9 In the next conversation Juhani expands on how her parents fled. Juhani tells you Cathar was among the first to fall before the Mandalorians openly attacked the republic. She explains most Cathar didn't make it when they fled from the Mandalorians. Juhani says her parents eventually came to stop at Taris, not wanting to flee any further. Juhani's father turned to stimulants and bars. He was killed by a man who provoked him into a fight and killed him like an animal. I believe this is the conversation you need to reach in order to trigger her party member side quest. As I explained earlier we will not be triggering the side quest until we go after the Korriban star map so that we can get access to a shop with very good items. Juhani!10 The tenth conversation Juhani asks about you. As I've said previously you need to be nice to Juhani in order to continue talking with her. This conversation will not trigger a journal entry. Juhani!11 In the eleventh conversation Juhani comments on your alignment and continues to express her feelings about how she fell to the dark side. Be nice to her. This conversation will not trigger a journal entry. Carth!11 Carth remarks about how he is trying to remember what his wife looked like. If you want to continue talking to Carth, be nice to him. Carth once again vows to kill Saul for his betrayal. E. Griff We have the tach gland Griff wanted so now is as good a time as any to deliver it to him. As we fly on to Tatooine we get a cut scene where Malak sends his apprentice Darth Bandon after you...doesn't he look familiar? Carth!12 In the next conversation you ask Carth what happens if he ever gets revenge on Saul. Carth muses that before he envisioned taking revenge on Saul by himself. Now Carth says he doesn't want to kill Saul if it means he has to hurt you or the mission. Carth doesn't know what he will do after Saul is dead if he is still alive. Carth!13 In the next conversation Carth remarks that he's been watching you and is glad you are with the party. He once again apologizes for his behavior. If you want to continue talking to him, accept his apology. The journal entry notes that you have gained Carth's full trust. Jolee!1 Upon asking why Jolee decided to come with you he avoids the question and decides to talk to you about his past. He talks about how he traveled with someone who had the Force swirling around him like a hurricane named Andor. The story of how Andor killed the bad guy is quite interesting. Jolee!2 In the second conversation you ask again why Jolee decided to come with you. After a moderate time of talking he tells you that your destiny intrigued him. He remarks that everything about you is slightly odd and there's something very dark about you. In the end he mentions his adventuring days and shoos you away. Exit the Ebon Hawk and go to the Czerka office. Give Griff the tach gland. Do not bother giving him credits. He leaves to start on his project. Exit the office and go right back in. Walk to the main desk and the receptionist will tell you Griff skipped town. Mission!5 In this conversation you talk about what happened with Griff. There are alignment changes so act accordingly. This is the final Mission conversation. It's time to go back to the Ebon Hawk. Use the galaxy map again to go to... VIII. Manaan A. Background Manaan is a world where the natives, the Selkath, strive for peace (it's also a word that I misspell a lot.) They want to be neutral in this war between the Sith and Republic and try to treat them equally. Enemies you find here are Sith and you'll have to fight some Selkath in two areas. It shouldn't be too hard for you. This is also where you meet Hulas and do six resulting dark side missions. If this is the world you go to after Dantooine, welcome back! However, I strongly suggest you complete Kashyyyk before doing this world. B. Quests 1. Main Quests Republic Base Sith Base Hrakert Station In the Water 2. Side Quests Hulas and the Genoharadan (6 dark side missions) Sunry Murder Trial Selkath Mystery Swoop Races Queedle's Problem Mercenaries You're flying along and you have another dream and Bastila will once again try to explain it. Carth!14 In this conversation Carth tells you he's concerned about you. He speaks of the danger ahead and says that if he's going to have any purpose after Saul is dead it's going to be protecting you. This conversation will not trigger a journal entry. Jolee!3 In the third conversation you ask Jolee about his adventuring days. He talks about how he had a full head of hair and wasn't fully trained as a Jedi yet. The council wasn't happy with him and even less so when he became a smuggler. He only got caught once and was forced to crash land. He says in the end getting shot down turned out to be fortunate. He met his wife that day and he doesn't sound very happy to remember it. Jolee!4 The next conversation is an expansion on the previous one about his wife. He mentions that when you get old you get a lot of memories. If you're lucky you won't have many bad ones. If you're really lucky you won't have ones that make you want to go away to a place that doesn't hold any memories at all. The conversation moves on to love. He doesn't agree with the Jedi that love should be forbidden. Leave the Ebon Hawk and choose Bastila and Jolee as your party members. Open the two doors that lead out of the Docking Bay. Walk a little ways inside the hallway and a Sith and Republic soldier will be fighting with words. Ask the Republic soldier about Manaan and he can tell you many things, except the Star Map. When you finish talking to him, he'll give you confusing directions to the Republic Embassy and tells you to go there if you have more questions. Once you're done with him, walk west and open the doors. There's a merchant here that sells infinite computer spikes, so buy about 20 to 30 depending on how much credits you have. Before you open the door to the south marked Manaan - West Central, talk to Nubassa. He asks if you have any exotic species for sale. Ah ha! We can finally get rid of the gizka. The only way to get dsp is to successfully persuade him that the gizka are special and will not reproduce. There is no light option. In fact you'll have to pay him 100 credits to take them off your hands (unless you can persuade him to take them for free.) After that's done, go through the south door into the next area. Follow the path to the visitors area and keep walking until you reach the port official. Take care of the docking fee and go through the door to the south. The Republic soldier did say to go east to get to the base, but we're going to take a trip west first. Go south until you hit the bottom of the area then go west past the door. D. Sunry Murder Trial A woman named Elora will stop you if you have Jolee in your party. One of Jolee's friends Sunry is on trial for murder (Elora is Sunry's wife.) Tell Her you'll help out and go south to the courts. A case will be coming to a close, after that talk to the judges and tell them you want to investigate the trial. He will let you be Arbiter (lawyer) on Sunry's behalf. He tells you a bit about the case and you can ask the other judges about the case as well. After this, go to the prison (it's on the eastern side, just hug the wall until you're there) and talk to the guard. He'll let you in. Once you're in, Sunry will recognize Jolee. He will give you his version of the story and encourages you to go to the hotel where the murder happened. He claims that the whole case is a frame up. For now, it looks to be that way. E. Missing Selkath and Republic Hiring Mercenaries There's nothing more you can do for him now, so go to the northeastern part of the map. You'll see a mercenary being recruited for the Republic. Follow the path until you reach a bar. Two Selkaths here will have side quests, Shaelas and Nilko. Shaelas suspects her daughter Sasha was taken by the Sith. Nilko wants to know why the Republic is recruiting so many mercs. They will each pay you 500 credits. Now when that's done, go back to Ahto Central. Go east and then open the door to East Central. Here is where Hulas is, and the chance for us to have more dsp and be EVIL! Light players, ignore the next part...unless you don't mind taking a few dark hits for some very good items. F. Dark Side Mission - Hulas and the Genoharadan Now you actually have to be alone, as in have everyone else on the ship, in order to talk to Hulas. He's the Rodian in the eastern part of this area and will tell you that he's part of the Genoharadan. It's a secret society in existence for thousands of years that has "influenced" Republic politics in order to keep the Republic intact. Hard to believe isn't it? Well, believe it because it's real and Hulas wants you to join. Of course, you can never tell anyone about this or else they will disappear and become a figment of your imagination. To join, you have to prove yourself. You've already done well by killing Calo Nord, who Hulas thought about recruiting. All you have to do is kill one of two people, Zuulan Sentar or Lorgal and he will reward you. Now is as good a time as any to complete these missions. 1. Lorgal Conveniently, Lorgal is on Manaan as a prisoner in the Republic Embassy. Hulas will instruct you to not use weapons on him and you'll do well. Go north from Hulas and east at the junction to the Republic Embassy. Tell Roland you're on a mission from the Jedi Council and ask about the star map. Long story short (it will be covered in detail later after you finish the Genoharadan missions) he lets you in the base and you will see Lorgal in one of the force cages. ============================================================================== Note: Don't waste time trying to force persuade the Republic dude. He's not weak minded. ============================================================================== There are three ways to kill Lorgal; force choke, force kill, or overload the force cage with computer spikes. Once that's done you get dsp. Now it's time to head to Dantooine. Zuulan won't know what hit him. 2. Dantooine - Zuulan The Genoharadan don't like Zuulan because he's kidnapped important people over the years and demanded money from the families. It's easy to complete this, just go to the Matale residence and look for his speed bike to the east of the house. It is within five feet of the home, so it shouldn't be hard to find. Once you find it, you can either plant a frag mine on it or set off the alarm. I like to set off the alarm because you can get 2 dspts. He'll come running out with a few weaklings. Tell him he should pay for his crimes and a fight breaks out. When he's almost dead, he'll try to pay you off with credits. Yeah, as if we're going to take his credits and let him live. He underestimated how EVIL we are. Be violent to enter into combat mode again, gaining a dsp. Kill him for more dsp and loot his remains to find the credits he tried to bribe you with. 3. Back to Hulas Hulas will reward you (I know it's not credits, but the equipment he gives you is some of the best in the game) for the two bounties and give you three more; Vorn, Rulan, and Ithorak. 4. The Death of Ithorak Ithorak is also on Manaan, but you can't approach him directly. Hulas instructed you to pose as a wealthy person and be willing to buy something of some sort. Go to the swoop track, which is further east of this area. When you enter the area a Sith woman will demand you pay credits. There's no dark way of dealing with this, just don't pay her. After she threatens you, talk to her again and she'll threaten you. Threaten her with violence and she'll call a guard. Tell the guard that you and the Sith were exchanging meaningless words and he'll disagree with you, demanding 100 credits. Force persuade him to think it's the Sith's fault and she will be put in prison. Can anything top our EVIL? For those of you who did not choose the dominate mind power, do not talk to the Sith woman again. You *could* threaten her again but the guard will fine you 100 credits. You *could* say "your laws are nothing to me" but that will just get you a 500 credit fine and thrown in jail until the fine is paid. It's best to just not talk to the woman again. Affect mind sometimes works but it also depends on how well you have kept up with the persuade skill. If you haven't kept up with it then just ignore her. After that, go to the southern path and you should reach the swoop track. Talk to Vek, the only Twilek there, and convince him you're a wealthy guy that's interested in business with his boss. He'll tell you to meet you at the Sith private docks. Use rts and go towards the assault droid after you exit the Ebon Hawk landing site. You won't be able to miss it. Vek will be there and warn you about not making trouble. There are two options: ignore the dislike of this guy towards his master and you have to fight all three of them or force persuade the guy to quit on his boss. If for some reason that doesn't work or you don't have force persuade you can persuade him to walk away with 500 credits. After Vek walks away you can reprogram the droid to attack Ithorak in a very easy battle. Or if you want an easier option you can program the droid to walk to Ithorak and explode. If you fight all three of them direct your Jedi party members to use the destroy droid line on the droid. Stun Vek and Ithorak with horror or insanity and kill them with other force powers or your lightsaber. Whatever you do, loot the remains of Ithorak for a very interesting datapad. 5. Tatooine - Vorn Vorn is an interesting guy. Why is he so interesting? You'll find out later. Now Hulas told you that Vorn was hunting a Krayt Dragon. The interesting thing about this is that Vorn is not in the Eastern Dune Sea like I thought he would be (I explored that area for an hour looking for this guy!) Instead, he is in the Sand People Territory, or at least his speeder and droid are. Once you enter the sand people territory, go east towards the path that leads to the Eastern Dune Sea and you will eventually see his speeder and droid. The droid will attack and you will defeat it easily. Now, reprogram the droid to attack its master and it will go to Vorn. You get a cut scene of you and your party following it. Here's the interesting part, Vorn has slain a Krayt Dragon all by himself! Yes, this guy is tough, even with his droid after him, but there's four of you (including the droid) against...well, him! If for some reason you don't have enough repair parts to program the droid, you have the option to plant a frag mine on his speeder. You will see a cutscene of Vorn walking to his droid and speeder, but instead of being blown up he disables the mine, fixes the droid, and calls you out to face him! Just spam force lightening on him while one of your Jedi party members uses stun/disable droid and he'll go down quick. Loot his corpse to find another interesting datapad. This guy knew about the Genoharaden... 6. Kashyyyk - Rulan Rulan is even more interesting than Vorn. You already know this because Hulas told you he was a shape shifter, but that's putting it mildly. Go to Kashyyyk and once again venture into the Shadowlands. a. Darth Bandon Yup, this guy is attacking you now with Dark Jedi. Still don't remember who this guy is? He's the guy that killed Trask on the Endar Spire (way way back.) You could mention this, but no option has an alignment change. You just fight him. He's tough to defeat. Before starting the fight ensure that any party member who is not a Sentinel has an item equipped with the immunity to mind affecting. A nerve amplifier belt is sufficient. Bandon and the other Dark Jedi have an annoying tendancy to spam insanity that even my Consular with a wisdom of 18 couldn't save against. In the first round of combat everyone needs to throw grenades at the group. Then everyone needs to target the weaker Dark Jedi and kill Bandon last. If you have Force Suppression then use it as he casts Force Resistance at the start of the fight. Otherwise don't bother using dark powers against him unless you have a high wisdom. He will also constantly use Death Field against you. If one of your party members goes down then it will get rough. Just run around, heal yourself, and keep at it. Eventually he will go down. Once he's dead, raid his corpse for 3,000 credits, his armor, and his lightsaber. With Darth Bandon dead, it is time to find Rulan. Go to Jolee's hut and follow the path to the southwest. You will see a new wookie corpse. Raid it to find a datapad. Ah, Rulan is here and he's killed a wookie named Grawwaar. See the light at the end of the path? It's a campsite with a fire burning. There's a wookie we need to talk to. His name is...Grawaar...isn't Grawaar dead? Ah, he is dead! Talk to Grawaar, who is really Rulan. He'll keep up the disguise until you tell him about the datapad. Once you do that he'll do something that made me laugh. He'll change his shape to look like Jolee. He's even got the voice down! Tell him you'll kill him for dsp and attack. Don't worry, you'll attack him and not the real Jolee. Eventually, a white light will surround him. You and your party members will be thrown back and he'll change into a Tarentetek. He has all the immunities the beast has...of course that doesn't include dark powers. Hello force lightning! After he realizes he won't win the fight (which is when you've almost killed him,) a white light will surround him. He changes into something you can barely make out and scampers away. If you paid close attention, you saw that he changed into a tach. Go into the circular area to the northeast that is directly east from Jolee's home. One of these tachs is Rulan. Happy hunting! You'll know when you've killed the right tach. ============================================================================== Note: If you're having a problem finding him, here's a tip. Real Tachs stick together! ============================================================================== 7. To Hulas Again Now you'll notice that I mentioned six dark missions involving Hulas and we've only had five missions from this guy (and collected lots of good items.) Once you have told him all are dead, he'll say that he's now the only overseer in the society. In other words, the dude double crossed you. You could just walk away, but why would you do that? You and I are both EVIL so we'll want revenge right? I thought so. He'll say to meet him in the Dune Sea, alone of course. 8. Hulas and the Dune Sea Hulas told you that he and you will meet alone in the Dune Sea, but he's EVIL too and won't be alone. So don't go alone, or you can since you have good dark powers (Knowing that he won't honor the agreement I sometimes decide to go alone depending on my mood.) Hulas will use a blaster against you along with all but two of his thugs. Attack those two first because they can drastically take down your health. Their blades are poisonous, so watch out and use antidote kits after they're dead. Then, target Hulas next and use force lightning against him. This is a tough fight alone, so be sure to use drain life and one or two advanced medpacs. Use force lightning until Hulas is dead. The rest are weaklings and easy to defeat. Loot the remains, especially Hulas' remains for very good items. If you have Jedi party members with you then follow the same strategy. 9. Manaan Again (end of dark side mission) Welcome back Light players! We want to complete the quest of the Genoharadan, so talk to Hulas alone (with no party members with you) and tell him you don't want to be part of it. He will disappear and you will complete the quest. There is one more Rodian that is of interest in this area. He sells Pazaak cards and will play Pazaak with you if you are interested. G. Sunry Murder Trial (continued) Now where did we leave off...oh yes, go north from Hulas and open the door. After this, go left into the hotel, talk to the guy behind the counter and Ask him about the Sunry case (remember you're trying to help a guy accused of murder!) He will tell you that Sunry left after the blaster shot went off. He's pretty sure about this, and admits that it could have gone off before, but not sure enough to testify it in court. If you bribe him you do not get dsp and he does say Sunry left before the shot (Ryan F.) I did try force persuading him once for dsp, but at the trial he didn't tell the court what I told him to say (boo!) He also implies that Sunry and Elassa were having an affair and tells you about the witnesses. They are the Pazaak player Firath Me and Glupor the Rodian. 1. Firath Me. Firath Me will be in one of the rooms closest to the clerk. You basically find out two things from him if you are persuasive enough. Elassa (the dead girl) was a Dark Jedi, and he didn't actually see the murder...interesting. If you don't have force persuade and your persuasion skill is rather low you won't be able to find out she's a Dark Jedi. That is ok, you can still win the trial without knowing she is a Dark Jedi. 2. Glupor Now here is where there's a definite a glitch in the game. If you have the subtitles turned off this glitch will affect you mildly. The game doesn't translate the Rodian language into English. I guess it thinks that since Glupor says his name in English that it is already in English, I don't know. At any rate, this isn't a worrisome glitch, simply turn the subtitles on right now. Then when you're done talking to him turn it back off. If you have had the subtitles on since the beginning, the glitch doesn't affect you. Glupor also didn't see the murder and your goal is to find out that he planted Sunry's metal he won for his bravery on the body. I usually persuade him to tell without bribing him. My last character was able to successfully persuade him with a total persuasion rank of 4. I don't know why the game has options to ask him about the star map and any other irrelevant information that has nothing to do with the murder when he doesn't know anything about them. Go outside of the hotel and a mysterious man will talk to you and tell you "many currents flow beneath" the case. He'll also say that you can find more in the Republic and Sith embassies. I think there was "supposed" to be something related to the incident in the Sith embassy, but I've never found anything. H. Republic Embassy From the hotel, walk straight through the door to the embassy. Talk to Roland Wann (if you haven't already) and tell him you're on a mission from the Jedi Council. He knows about the Star Map, but he won't tell you until you retrieve data from a droid that surfaced too early. The Sith picked it up and took it to their base. All you have to do is get the data from the droid and he'll tell you about the Star Map. There's three ways into the base. The first is to interrogate the prisoner, another is to slice a keycard, and the third is to break into the third docking bay that's locked. He gives you a keycard to the docking bay and one to the interior of the base. Interrogating the prisoner is a good thing to do, but there's really no order you go through to do it. If you do succeed in doing this (which isn't that hard) he'll give you the code. Now regardless if you have gotten the code or decided to go to the docking bay, you must go into the computer room. The guy will tell you about the system. I won't tell you about it because it's beyond me. I have attempted and failed to decrypt the Sith passcard, but thankfully several people have emailed me with the correct answers. First Sequence: 22 Second Sequence: 18 Third Sequence: 64 Fourth Sequence: 2 Fifth Sequence: 6 Sixth Sequence: 7 The first time I played this, I noticed that once you are logged into the big computer you could slide into the Republic system, so I did. Look at that! "Open submarine doors - 100 spikes!" Yikes! (Ryan F tried it and it doesn't work, the computer spikes get rejected) There's a selection right below that. Select it and it downloads a video to your datapad of Sunry killing Elassa. Uh-oh, he was guilty all along! We're not ready to confront him yet, we've still got an appointment to the destruction of the Sith base. Once the prisoner gives you the code and you found that Sunry was not so innocent, go to the next area to the east. The Sith will demand a fee to walk here. There is no light option (unless you have the option of reciting the Jedi Code) so don't threaten her with violence and you won't get dsp (dark players have already dealt with this situation during the Hulas missions.) Find the path to the south to the swoop racing track. I. Swoop Racing! 1. Queedle's Problem You can only access this mission before racing. Talk to the Ithorian across from the announcer. He needs to upgrade his swoop bike, but doesn't have the money to do so. I haven't found a dark way of dealing with this guy yet, but light players can give him 500 credits for lsp. Swoop racing is the same as it has been. Talk to the Selkath behind the counter to get started and do what you've already done before. The Sector Champion wants to talk to you before you race for the last prize. He'll threaten you and talk tough, but he's all talk and no walk. Restrain yourself and get lsp, or threaten him for dsp. You can threaten everyone in the room for dsp as well. This last time I played, Queedle became the Sector Champion after I had given him the 500 credits, eliminating the encounter with the previous Sector Champion. If this happens to you, talk to him again and he will offer you your money back. Standard dark, light, and neutral options. He will give you the money back even if you refuse it. ============================================================================== Jimmy B: On Manaan I talked to Queedle (the Ithorian in the swoop place) and helped him out and gave him 500 credits. I then raced and won the first two rounds. When I saw the third circle time was Queedle's (because he was able to upgrade), I went to talk to him and he thanked me and offered my credits back. I refused the reward, but he gave it to me anyway and I still received light points. I talked to him a second time and he offered me my credits again and I refused again. This time I didn't get more credits but I received more light points. The third time we spoke, nothing interesting happened. ============================================================================== Possible exploitation of infinite lsp! J. Sith Base I think it's best that you don't enter through the front door because if you go into the private hanger, you get more xp since there's enemies in there. So use rts and buy about 10 to 15 computer spikes (you'll need about 20-30) from the merchant in this area (you should have plenty of credits from swoop racing.) The private hanger is on the map and easy to locate. If you can't find it, it's the far western hanger. The few enemies in here are weak and easy to defeat. After they're dead, loot the remains and take the transport to the Sith Base. Open the door in front of you and watch out for the mine. Go to the west and open the door. The woman inside the reception room will inquire about your business, and this time it doesn't matter what you say, she will call the guards. This happens even if you force persuade her. She's not a weak minded fool...although she and everyone else in the room are weak and easy to kill! Now that reception has been cleared, go through the north door. Go through the first door to the west and walk through the hallway. Ignore the door to the south for now and keep walking west. Open the door to find some tough droids. They can be beaten, but it will be a longer battle than most enemies. Force lightning and destroy droid works well against these guys. After they're decommissioned, go through the west door. Kill more tough droids and a few weak Sith. Once they are dead, enter SOLO mode by pressing the back button (this is located near the start button and is the same size and shape.) Have your character open the north door and you will see red gas moving between vents. Look closer at it and you'll notice a pattern. Figure out the pattern and walk through the hallway without getting hurt by the gas. If you do get hurt, it's ok because you have two Jedi (and maybe you) that can use improved heal to get your health back. Open the door at the end of the hallway. To the right is the steam control. Select it, turn off the steam, and press the back button to get out of SOLO mode. Once you've done that, find the computer panel to the right of the steam control. Slice into the computer and do your usual hacking. You MUST select deactivate force field after you select to view the security room. If you don't, you'll have to endure a frustrating puzzle. You can also corrupt the sentry droids. What this does is have the droids attack ALL things in the base. This means that they will still attack you, but will also make you have less enemies to fight (you still get the xp if a droid kills an enemy.) After this, go back to the hallway and take the door to the south you ignored earlier. The door is marked "Disassembly Room." This is where the droid the Republic sent out is. Kill all the pathetic weaklings here and loot the room for goodies. Remember to loot the broken droid for a data module. You're not done yet! Under no circumstances are you to exit the base now! Go back to the hallway and look on the map. You should have areas highlighted where you looked through the security cameras. If not, then go north after you exit this hallway going east. Open the door and continue to go east. There will be three Dark Jedi here, and their powers are, but not limited to, stasis, force lightning, insanity, and slow. They are formidable opponents, but you should be able to beat them. Loot their remains and keep going east. Kill any enemies that may remain. Now if you didn't deactivate the force field, you have to go through the water doors. I hate going through those doors. Here's the correct order: Left Room 1 - flow Left Room 2 Right Room 1 - Flow Right Room 2 - Flow Left Room 1 Left Room 2 - Flow Left Room 3 Left Room 4 Exit I might be incorrect in that puzzle; there could be a better way to do it. Go to where the force field is or was (if you went through the water doors, go north, follow the hallway and take the second south door.) From the pressure room, go west (if you deactivated the force field) and take the north door. Kill the two droids with the usual destroy droid/lightning combo. After this, head north through the door, kill the Sith in the hallway and go east to the south door. Take it and continue to kill the pathetic, weak Sith. After that, go back to the hallway and keep going east. The path should curve south and you should end up behind the pressure room. Take the south door, kill the Dark Jedi, and loot the room. Once that's done, go north and follow the hallway as it curves to the west then north again. Head through the opposite door and follow the hallway. You'll see a Selkath Apprentice. Kill him. 1. Missing Selkath Now, go to the center room and you'll see four rooms. Take the northwestern room and you'll see the missing Selkath. In order to get the dark points, kill them IMMEDIATELY. You won't get dsp if you say or ask any question then kill them. Light players have to try to convince them the Sith are evil. Sasha wants proof, something you don't have yet. Go through the southeast door. A tortured Selkath will give you a pin with blood on it and tell you to tell Sasha "the Sith." This is good proof. If your persuade skill is high you can probably get by with this. If not, there is something better you will find. Open the door to the northeast and kill the enemies here. Heal and wait for your force powers to regenerate before opening the next door. Yeah, yeah, Malak was displeased we get it! There's a Dark Jedi along with two Selkath Apprentices here. This guy puts up a tough fight. He is much like Bendak because he dodges your attacks often, however, unlike Bendak, he doesn't throw grenades and he's a lot tougher. Make your entire party attack one of the Selkath Apprentices first, then, have two against one with the other Selkath while one of you attacks the Dark Jedi. This should kill him. He may use force resistance, and if that's the case, don't waste your force powers against him. Loot the room for goodies and search the next room to the east for a datapad. This is the proof you need for Sasha. Go back to her and show it to her. They will leave the base and you'll get lsp. It's time to bail. Exit the base and as you do, the Selkath will arrest you for breaching the peace. It doesn't matter what you do. They will still take you before the judges. Don't force persuade them because they aren't weak minded. Now the next scene is you in the prison and your arbiter will ask you questions. Simply tell him about the datapad and he'll start the trial right away. Plead not guilty and tell the judges you have proof of the Sith's evil and show them the datapad. They will drop the charges against you and punish the Sith. K. The Trial of Sunry Now it's time to talk to Elora. Ask if Sunry had an affair. She'll break down and say yeah. Now it's time to talk to Sunry about the little recording we found. He'll ask you to keep it secret. Agree with him for dsp, or convince him to turn himself in for lsp. He won't turn himself in and gets angry at the very thought of you betraying the Republic. Now it's time to talk to the warden and start the trial. ============================================================================== evilbob65535 says: during the Sunry's trial quest you suggest hacking the republic computer and discovering the truth of the situation. For light-side players, it's actually extremely important NOT to do this. If you know the truth and decide to defend him anyway, you will get DSP. I don't know if you can still see the video after the trial is complete but it's best for the light if you don't know. However: that said, the trial is long and boring and all completing it gets you is more XP - and XP is cheap and easy to max out. I would suggest for light players to go ahead and find out and end the trial quickly just to save yourself the time. ============================================================================== I haven't encountered a dark hit from defending Sunry when you know the truth (possibly a glitch.) Evilbob65535 is correct though the trial is rather long and boring. You could give the judges the recording and get through it if you want. I'll go ahead and keep the strategy in for players who want the full gaming experience. Now how should you approach the trial? That depends on if you want Sunry to be innocent or guilty. You have to have found everything, which is: Elassa's a Dark Jedi, Glupor was paid by the Sith to put Sunry's war medal in Elassa's hand, Elora knew Sunry was having an affair, and the recording of the murder. First, you have options to give your opening statements. DO NOT force persuade them because they are not weak minded and it makes your case look more hopeless. Instead, say you'll find Sunry innocent. The hotel manager will come up and give his testimony, but he's not considered a witness, so you and the Sith prosecutor won't ask him any questions. The first witness is Firath Me. The prosecutor will insult the witness. Object to his badgering and it will be sustained. Once he's given his account, ask him these questions: Did you actually see the murder happen? Was the medal left at the crime scene not a little too obvious? Elassa is a Dark Jedi, isn't she? (If you did not find this out the option won't come up. That's ok, you can still win the trial.) I have no additional questions. The next witness is Glupor. The prosecutor will ask him questions, and you should ask him these questions: Did you see Sunry kill Elassa? Isn't the medal at the crime scene too obvious a clue? Did you plant the medal on Elassa? I have no additional questions Elora is next, so ask her these questions: Was it true your husband was having an affair with Elassa? (the Sith know about this, so if you don't ask it now then it makes you look bad) Sunry was a Republic war hero, wasn't he? I have no additional questions. Sunry is the last person to take the stand. Ask him these questions: Elassa was a Sith spy, wasn't she? How could Elassa have got your medal? You were going to end the affair, would the Sith object? I have no additional questions Then, you make your closing statements. This is what you should say: No one actually witnessed the murder Elassa was a spy and the Sith are framing Sunry My arguments are complete. It took many times to figure out how I could get Sunry off the hook. I had began to think that Sunry would always be found guilty. Jolee!6 First talk about the Sunry trial. It's a short conversation. Jolee!7 In the next conversation you ask Jolee why he left the Jedi. He says he never left the Jedi but that the Jedi left him. He hates how the Jedi are viewed as perfect. He launches into another story about a Jedi Master who was going blind. A young padawan not knowing of his blindness asks him to directions to the Council. The Jedi Master gives him the wrong directions. Juhani!12 You start the conversation off by asking what happened after her father died. Her mother was left to support Juhani. She worked as hard as she was able and over time she began to waste away. Her mother had to borrow money from the exchange so that Juhani could be fed. In the end she could go on no longer and collapsed at the cantina where she worked one day. She died and the debt she owed was passed onto Juhani. Since Juhani had no money of her own, enslavement seemed like the best solution for the exchange. That's when the Jedi came and freed her from enslavement. It was then she swore to become a Jedi. L. Return to Republic Base Go back to Roland and he'll give you the scoop about why they're hiring mercenaries. They are secretly harvesting kolto in a secret underwater facility. Some of the smarter Selkath have allowed this. They reported an ancient artifact during construction, and then contact was suddenly cut. He gives you a passcard to let you into the room with a sub so you can go down to the station. You now know why they've been hiring mercenaries, so go tell Nilko now to get it over with. Additionally, tell Shaelas about her daughter to complete the Missing Selkath quest. If you killed Sasha, you can threaten Shaelas for dsp. After that's done, enter the door opposite of the computer room in the Republic base (where you got the recording of Sunry killing Elassa) and go through another door. Board the submersible there. M. Harakert Station Walk through the door in front of you and a mercenary will greet you. Ask what happened and he'll mutter about the Selkath being insane. There's no light option here, but if you want to be EVIL tell him he's food for the Selkath and you'll attack him. After you've dealt with Mr. Crazy raid the footlocker and take the door to the east into a hallway that leads to another door. Open it and go through the south door. Yes, there is a computer panel, but there's nothing you need to do. Follow the hallway and kill the droids that attack you. You should have passed a door going west. Take it, kill the insane Selkath, and select the faulty patrol droid. Repair it for some xp and it will help your slaying. Keep going west and kill the weak assault droids that attack. When you see a door to the south, take it and kill more Selkath. At the end of the room, there will be a footlocker with a sonic emitter. This will help you later on. Backtrack to the hallway with tons of doors and keep going west. There will be a tough droid before the path goes south. After it's dead, go through the south door. In this room is an environmental suit and lots of goodies in the lockers. There's also a guy that locked himself in the locker. I haven't found a way to convince him he's safe with us, but I've found a way to kill him! Just treat him the same way you treated the mercenary at the beginning and then stick your lightsaber in the locker. Now that you have the sonic emitter and suit, take the west door in the room then go to the south door in the next room. There will be another long hallway, so kill all the enemies. Open all of the doors at this hallway. There is one security door at the far east that is particularly hard to open, and I don't know why. Don't worry about that one for now, it only leads back to the hallway you entered before the computer terminal. The door to the southwest is where one of the airlocks is. Go through the door and use the pressure door to go outside. Since there's only one suit, you have to go alone. 1. In the Water Here is another area where exploring the whole map is more trouble than its worth. You can only attack with the sonic emitter, so use it when the sharks get really close to you. It has a limited range. Walk south then east and you'll find a survivor. After some dialog, follow him and he'll eventually be eaten by a shark. Once you're in the open, walk east and kill the sharks along the way using the sonic emitter. You'll see a fork in the road. Kill the sharks on each path, go to the northern part, and open the pressure door. 2. Alone in the Station There's four insane Selkath, so take them out and take the door to the east. This takes you to a center room. Explore the rooms and loot them before you select the force field. Select it and the people there will depressurize everything except the area they're in (they're trying to kill you and the Selkath.) If you have a good persuade skill you can persuade them to stop the depressurization sequence. Just talk to them and be polite. Alternatively you can bash the force field down or use the computer with computer spikes to turn it off. 3. To Destroy or Poison... They tell you about a giant shark that possibly drove all the Selkath insane. They give you the option to kill the shark (dsp) or destroy the machinery (lsp.) If you want major dsp, tell them you'll do what you want AND KILL THEM! *evil laugh* The pressure door behind them leads back into the water, but near the star map. Once you are in the water, kill the sharks and you'll see a path to the west. That leads to the other station, so go right and kill any other sharks that might be there. You'll eventually find the control panel. Now to destroy the machinery you have to do some funky stuff with the gas to make it a liquid. The first time I played, I got frustrated and decided to kill the shark. Then it dawned on me how the puzzle works. Anyway, here's what you have to do for lsp: 1. Access the fuel tank pressure control. 2. Fill injector pod. 3. Transfer from injector to container. 4. Fill injector pod. 5. Transfer from injector to container. 6. Dump container pod. 7. Transfer from injector to container. 8. Fill injector pod. 9. Transfer from injector to container. It took me an hour to figure out how to do it...ugh. Dark players just inject gas into the vents ============================================================================== Note: The alignment change doesn't come until you talk to the Republic diplomat after you have returned from the station. ============================================================================== 4. Star Map All you have to do is keep walking to the right and, after the shark is dealt with, you'll see the Star Map. Go back the way you came and use the north path. That will take you back to the first station. You may or may not have a surprise waiting for you there. 5. Darth Bandon Now here is where light players have a battle to fight. Near the sub entrance to the station is Darth Bandon (dark players met him on Kashyyyk.) Remember him? He's the guy who killed Trask. Now usually I would say that light players have a harder time in a fight, but this is not the case. It is actually easier to defeat Bandon here as a light player than it was on Kashyyyk as a dark player. I don't exactly know why, but it's always been that way. You have two Dark Jedi fighting alongside him. DON'T use force powers against Bandon because he has a strange immunity to force powers. Keep healing yourself with heal and you'll do fine. N. On Trial Again Go back to the Republic base and tell the guy how it went down. This is actually where you get the lsp or dsp depending on what you did to take care of the shark. Here is where you can get infinite dsp: If you decided to poison the shark, you can talk to him again and again and again. He stresses importance of you not telling anyone about the kolto. Ask for a bribe and you'll keep getting dsp. Once you're done talking, exit the base and the Selkath will stop you and put you on trial again. Now light players tell the truth and you will be praised for your work. Dark players, they will attempt to banish you from their planet. To prevent this say these lines: I guess you'd find out anyway: the harvesting... It's not my fault, the machine malfunctioned. Ok, I did it. But you can't do anything to me... If you ban us, I'll tell that the kolto is destroyed! Go back to the Ebon Hawk. Jolee!8 In this conversation you ask Jolee what he knows about the Sith. Eventually we come to the war of Exar Kun. He talks about how many Jedi fell to the dark side after Exar Kun did. There were plenty of battles of master versus apprentice. Jolee seems to be pained by this memory and doesn't want to talk more about it at this time. Jolee!9 In the ninth conversation you have to persuade Jolee to talk about the war. If you cannot successfully persuade him then the last conversation is the final Jolee conversation. I wouldn't bother adding points to persuasion if you are unable to persuade him as there are more important skills to focus on. He talks of his wife and how he trained her to be a Jedi despite the Council's disapproval. His wife wanted to join Exar Kun and pleaded with Jolee to join her. Jolee argued with her about how it was wrong and she would have none of it. She drew her lightsaber against Jolee. He won the fight, but he couldn't kill her. She went on to slay many Jedi until her own death in the final battle. Afterwards the Jedi put Jolee on trial. Jolee feels like he deserved every consequence the Jedi could have given him, but the Jedi found him innocent. That is when the Jedi left him. Jolee!10 In the next conversation you ask Jolee when he went to Kashyyyk. He remarks that he just traveled from place to place unsure of what he was searching for. Not all of his travels were pleasant as there were plenty who distrusted the Jedi after the war. If people were not looking at him with suspicion they were looking at him with greed. He got so sick of it that he decided to leave the civilized parts of the galaxy. He was on his way somewhere else when he crash landed on Kashyyyk. Jolee!11 In the eleventh conversation you ask why Jolee wanted to leave Kashyyyk. Jolee goes on to tell a story about a boy and a snake. After the story is over, Jolee says he wanted to see for himself if you were the snake or not. He comments on your alignment and says that you have a choice as to what will happen with your destiny. This is the final Jolee conversation. HK! (If you want to repair him, now is the time to do it!) After you're done talking to Jolee use the galaxy map to go to Korriban. IX. Leviathan WARNING: Major spoilers ahead! Don't read ahead unless you want to know the huge plot twist! As you are on the hyperspace route, a Sith ship will catch you in a tractor beam. This ship is the Leviathan, Saul Karath's vessel, who is Carth's old mentor. There will be some dialog exchange and you will have to pick someone to bust you out, hoping that Saul doesn't know how many are on board or the talents each of you possess. The best one to choose is Juhani because she uses stealth to hide and keeps her weapons. If you want tons of xp, select T3. I will tell you what happens when you select a party member. Here is each party member's plan: Mission: make the Sith mad enough to put her in a separate cell which she will bust out of. T3: the Sith will probably wipe his memory, but you can have a backup memory chip that will kick in after or during the memory wipe. Jolee: use the force to persuade a Sith to give him a separate cell, then Use the force to persuade the Sith to get out of the cell. Canderous: give him a shot to keep him from healing for a while and make a grenade to make it look like he's mortally wounded. Wait until the healing mod kicks in and he'll rescue you from the medical room. Zaalbar: you can't have Zaalbar rescue you because Bastila objects since wookies tend to draw attention. HK-47: deactivate his main circuits, wipe his memory chip, and hope that his back-up systems reactivate to let him be able to rescue you. Juhani: use stealth to hide as Sith search ship. A. The Interrogation After choosing Juhani (or whoever you prefer) the crew will take you to the prison and you, Bastila, and Carth will be in force cages. Saul interrogates you. It doesn't matter what you do here, be defiant, be truthful, be devious, nothing gets you an alignment change. You also learn that they found out about Dantooine and it's now a smoking ruin. Once the interrogation is over, some dialog will be exchanged and Bastila will feel the presence of Malak approaching closer and closer. Carth hopes Juhani gets to you in time. B. Escape! This guide will be different here because you have so many options. That being the case, I will walk you through each party member's plan. Juhani: There will be a cut scene of Juhani killing a guard right by the elevator then you have control. Walk west, away from the elevator, and take the path to the south. There, kill the Sith guard to get a cell keycard. Ignore the doors and keep going until you reach cells with force cages. There are two cells of interest, one has a lone Rodian in it, and the other has a few insane Rodians. Walk to the one with the lone Rodian and he'll ask you to help him out by freeing him. Doing this gets you an ICE breaker. It only works in this area of the game, but it is essentially something that saves you computer spikes. You will need this. Backtrack to the path and enter the west door. Kill the Sith here and use the ICE breaker on the computer terminal. Select every option on there, log out, and then go to the west. Kill the guards and raid the two rooms to the north and south. Continue to follow the path as it goes south then west again. Use the terminal at the end of the path to unlock the cell doors. Mission: There's quite a dialog here. Mission picked the guard's pocket and got the keycard! However, you are at a disadvantage here because you don't have weapons or force powers. From your cell, go east, ignore the Sith guard, and go to the footlockers and storage bins at the end of the hallway. Raid them for precious weapons! Attack the Sith soldier now that you have weapons and armor. Go back to the force cages and open the one that has the lone Rodian in it. He gives you an ICE breaker. Ok, now since Mission doesn't have any force powers you must be in stealth mode for the majority of the time. It is unadvisable to attack three or more Sith at a time because by now you are so used to using force powers you have forgotten how to fight without them. That being said, ignore the barracks to the south and take the path to the north. Open the door to the west and you will be in a room with two enemies. These guys are easy, so go ahead and attack them. Log onto the terminal. Since you have an ICE breaker, select every option you can select because you get xp. After that's done, continue north. You will reach a junction here. Go west and then enter stealth mode when you are halfway up the hill. The doors to the north and south don't have baddies in them, but good items. Continue following the path, ignoring the three soldiers, and follow the path as it goes south then west. Select the Detention Terminal and free everyone. T3: What you have to do is try to corrupt the droid that is wiping T3's memory. Unlike the other math problems we have encountered, these are easy (then again, they all might be easy because I haven't really thought about them...) The answers are: 3 10 11 Once the droid is dead, go to the deactivated droid in a corner in the room. Activate it, let it open the door and kill the Sith. The good thing is you have a blaster to help you along, but it isn't good for tough enemies. Once that's done, raid the medical bay then go to the east hallway. When you see a path to the south, take it and go to the force cages. Go to the one with the lone Rodian in it. It will give you an ICE breaker to use on the ship. Free him using security, backtrack to the path and enter the west door (if the droid hadn't opened it already) and kill the enemies. Log onto the brig terminal and select every option, then go north and west, following the hallway until you reach the detention terminal. Select it and free everyone. Jolee: Jolee's plan works the same as Mission's does with one key difference, force powers. You will be put in the same area that Mission would be if you chose her, so follow the same instructions for Jolee that I gave for Mission. The only difference is to kill all the Sith you find. Canderous: You awake in the medical bay. Raid the room and you'll notice that the Patient Gear storage bin has all of Canderous' items! Nice, you get everything he had! This is similar to T3's ordeal, so use Canderous the same way you used T3...except you can attack with more firepower! HK: You get to shoot one of the Sith in the back! This is exactly the same as T3 except you don't have to worry about a memory wipe. Follow the same instructions for HK that I gave for T3. 1. To the Bridge Once whoever you picked rescues you, you will automatically go to the room where your equipment is. Raid the room and go to the elevator (it's to the far east.) Canderous will contact you and say they're at the Ebon Hawk along with guards. They're pretty sure they can take care of them. Open the elevator and select Bridge. This is an area where you must explore all areas of the map because if you don't, it will come back to haunt you later on. Walk east and the path splits to north and south. Kill the guards in the hallway. There should be an open entryway to the west where there are more guards. Waste them quickly because these guys will throw grenades at you. South of this room is another room with Sith soldiers. Clear the room and continue heading south into the Droid Bay. Kill the weak droids here and raid the room. The western door takes us back to the starting hallway. The northern unopened door has nothing but a computer terminal. There isn't anything we need to select, so go attack the Sith in the central corridor to the east of the barracks you were in. In the southern area of this corridor, directly to the east of the Droid Bay is the Armory. Raid the room and exit the following door going east. Ignore the computer terminal and head south. Sweep the hallway going west to make sure no baddies remain. Once that's done, backtrack to where you were and follow the hallway until it turns north. Kill the guard in the hallway. Go through the western door to the southern part of the hallway, kill the troops, and raid the room. From there go north and you'll see the door to the bridge on the west side in the center of the hallway. Due to security problems (you) the bridge cannot be accessed through that door. So go west away from the door and enter the first northern room you see. There's dark Jedi here, so take care of them. Loot the room. Inside the room you should see a door to the north that says Bridge Storage. You should have picked up space suits in the armory. Bash or open the door with security and walk to the next area. The next area is easy. Open the airlock inner door, open the outer door, and you'll be in the space suits outside of the ship. Follow the walkway to another airlock. Now before you open the airlock door to get back inside, you need to reequip your items. Sometimes I forget about this and it sucks. Now, go through the door to the south and kill the many enemies you find. After the massacre, open the eastern door and follow the hallway. Heal yourself and go through the door at the end of the hallway that leads to the bridge. 2. Carth's Revenge Saul will be there of course, some dialog will be exchanged and you will begin the fight. Target the Dark Jedi first, then Saul, then the other soldiers. None of these guys are weak, so it has a medium to hard difficulty. Force wave will do wonders with this fight. After the battle, Saul will call Carth over to him and you have the option to gain dark or light points (it's easy to figure out.) But, before Carth kills him, Saul whispers something unintelligible into his ear. Whatever he said has made Carth real mad! What is it what is it? No time to find out, Malak's presence is drawing ever closer, you have to hurry! Now, the Sith come into the bridge to keep you from remembering to open the hanger bay doors (it's worked on me a few times.) Kill them and use the terminal to open the doors. Don't bother trying to slice into the computer, there's nothing else to do. You can now leave the bridge without going through the airlock, yay! Once you're on the Command Deck there are more enemies awaiting you. Don't try to kill them all, just get to the elevator as fast as possible. Select "Hanger" and you go down there. After exiting the elevator, Canderous will say everything is green and you can leave whenever you get to the ship. Go east down the hallway and open the door to the north. Kill the Sith and loot the storage bins to get healing items. Go back to the hall and head east. Through the blast doors, you will come across many enemies. Kill them all and loot everything in this room. You're so close to the ship! Take the eastern blast door and run down the hall. B. Darth Malak Crap, we have to fight him! He's not attacking yet. He expresses surprise that you're still alive and wonders if you have come for vengeance...huh? What's this? We're in a cut scene with different characters talking...there has to be a point to this...no way...NO WAY! It can't be its just not possible! This is the plot of all plots, the surprise amongst the surprise. I shouldn't tell you...you might be reading ahead. Oh, why not? I might as well, after all you can look at other guides and they tell you the same thing. Plus you have been warned about spoilers. You are Revan...or you were Revan until the Jedi captured you after Malak fired upon your ship to destroy them and you in order to become the Master of the Sith. Ask Bastila and Malak all sorts of questions, then forgive Bastila for lsp, or say she's no better than the Sith for dsp. And here comes the fight. Bastila and Carth are frozen by Malak and he demands you fight him alone. The first time I played through this, I thought this would be tough and I would die so many times. This is actually a surprisingly easy fight. Just hack him with your special melee attacks and use little force powers against him except for force lightning and drain life. When his health is at 50%, the coward will run and lock himself behind a blast door. This gives you a chance to heal yourself. Go north or south until you get to the opposite side of where he locked himself in. Open the door and you have another battle. This one is easy as well, but he decides to freeze you at the last moment, then Bastila comes in and gets pumped up. She and Malak are locked in, battling each other while you and Carth are outside with no way of getting to her. Take the blast door that is opposite of the one Bastila and Malak are fighting and you will be at the Ebon Hawk. You'll also have to destroy some of the enemy fighters and then Jolee will ask what happened. They will find out that you're Revan and Carth will start to have doubts. Here is where you ask the others if they will stand by you. There are two interesting things that happen here. The first is you learn that Jolee already knew who you were and decided not to tell you. The second is you find out that HK was Revan's...your...droid and his memory has returned. What other plot twists are there? Anyway, if you didn't succeed in repairing HK's memory all four times, it's too late now. In one of my games I got curious and decided to do Tatooine last and see if HK recovered his memories. I made it through Tatooine and was able to buy HK-47. Upon trying to go to the Dune Sea for the first time, the game completely crashed while autosaving and the game became unreadable in my x-box. I don't know if that was a coincidence or a glitch or if the x box was just running too long (after all I was playing on it all day.) Regardless of the reason, I don't think I'm going to go to Tatooine or Kashyyyk last again. To answer my own and possibly others questions, when I took HK into my party he did not recover any of his memories. Once everyone has agreed to stand by you, Carth will agree to follow you as long as you don't betray the Republic. The scene ends and you are automatically transported to... X. Korriban A. Background Korriban is a Sith world corrupted by the Dark Side and the Sith living there. There is no main enemy here. The enemies you fight are almost the same as Kashyyyk. The only difference is the name and that they're much tougher. However, you are probably at level 18 by now and should have no problem exterminating the enemies. Despite the enemies you come across that you can easily kill, this world is not easy. There are many more ways to die here than there are on any other world. Keep in mind that there are rumors of Tarentetek here. If you decided to tackle this world right after Dantooine, TURN BACK! Seriously, it's better if you go to Manaan first than Korriban. Now light players, it is difficult to play Korriban without getting a dsp. Don't worry about the occasional dark hit, there's still plenty of ways to get lsp. Once again, you have a dream about the star map, but no discussion since Bastila's not here to run her mouth. ============================================================================== Note: There is some repeated information here if you went ahead and did the Finding Dustil sidequest. This is in order to catch up the people who didn't do the Finding Dustil sidequest yet. ============================================================================== B. Quests 1. Main Quests Academy Hopeful The Way of the Sith The Tomb of Naga Sadow Star Map Betrayal 2. Side Quests Juhani's Temptation - Party Member Side Quest Spice Run The Box Double Cross Lashowe Dustil Doubting Sith Mandalorian Weapons Prisoners Sith Rebels Lost Droids Holocron Jorak the Hermit Ajunta Pall Double-Double Cross Double-Double-Double Cross Sith Code C. Landing Area Juhani!13 In this conversation you talk about how you are Revan. Juhani has taken the news rather well. It has given her confidence that she can be redeemed from her dark path. Canderous!9 In this conversation you ask what it was like to work for Davik. He says it was just busy work and nothing decent. He mentions that he's killed many and that Jedi were always a challenge but few poked around in the Lower City. Canderous talks of change inside himself and inside of you but doesn't seem to want to talk about it very much. This conversation will not trigger a journal entry. Exit the ship and have HK and Juhani as your party. HK has some more dialog options that are amusing if you want to hear them. Be sure to take him out when I tell you to. Once you have walked a little ways, a Twilek will stop you, saying it concerns the Lord of the Sith, this guy knows who you really are! He offers "special" items that they only sell to the pilot of the Ebon Hawk in the cantina (and yes, these items are really good!) Walk back towards the entrance to the Ebon Hawk. 1. Juhani's Temptation - Party Member Side Quest If you have been digging into Juhani's life you've learned that her father was murdered and her mother worked herself to death to try and make life better for Juhani, then you have a side quest coming up. A slime ball will come up and try to exploit her anger towards him. Keep reminding Juhani about the Jedi Code for lsp, or threaten the guy for dsp. For some reason if you take up the guy's offer to sell Juhani you don't get dsp. She must be in your active party for this to work. He runs off and promises to get you again. Talk to Juhani and she'll be angry about it. Keep this in mind, we will meet him again in a bit. Talk to the docking bay guard to find out that there's an academy here to train the Sith. Interesting, seems like you'll be going there. The docking fee is only 25 credits since the ship docks here normally. It seems like people here really know the Ebon Hawk well. When you exit the landing area, a Sith student will be asking hopefuls to get into the academy some questions. They get the answers wrong and he gets mad. He asks you what he should do. Obvious dark and light options here, but it's hard to keep him from killing them (unless your persuade skill is high.) Go further away from your ship and there will be some Sith that want to hurt you. Be violent and tell them you're Revan to get a dsp or be non-violent to get lsp. Now no one is going to believe you when you tell them you're Revan, except once. Follow the hallway going east and leave this area. Yes there are people to talk to, but we want to get Juhani's quest over with. Go outside the Sith Academy entrance and use rts. You will fight him along with two rodian thugs. Once the fight is over, the alignment changes are the same. Have Juhani give into the dark side and kill the man for dsp. For lsp, remind Juhani of the Jedi Code like you did earlier. Juhani!14 In this conversation we talk about what happened in the party member side quest. It is rather short and will not trigger a journal entry. 2. Spice Run Go back to the path heading east and you will see a Rodian standing near the cantina. This guy is interested in some spice you have on your ship that's in the secret compartment you may have noticed while exploring the ship. He will give you a substantial reward for the spice. Go back to the ship and take the spice from the secret compartment in the cargo hold and bring it to him. You don't get lsp for refusing the reward, so just take it. You can also persuade him to give you more if you want without getting dsp. 3. The Box After delivering spice, he wants you to deliver a box to Motta the Hutt on Tatooine. He stresses the importance of you not opening the box. Agree to this and go back to the Ebon Hawk. To open or not to open...hmmm...of course you're going to open it! I'll let it be a surprise for you, but make sure you save the game before opening the box. You won't get xp for opening the box unfortunately. Once you have tackled the box, go to Tatooine and deliver it to Motta. He'll ask you about opening the box, but nothing really interesting goes on here. D. Academy Hopeful Now that all the errands are done go outside of the main area to find yourself outside the academy entrance. Talk to the Sith guard and he'll tell you that since you're not a Sith you can't go in. Ask him how to become one and he'll say to talk to Yuthura Ban in the cantina. You will see three people standing, looking like they're injured with another guy named Mekel enjoying their torment. Talk to the alien and he'll tell you what the deal is. It seems that Mekel has played them for fools. Talk to Mekel and say whatever, there's no alignment change. He will run off and you can talk to the prospective Sith. For lsp, tell them about the sham. For dsp, say their final test is to attack the guard at the door (I love being EVIL!) (Take HK out of your party now if he is in your party.) Make Carth one of your active party members (only if you have found out about his son Dustil.) Go to the cantina and talk to Yuthura (another annoying name to type.) She will be on the right side near the back. Just tell her that you want to become a Sith and she'll ask you a few questions. Be honest in your answers and when she asks you if you want to become a Sith, say yes, but don't use persuade because it might not work. She will take you to the academy. There is another way to do this, of course, if she says no. Go towards the Ebon Hawk and a group of Sith who just passed their test will attack you (there's also a chance for an alignment change, just act like you have throughout the whole game.) Loot their remains to find a Sith Medallion. Go talk to Yuthura again and she'll agree to let you into the academy. Light players who have not completed the Finding Dustil side quest, have Carth and T3 in your party. E. The Way of the Sith You meet Master Uthar here, he's the boss of the academy and ultimately decides who becomes a Sith and who doesn't. You have to impress him to gain enough prestige to do this. He will ask you what lies you have been fed to about the Sith, answer him however you want to. After this he sends you off and welcomes you to the Dark Side. 1. Double Cross You will be transported to your room on the western side of the map. Take the items from the footlocker and walk away from your room. Yuthura will stop you and reveal her plan to get rid of Master Uthar. She wants to be the new academy leader and thinks she is strong enough, but still needs your help. You don't have a choice. She knows you will probably be the one who will impress Uthar enough, and she will tell you that the Tomb of Naga Sadow is the final test. This tomb is where Revan and Malak found the last star map. All of the Sith know of it. There is no other way inside. Now, she knows plenty of ways to impress Master Uthar, so ask her about everything. You can get to know her as well, but the only thing that does is generate slightly different dialog later on and possibly some xp. It is also recommended that you finish ALL of the quests then talk to Uthar and choose what to impress him with. There's more than enough ways to impress him. 2. Lashowe Once you have found out everything, explore the rest of the rooms. One of them will have Lashowe working on the computer panel. Yuthura told you that she could be tricked, so ask her if she needs help with anything. Persuade her to work with you and she may decline. If she does, talk to her again and kiss her butt, then she'll agree and tell you to meet in the Valley of the Dark Lords. 3. Dustil Onasi - Party Member Side Quest Another room will have Dustil Onasi, Carth's son, if you had triggered his party member side quest on Tatooine Now, you have to have Carth in your party for this to work. If you don't, you have to walk all the way back to the Ebon Hawk. Once he is in your party, talk to Dustil. The dark way is easy, just choose the most violent option and you will fight him. ============================================================================== evilbob65535 says: First, regarding Dustil (Carth's son): for light-side players, instead of Doing the double-cross and double-double-cross quests to gain access to Uthar's room, just use security to open the door. I brought along T3-M4 (since you can switch him out before you need to fight) and picked the lock. I think double-double-crossing both Uthar and Yuthura can more easily get you DSP (also, it may be more difficult to convert Yuthura to the light side at the end, but I'm not sure). I'm not sure if it gets you less XP or not, however. It does save some time. Also, it might be worth noting that unless you resolve Dustil's situation Before you encounter the Leviathan (as you advocate in your guide), Carth will generally stop speaking to you (this is according to the Official Prima Guide - so I don't know how accurate it is). This is important only if you want to continue a romance sub-plot with Carth (if light-side and female) or if you just like talking to him. ============================================================================== Light players, use evilbob's strategy to find a datapad in Uthar's room. The datapad is sufficient proof of the Sith's evil. Show it to Dustil to have a happy father son moment. 4. Doubting Sith Once you've switched or not switched party members, continue exploring the rooms. The last one of interest will have a guy named Kel. He's doubting about becoming a Sith, but you don't know this at first. You have to persuade him to tell you, and it's not hard. Once he does that, light players tell him to try the Jedi. Dark players have two choices, either tell him you won't tell anyone and tell Uthar, or call him a weakling and he'll fight you. I like to fight him because it's fun! If you fight, you won't gain prestige, but again there's plenty of ways to impress Uthar. Ok, now it's time to head east until you get to the circular area with Uthar in it. Go to the east path and there will be two rooms. 5. Mandalorian Weapons Go to the northern room and you will see that it is a torture room. The Sith torturer wants you to get the Mandalorian getting tortured to crack and tell you the location of his weapons. Light players have it difficult because in order to save him, you have to use your super high computer skills to put the guy in a catatonic state. If it fails once, just leave and don't try it again. If he dies while you're trying to save him, you'll take a dark hit. Dark players have a difficult time of trying to get the truth serum just right or else he dies. If you take the light way from the very beginning he will tell you what the torturer wants to know in a whisper. If you take the dark way, you get dsp and you have to fight the torturer because he wants to get the prestige. If the Mandalorian dies, you get dsp but no prestige. 6. Prisoners The opposite door to the torture room is the prisoner room. Here is where you can fight prisoners or set them all free. If you fight one and tell him to run away to safety, he won't believe you. ============================================================================== Linkmaster30000 & Ryan F says: you can't free the prisoners in the Sith Academy. I had 50 spikes at the time, but it won't let you without a 's pass code, which I don't believe you can obtain. ============================================================================== Now you are finally ready to go to the Valley of the Dark Lords. Go back to the circular area and head north. Keep going until you find the exit. You enter from the southern part of the valley. Go north and you'll eventually see a cave. Enter the cave 7. Sith Rebels In this cave there are enemies everywhere so be prepared. Most are low level and should not be a challenge. Take the northmost path first and follow it east until you reach the end of the path. The path will turn south. There is another path that goes further east. Take it and kill the terentatek. Explore the area past the terentatek. Light players will find Quel-Droma robes in some remains. Backtrack to the main cavern area and follow the middle path to the west. The path will fork off to the south. Take it and follow it east. You will eventually reach the renegade Sith. Yuthura told you about them earlier in the ways you can impress Uthar. Kill them for dsp or spare them. If you spare them they will ask you to clear the path to an alternate exit to the caves. You have already completed that task, so tell them you have and they'll be off on their merry way. If you do the light option you can lie to Uthar about killing them. He'll believe you and think the bodies were eaten. Exit the cave. 8. Lost Droids ============================================================================== JKR69 says: just after the entrance to the valley of the dark lords on korriban there is a guy called Dak Vasser, if you talk to him with Juhani in your party she'll recognize him, and you can ask him questions. when you finish talking to him he'll go to the cantina. if you then go to the cantina without juhani in your party you can kill him, he'll drop a lightsaber crystal, and you get dark side points. if you then exit towards the sith academy then turn around and go back to the cantina he's alive again. you can keep killing him and bringing him back to life and you always get the crystal and dsp. ============================================================================== That's a good way for dark players to be EVIL! Muahahah! From the cave entrance, go north and you'll see four tombs. Go to the one that is to the west of you and talk to the student there. She will tell you to be careful because there is a rogue droid in there sensitive to sound. Go inside the tomb and fight tons upon tons of droids. Now there is a way to go in without having the rogue droid attack you, you have to have a sound dampening stealth unit. A corpse near the entrance has one of those on his body. Equip it and go inside the closed door. The droid will express thanks for taking the effort to lower your sound and he wants you to reprogram him. The order of fixing him is... Combat Matrix Motor Function Matrix Sensory Systems Matrix Memory Matrix Cognitive Systems Emotional Construct Matrix Creative Simulation Matrix Core Once that's done, activate the droid's self destruct sequence for dsp or delete the assassination programming for lsp. If you program it to self destruct, you'll have to fight the rest of the droids in the tomb. 9. Holocron You are now ready to meet Lashowe. She's in the northern part of the valley. Talk to her and fight the beasts that come after. She will take the holocron and say she'll give you credit...sure. Be violent for dsp. I haven't found a light way of dealing with this yet. Just giving it to her isn't light enough apparently. For no alignment change insist that you take the holocron back together and you'll fight her. This should impress Uthar. 10. Jorak the Hermit Go to the northeastern tomb and enter it. Walk east and kill the enemies you find. Go south and there will be tons of bat creatures. Raid the area then go north. Kill more enemies as the path turns to the east. When you reach the area with an ancient console, select it to...open the door...wow that was a complete waste of time. Go through it to take a little nap. When you wake up, Jorak, Master Uthar's old master, will administer a test. Get the question right and Mekel will get tortured. Get it wrong, and you'll get tortured. Now answering three questions wrong will let Mekel survive and leads to lsp or dsp. Answer all of them right for dsp. Here are the correct answers: I use the opportunity to kill him I take the reward and leave the weak fools to their fate I keep it to myself I kill him A true Sith never dies (sometimes this option is not available, so you should save the third wrong answer for this one just in case. I think this option has to do with asking Yuthura for further information about the sith code but I could be mistaken.) After the test, Jorak will get mad and let Mekel go (if he's still alive.) Mekel uses the force to free you and your party. Kill Jorak and you can be EVIL and say to Mekel that you wanted to kill him yourself for dsp. Convince Mekel to join the Jedi for lsp. Be sure to raid the tomb for goodies and Jorak's corpse. If you answered all questions right, Jorak won't be mad and lets you leave. 11. Ajunta Pull The last tomb for now, it is south of the tomb you found the hermit in. There will be a student in front of the entrance that will give you the lowdown on the tomb. After you know more about it go inside. Once inside, follow the path, open the doors, and kill the enemies. You should come to a choice of two paths that have dead ends. One has droids on it. Take the datapad off the severed arm on the right side of the bridge. This has the solution to the problem. Go on the north bridge and put a frag grenade on the obelisk (or any grenade that would normally explode.) This makes the obelisk explode and the droids on the other bridge activate. Now you *could* attempt to kill the droids from long distance, but there is a lever at the end of the path that when pulled will disable the droids. So go to the end of the path and pull the lever to kill the droids. Bash the door open or open it with security. Go through the resulting door. Take three swords from the sarcophagus and try to leave. The spirit of Ajunta Pall will say that you have to choose which sword is his. It led to his demise. This is very simple, walk to the Sith statue and place the one that is first on the list on it. He will be happy that you chose the correct one. Ask him about his past and he'll be all sad and boohoo crybaby about it. Convince him to return to the light side (I really don't see how he can since he's already dead) for lsp or call him a pathetic Sith Lord for dsp and he'll attack you. This is an easy fight. After that, go outside and Shaardan, one of the students, will be waiting for you. He wants the sword. Don't give it to him, instead give him a fake and he'll run off quickly to Uthar without thoroughly looking at it (or if you want xp attack him.) Go back to the academy. It is now time to talk to Master Uthar. 12. Double-Double Cross If you have been following my advice, you haven't talked to Uthar yet. Tell him about Yuthura's plot to kill him. He will tell you to take a datapad to give to Adrenas. He is located near the entrance of the valley and is where the students are training. He is impressed with you. Be sure to not tell him anything else at the moment. Keep in mind that you don't have to give the datapad to Adrenas if you don't want to. You could even give the datapad to Yutura if you wish. 13. Double-Double-Double Cross This actually turns back into Double Cross in your journal, but I made it this way to show how different it is. Go back to Yuthura and tell her that Uthar plans to have her killed by setting you up against her in the final test. She asks if you told him about her plot and it doesn't matter if you lie or tell the truth. Then, she asks if there's anything else and this time, lie and tell her no. She will give you a device to place under Uthar's bed and give you a keycard to his room. Master Uthar's bedroom is to the far western side of the academy. Enter it and place the device under the bed. Keep in mind that you don't have to place the device if you don't want to. 14. Sith Code After all that is done, talk to Master Uthar about the things you have done. You have done more than enough to gain the right amount of prestige, so it is up to you what you choose. If you decide to do the Sith code, here are the answers: Peace is a lie. There is only... Passion. Through passion, I gain... Strength. Through strength, I gain... Power. Through power, I gain... Victory. Through victory... My chains are broken. He also asks you one of three possible true-false questions; here are the answers to these: Nothing is worse than love False Victory by any means is always desirable False Passion fuels the force True Remember, if you haven't told him about Yuthura's plot and want to do so now. Then, don't tell him anything else and go to Yuthura to reveal Uthar's plot if you want to. You can't tell Yuthura about Uthar's plot after you have gained enough prestige. ============================================================================== Note: The Tomb of Naga Sado is the "No Turning Back Point." In other words, if you have side quests on this world or others that you want to complete do these now. Once you find the Star Map you can't go anywhere else except for the Star Forge System. Also, once you enter Naga Sadow's tomb, you can't leave until everything there is done. ============================================================================== ============================================================================== Jason Q says: In my game, I took the time to stockpile all the goods that each NPC had to offer in the Ebon Hawk, but when I went to go pick them up in preparation for entering the Star Forge, every single container was empty, and none of the stuff appeared in my inventory. I've loaded up several different saves from Korriban (before the Tomb of Naga Sadow), the beginning of the Unknown World and right before the temple, and the items only seem to appear in the Korriban save. Thus, to save anyone else from the high amount of frustration I'm going through right now, if you haven't already, tell your readers to pick up all of their stuff from the Ebon Hawk before the point of no return (Naga Sadow) because from that point on it's very possible the items can be wiped, and all that time/money/items will be wasted. I hope I can get through the Star Forge without the hyper-stims I loss but we'll see. ============================================================================== In other words, gather any items you have stored in the Ebon Hawk so that they will not be lost. F. The Tomb of Naga Sadow Ok, we're almost to the final Star Map; there are just a few things left. Uthar and Yuthura will tell you about your final test. You get slightly different dialog depending upon the double-double cross and the double-double -double cross. They send you off into the tomb with the quest to find the Star Map and retrieve the Sith lightsaber near it. It's very simple. Walk to the south, kill the enemies, and choose the eastern path. This is optional because the prize to the east doesn't help you solve anything in this tomb, but it's worth lots of money! Open the door you find and go inside. It locks automatically and you have to find a way out. There's a computer terminal there that you select for a mini game. Before you select it SAVE YOUR GAME! If you decide to figure the puzzle out yourself, you only have two chances to get it right. You have to get all the systems over to the right side. The correct way of doing this is: Top system from left to middle. Mid-upper system from left to right. Top system from middle to right. Mid-lower system from left to middle. Top system from right to left. Mid-upper system from right to middle. Top system from left to middle. Base system from left to right. Top system from middle to right. Mid-upper system from middle to left. Top system from right to left. Mid-lower system from middle to right. Top system from left to middle. Mid-upper system from left to right. Top system from middle to right. It took a long time for me to figure this out. The door opens to a room. Go in and pick up Naga Sadow's poison blade in the pillar. Go back to the central chamber. Go west, raid the corpse and open the door. Inside there are two Tarentateks. Dark players have a slightly easier time with these guys because they are vulnerable to Death Field and Force Storm. Instead of using medpacs, heal yourself with death field when you get low on health. They will save about 85 to 90% of the time, so don't expect major damage to be done to them. Another thing that works really well is plague. Insanity often works too. Light players have a tough time with these guys. You have to use burst of speed to keep yourself healed and to attack from a long distance. When I say long distance, I am referring to the Force Jump that Jedi Guardians have. Once you are far enough away from the beast, select attack and you will force jump to it, inflicting major damage. Then, run away before the beast can attack you. Once one has died, you have an easier time of defeating the other one because you don't have to worry about where the other one is while you're attacking the last one. Remember, don't use light powers against these beasts because they are immune. They will also save against Force Wave almost all the time, so if you want them stunned or paralyzed, you're out of luck. ============================================================================== Cody G: I know another way to kill the 2 tarentateks easily..... In the tomb of Naga Sadow get the Poison sword attack one of the tarentateks use kill or fear on the other. When they start chasing you run around using kill or death field if you have it. That's how I done it when I did it the first time. (That may not work and it depends on what powers you have) ============================================================================== If you are not a Jedi Guardian and are a light character then using Naga's sword is a good investment. I had the sword in my left hand and it was just as good as my second lightsaber. As for the powers, keep in mind that the beasts can resist those powers so do not rely on them too much. ============================================================================== Rick H: Another great way to defeat them is to lay about 10 of your strongest damage causing mines (Frag, Plasma, Concussion) then lure one of the beasts to you so they have to cross the mines and take massive damage. Then repeat the process for the other beast. ============================================================================== ============================================================================== Chris B: They are SUPER EASY if you use “Stasis Field” on them. Stasis Field is a “Universal Power” so they aren’t resistant. Use “Master Speed” on yourself And “Stasis Field” on them. IF Master Speed is done before Stasis Field, you can expect to get 3 Flurry’s in before they wake up or 2 Flurrys (or other attack) and another Stasis Field. It works great on many enemies that have immunities...unless it's an immunity to Stasis Field. ============================================================================== I tested Chris' method using a Jedi Consular with a total wisdom of 14 and a total will of 14 (including items.) Stasis field worked about 95% of the time. If stasis field doesn't work for you then your wisdom or will is not high enough sadly. Once they are dead, walk over to the southwestern corner of the room and pull the lever. This unlocks the doors. Open the door next to the lever and take the special ice grenade from the two pillars. You won't need the fire grenade. It is a worthless grenade. G. Star Map Return to the four way intersection and go down the path you haven't traveled on yet. You will see an acid pool. Throw the ice grenade in the acid pool to freeze it in order to walk across. Just for kicks I decided to throw a fire grenade in the acid pool. The pool exploded and killed me instantly. Follow the new path to the Star Map and you have all four maps. Only one more thing left to do, take the Sith Lightsaber from the statue behind the star map and walk back to the frozen acid pool. H. Betrayal Here we go. Go back to the acid pool and Uthar and Yuthura will be waiting there for you. Uthar will talk to you about your progress and other mumbo jumbo. Tell him you understand. Here is where there are literally tons of different outcomes that all depend upon the Double-Cross and the related side quests. Basically you have a choice between Uthar, Yuthura, or yourself. Here are the different ways to do it: Take Uthar's Side This will ALWAYS get you dsp. It doesn't matter if you poisoned Yuthura, she is a weakling and is easy to defeat. However, it does matter if you told Uthar about the plot. If you didn't, he will attack you no matter what. If you did, he will ask a question and you have the option to fight or not fight again. If you tell him you're Revan, he will believe you and pledge service to you if you were to defeat Malak (but you won't fight him.) If you poisoned Uthar, he will fight you no matter what and you might get more dsp depending on how you gloat. Some options look light sided or dark sided, but they aren't. The poison will take effect on Uthar after you have killed Yuthura. Take Yuthura's Side This has the potential for lsp and dsp. Since Uthar is difficult to fight, it helps to have Yuthura as an ally. However, after killing Uthar, Yuthura will attack you no matter what you did because she wants absolute control. Again, it doesn't matter if you poisoned her. She's a weakling and will go down easy. She is very different from Uthar. When you have almost defeated her, she begs for mercy. Kill her for dsp or for lsp let her live, tell her your true identity (and she believes you,) then convince her to join the Jedi. She won't join the Jedi, but she will leave the Sith. Take Your Side Essentially, you are telling both of them you're going to kill them. Both of them will be angry and Uthar will ask you why. Tell them you just wanted the star map, were working for the Republic, or were working for the Jedi for lsp. However, if you poisoned both of them you have a high chance of getting dsp and a low chance of getting lsp depending on how you gloat. Remember, some options look good or bad, but that doesn't mean they actually are. This is not the recommended choice because you have to fight both Uthar and Yuthura. If you do this, attack Yuthura first and heal as often as you can. Once Yuthura's dead, run away from Uthar and heal yourself as much as possible then attack him using the same strategy you used to fight the Tarentetecs. After all that we are finally done. You can't use rts here, so you have to walk all the way back to the ship. If you killed Uthar and convinced Yuthura to leave the sith, there will be Sith students in front of the entrance. They will ask you about Uthar. The alignment changes are obvious and they won't believe you're Revan. They attack you and you should kill them easily. Go back inside the academy. If you killed Uthar and convinced Yuthura to leave the Sith, EVERYONE will attack you. The plus is that your party members are back and will help you attack everyone. The negative thing to this is that they're all in separate places, so it could be a tough fight. Try to get to one party member, then switch to the lone party member and have him/her go towards your character as fast as possible. We're done with this place. Go back to the Ebon Hawk. Carth!15 In this conversation you talk to Carth about being Darth Revan. Female characters get a romance option here. He continues to talk about wanting to protect you and mentions soon you will have a choice you will have to make. Once that choice is made there is no going back. This is the final Carth conversation. ============================================================================== Dustin "Thee Leprechaun" L says: Once you have completed your fourth planet and are suppose to fly to the starforge unknown planet is the point where you are going to want to travel to the Yavin Station. Once you walk into the Yavin Station you should see a Rodian being harassed by a bunch of Trandosians who are wanting access to his "special" items. You talk to the Rodian and you basically tell the Trandosians to leave. Now head back to the ship and then re-exit the ship back onto the station. When you get close enough to the Rodian a bunch of Trandosians will appear out of nowhere and then you must begin a rather difficult fight. It is mainly hard just because there are a lot of enemies. once you kill a few it gets a lot easier. Once they are dead you will talk to the Rodian again and he will grant you access to his "special" inventory. Which is two very rare lightsaber crystals, but they are not cheap. One is 25,000 credits and the other is 20,000. If you have the credits then I highly recommend buying them, for they have cool colors and give a nice bonus to your other crystals. Yes, these crystals go into the color crystal slot, one is teal and the other is orange (so if you're a Dolphins fan then you should really enjoy them!). I also noticed a really nice heavy weapon for Canderous, if you are evil and can afford it then I'd buy it because you will have Canderous with you when doing the Star Forge. Also, I never really checked into it, but I think I noticed that this Rodian gave me a lot more credits for my items then other merchants in the game. ============================================================================== ============================================================================== Note: The Yavin Station is only accessible on x-box live. ============================================================================== XI. Unknown World A. Background This planet doesn't have many tough enemies until you get into a certain area. For now, the toughest thing is a Young Rancor. These beasts are about the same size of the Tarenteteks and are just as deadly if a group of them are attacking you. However, they have a low to medium resistance to the Force, so you will have a good chance of killing them. This is the only planet where the dark paths and light paths are extremely different from each other and the only planet where there are no side quests. Dark players, ignore the light path, and light players, ignore the dark path. B. The Fall You get a cut scene where Malak is tormenting and tempting Bastila. After that, there's an impressive scene where you see the Star Forge and the many, many ships surrounding it. You have to fight enemy fighters *again* and Carth will transmit the coordinates to the Republic Fleet in hopes that they can cripple the Sith Fleet. After the fighters, you are caught in a disrupter field and plummet to the planet below. Some dialog will be exchanged and other stuff. Basically, the source of the disrupter field is the temple to the east. You also have to find parts to repair the hypperdrive. After that it's time to roll. Chose your party and exit the ship. Right away you see some enemies you need to take care of. After you kill them, some aliens will thank you for saving them. They give you some useful information about the planet and say they need help to survive. Suggest getting on board your ship then suggest swimming to the other island for lsp. For dsp tell them you're not here to save them, but to finish the job they started. C. The "Get Everything Done" Path Ok I lied ;) There actually are sidequests on the Unknown World. Whether you take them or not is entirely up to you. XP is useless by now because you and your party members should be at level 20 by now and if not they will be soon. Here's a synopsis of what you would do if you wanted to get to the Star Forge as fast as possible. Light players, go to the Elders, go to The One, go back to the Elders, go to the Temple, and board the Ebon Hawk. Dark players, go to The One, go to the Elders, go back to The One, go to the Temple, and board The Ebon Hawk OR take the light path and lie to the Elders to get dsp. Here's a synopsis of what you would have to do to "get everything done." Go to the temple, go to The One, go to the Elders, go back to The One, go back to the Elders, go back to the temple, go back to the Elders, and finally board the Ebon Hawk. It is complicated, but you can do it. Is it worth it? Possibly. As a reward for a sidequest you get a very powerful (and expensive) energy shield. 1. Quests The One The Elder's Request Back to The One Back to the Elders 2. Side Quests Invisible Mandalorians Rakatan Research 3. Invisible Mandalorians Take the path north, attacking all the enemies, and at the fork go southeast. Here is the Temple Exterior along with Rancors and hidden Mandalorians over to the northeast. Kill them all and go back to the Ebon Hawk area. Take the north path you ignored earlier. 4. The One You will soon reach The One's enclave. A "greeting" party will be waiting for you and tell you that The One would like to see you. Go with them to talk to The One. He will ask why you, Revan, didn't live up to your end of the bargain. Tell him you can't remember anything and he will explain that the last time you were here you made an arrangement to kill the Elders in exchange for getting into the temple. The arrangement still stands. Agree to help him and ask him if he has any spare parts to repair a ship. He will let you explore the enclave and take what you need. Raid the wrecker bins then go east and follow the path as it curves south, then east, then south again. Keep walking until you see the enclave entrance. Exit to the beach. Walk slightly west and talk to Warleader Garn. He asks you to kill the Mandalorians by the temple, which you have already done. He rewards you with very good items. 5. The Elders Go back to the temple area and take the path going south. Walk to the west and you will see a Gizka eat a mine, yikes. Go west and disable all the mines. There are some ship parts under the wrecked ship you can use to repair the Ebon Hawk, yay! Continue to follow the path and kill the enemies. You should eventually come across a settlement. Go towards the four pillars in front of the settlement and a holocron will ask you what your business is. Tell him you seek the Star Forge and he will recognize you as Revan! He lets you inside. The guys in here are angry with you, and it's understandable as to why. They wanted you, Revan, to destroy the Star Forge and instead you used it to expand the Sith empire. Tell them that you aren't Revan anymore and that you have changed. They will believe you. However, you have to prove yourself worthy of their trust by persuading another tribe to release one of their own. They would prefer you to be non-violent. If you succeed, they will tell you how to get inside the temple. Since the disruptor field can only be turned off from inside the temple, this is good. Dark players, lie to them every chance you get, but don't kill them! (Remember we're getting everything done!) 6. Rakatan Research Head west in the enclave and walk into the first room to talk to Researcher Ll'awa. He wants genetic data from the temple that you want to go into. Piece of cake! 7. Back to The One Go back to The One. Two Rakatans and two rancors will approach you. They'll tell you that since you're with the Elders, The One commands you to die. Kill all of these guys and enter the enclave. Once inside, kill every living thing inside. Start by going west, raiding the rooms and footlockers and killing the guards. Then, go east and the path eventually curves to the north. Kill all baddies in the way and you will come upon an arena. The One is there and you have four, that's right four, rancors to beat, two Rakatans, and The One. It is a difficult fight, but shouldn't be so hard that one of your party members goes down. You should find the guy that the Elders wanted you to save. Save him and loot the entire area if you have not already to find more parts to repair your ship as well as computer spikes. From this point forward, save your computer spikes. 8. Back to The Elders Go back to The Elders and they will be happy about your rescue. Remember to go back to the researcher once you have found out what you needed from the Temple. We'll see you guys there, now I'm going to fill in the rest of those who don't feel like getting everything done. D. Light Path Quests The Elders' Request The One Take the path north, attacking all the enemies, and at the fork go southeast. Here is the Temple Exterior along with Rancors and hidden Mandalorians over to the northeast. Kill all of them and explore the entire area. There's one other path from the temple that leads to the south beach, so take it. Walk to the west and you will see a Gizka eat a mine, yikes. Go west and disable all the mines. There are some ship parts under the wrecked ship you can use to repair the Ebon Hawk, yay! Continue to follow the path and kill the enemies. You should eventually come across a settlement. Go towards the four pillars in front of the settlement and a holocron will ask you what your business is. Tell him you seek the Star Forge and he will recognize you as Revan! He lets you inside. 1. The Elders' Request ============================================================================== Note: Just because this is the light path doesn't mean you can't get dsp, so don't be evil k? ============================================================================== The guys in here are angry with you, and it's understandable as to why. They wanted you, Revan, to destroy the Star Forge and instead you used it to expand the Sith empire. Tell them that you aren't Revan anymore and that you have changed. They will believe you. However, you have to prove yourself worthy of their trust by persuading another tribe to release one of their own. They would prefer you to be non-violent. If you succeed, they will tell you how to get inside the temple. Since the disruptor field can only be turned off from inside the temple, this is good. 2. The One Go back to the Ebon Hawk area and at the fork take the path you didn't take earlier. You will be right outside The Ones' Tribes' Enclave. Two Rakatans and two rancors will approach you. They'll tell you that since you're with the Elders, The One commands you to die. Kill all of these guys and enter the enclave. Once inside, kill every living thing inside. Start by going west, raiding the rooms and footlockers and killing the guards. Then, go east and the path eventually curves to the north. Kill all baddies in the way and you will come upon an arena. The One is there and you have four, that's right four, rancors to beat, two Rakatans, and The One. It is a difficult fight, but shouldn't be so hard that one of your party members goes down. After The One is dead, raid all wrecker bins for goodies. You will mainly Find many computer spikes. From this point on, I want you to save your computer spikes because you will need them for something very important later on - something that could mean the difference of life and death. In this area, you will also find the guy the Elders told you about. Talk to him and he'll run back to the Elders' enclave. Explore the area further to find the parts you need to repair the ship. Go back to the Elders and they will agree to help you get inside the temple, but the ancient traditions demand that you go alone. Before you venture out of the compound, explore a little bit. There is a Rakata Elder that requests genetic data from the computer in the temple so that they can start trying to become Force Sensitive again. You will be able to complete this once you have entered the temple. Light players, we will see you at the temple! E. Dark Path Quests The One's Request The Elders ============================================================================== Note: Dark players can do the light path without gaining any lsp. Just lie to the elders as much as you can. You can actually get more dsp while doing the light path, but you gain more xp by doing the dark path. ============================================================================== Go east and follow the path to the north, eliminating all enemies. Ignore the road that leads to the southeast and take the path to the North Beach. Here, walk a little ways and you'll be greeted by Rakatans and Rancors. They recognize who you are and also want you to see The One. Agree to this and you will be transported directly to him. 1. The One's Request This guy knew everything about your previous life. Ask him all the questions to find out you have to kill some elders and that he'll allow you to search his enclave for items. Ask him about the disrupter field and he will say he doesn't know anything about that, but the Elders probably would. He instructs you to get inside their enclave, kill them, bring back the Ancient Tome, and tell him of any secrets you find in the Temple. Be sure to raid all the storage bins for items, mainly computer spikes. At this point, you must save your computer spikes because you will need them for something later on - something that could be the difference between life and death. Exit the enclave. Go back to the Ebon Hawk area and take the path you didn't take earlier to the southeast. It leads to the Temple Exterior. There are Rancors in this area plus hidden Mandalorians over to the northeast. Kill all of them and explore the entire area. There's one other path from the temple that leads to the south beach, so take it. In the next area, walk to the west and you will see a Gizka eat a mine, yikes. Go west and disable all the mines. There are some ship parts under the wrecked ship you can use to repair the Ebon Hawk, yay! Continue to follow the path and kill the enemies. You should eventually come across a settlement. Go towards the four pillars in front of the settlement and a holocron will ask you what your business is. 2. The Elders Now don't be stupid and say you are with The One's Tribe. He'll just say that you're a spy and kill you instantly. Instead, tell him you seek the Star Forge and he will recognize you as Revan! He lets you inside. All you have to do is tell the Elders that The One is helping you out and they'll try to reason with you...as if that's going to work. Tell them you will kill them and then do just that. They and the guys here are pathetic weaklings. The Keeper that has the Ancient Tome will be at the southern part of the settlement. Kill him and loot his remains. Go back to The One and give him the Ancient Tome. He will thank you and tell you to meet members of his tribe outside the Temple. You have to go alone because it's ancient tradition F. Temple of the Ancients I would like to welcome everyone to the Temple. Tonight we have a most magnificent show for you, a Sacred Rakatan Ritual that will open the force field in front of the door! Make sure you're alone and that everyone is on the ship. The priests will begin the ritual when suddenly Juhani and Jolee will return and demand that you take them with you because many enemies are inside, mostly Dark Jedi. Persuade or threaten to get Jolee and Juhani in your party. At this point I won't tell you any alignment change until you are presented with The Choice because they're easy to recognize. The Choice is the ultimate decision. Either save the galaxy or rule it! 1. Main Area This map is very straightforward and simple to do. Every room and hallway will have an enemy, so explore the entire area and kill all Dark Jedi, kill all droids, and raid everything (remember to leave computer terminals alone because you need to save computer spikes.) Once that's done, go to the eastern side of the temple, open the door that leads to a hallway going west, kill the droids, and enter the catacombs. ============================================================================== Note: There is one door you can't open. It's right in front of you when you enter the area. You'll be able to open it later so keep it in mind for now. ============================================================================== 2. Catacombs Kill the weak droids ahead of you. Explore the areas around you and you will find a lightsaber crystal and a datapad. After getting these items, follow the path until you reach a puzzle, the goal of this is to turn all the red squares into white squares. Now this puzzled caused me SO much frustration. I kept trying and trying to get this right. Finally, as I was looking at the items screen to see if anything could help me, I came across the datapad that you just picked up. All along, the answer was right there, RIGHT THERE, and I spent an hour or two trying to figure it out. Of course it was 3 a.m., so that might have been a factor... Anyway, the datapad tells you to walk in an H formation. This is simple to do, walk across one line of the H, the other, and then go through the middle. All of the squares should turn white. The door opens and you find a wonderful, awesome, wonderful computer, did I mention it was awesome? This guy tells you everything about the Star Forge, Rakatan empire, Star Maps, and it even opens the doors to the upper temple for you! You remember that door right? The one you couldn't open when you entered? That's the one! Isn't this the best computer you've ever used? (For those "Getting Everything Done," the computer has the information you need.) Go back to the entrance of the Temple and go through the door you couldn't go through earlier (it's on the western side.) Go through a few adjacent doors to reach the summit. Before you do, you should probably make use of the workbench in the armory. Dark players, remove all lightsaber crystals from Jolee and Juhani. In addition, remove all gear other than lightsabers and Jedi robes. I'm sure you can probably guess right about now as to why :) 3. Temple Summit Take all the items, walk outside and you will see Bastila. It amazes me how stupid, dense, or utterly clueless some people can be. Seriously, we all knew that Bastila would embrace the Dark Side because of the way she has acted throughout the game. There's no way Malak would let Bastila go if she didn't embrace the Dark Side, but no, as soon as you see Bastila, Juhani will tell her to escape with you. Yeah right, instead you, Juhani and Jolee get to fight Bastila. She's a pathetic weakling. Note that Insanity doesn't work against her because Jedi Sentinels are immune to anything that affects the mind. When she finally realizes she's weak, she'll use force wave to throw all of you back. Here is where you make The Choice. You can embrace your former self and fall to the Dark Side, or take the Light Path. You have three chances to decide. After the third chance, you can never go back. Remember, all three chances have alignment changes. If you fall to the dark side, Jolee and Juhani will not be happy with you. You have to fight them. Good luck! ============================================================================== JKR69 says: when you chose the light side on top of the rakata temple, talk to juhani and she will tell you she has feelings for you, you must have talked to her about dak vasser (as far as I know) ============================================================================== Now you could decide to give up the light and embrace the dark side if you are a light character (or vice versa,) but it is EXTREMELY unwise to do this. Why? Well, remember how your alignment was at the beginning of the game? It was neutral. You will get what is called "net dark side shift" (if you are light side and go dark or vice versa) and your alignment will be neutral. Remember that some force powers draw upon the dark and light side of the force. Those powers will now cost more force points because your alignment changed. If you are dark and threaten to kill Bastila, she will flee, and the game forces you to follow the light path. You will, however, have some darkness within you. Dark players might be able to get away with going to the light side, but light players should NEVER go to the dark side. I will tell you why in a few moments. Once you have chosen, select the computer to turn off the disrupter field and temple shields. Light players, go back to the Ebon Hawk and tell the others what went down. Then, repair the ships engine with the parts you had and go to the Galaxy Map and select the Star Forge. We will see you there. Dark players and those on the "Get Everything Done" path have a few more things to do. 4. Back to The Elders ("Get Everything Done" path) You have the data so go back to the elder encampment and give the guy what he asked for. Simple as that. Dark players, talk to the Elder Councilor. Pick the option that says you will never destroy the Star Forge in order to slaughter them all MUAHAHAHAHAHAHA!! G. Back to The One (Dark Side) ============================================================================== Note: Going back to The One is entirely optional. If you feel like ending the game as fast as possible then go ahead and go to the Star Forge. Xp is useless now because you've already hit level 20 at this point. ============================================================================== Go back to The One's enclave and tell him about the temple. He asks you about the secrets and it doesn't matter what you tell him. He'll get angry and you'll have to fight the entire tribe. They are easy, even the Rancors are easy against your dark powers. H. To the Ebon Hawk (Dark Side) Now, it's time to go back to the Ebon Hawk and be so EVIL! Carth and the others know something's wrong when you and Bastila show up without Juhani and Jolee. You have a huge conversation and then you ask your party to follow you. Carth and Mission will oppose. The cowardly Carth will run off into the jungle and that just leaves Mission. She thinks you haven't totally fallen to the Dark Side. Boy is she wrong how EVIL you are. The most EVIL thing to do here is not attack her yourself, not let her run away, but to force persuade Zaalbar to kill Mission! If you attack Mission yourself, then you'll have to fight and kill Zaalbar as well. Once that's done, repair the engine, go to the Galaxy Map and select the Star Forge. XII. Star Forge This is what we've been waiting for! You get different dialog, depending on what side you chose and then you'll go into the Star Forge. A. Beginning Advice The Star Forge is the toughest area in the entire game. This is where you have to keep moving, DON'T DAWDLE! I will tell you the few areas you can stop, heal yourself, and wait for your force points to regenerate. If you stop in any other place for ANY reason, you will most likely get killed. Having said that, ALL areas are not worth exploring the entire map; just get to the next area as fast and as quick as you can. If that means leaving your party members to fight while you need to do something else, do it. You will need to use your most powerful melee and energy shields. Equip them on you and your party members. The best combination is verpine prototype shield and mandalorian power shield. For your main character, save at least 2 or 3 charges of both shields for the final encounter with Malak. If you need to heal you or your party members, pause the game with the white button and select a medpac then, take control of your character again and keep moving! It is extremely unwise to use the force power heal while you aren't in battle. Why? You will most likely run out of force points before you finish an area, so the less you use the better. The exception would be when you are very low on health and the very few areas you will not get attacked at. Take a look at what items have immunity to mind affecting. A nerve amplifier belt is sufficient (you should have plenty, I never bought one and was able to obtain three from looting.) Give everyone except Jedi Sentinels (Bastila and you if you chose to be a Jedi Sentinel) these items. The last thing you need is to be cowering in fear for 12 seconds while enemies take down your health. Calo Nord's battle armor upgrades will give immunity to mind affecting and will provide sufficient defense for any non Jedi party member. You must choose your party wisely because you won't be able to change it. Light players MUST choose Jolee and Juhani. Dark players have a more difficult time on the Star Forge because it's you, Bastila, and another non-Jedi (this is why light players will have a huge disadvantage if they went dark.) This does not mean the Star Forge is too tough for dark players and too easy for light players. Dark players MUST choose Canderous because of his special healing ability. I made the mistake of choosing HK one time, and if you do the same you will have an even harder time. Remember that Bastila has the force power heal if you gave it to her while you leveled her up, use it sparingly and in emergencies. After going through each area of the Star Forge, you MUST save your game! Here's a helpful warning for dark characters to not use Zaalbar. ============================================================================== Ryan F I was in an evil mood so I went through the game slaughtering everyone and then at the end I made Zaalbar kill mission... if you do that and then take him with you on the star forge then before you even get to the first door he will get pissed off because you made him kill mission and he will attack you ============================================================================== Finally, another option for dark players is to tackle the star forge with two people: you and Bastila. B. Deck 1 When you enter the Star Forge, the Jedi will welcome you and tell you to move quickly before they find out you're here. Sadly, they already know because an army of Dark Jedi will come out of the elevator. Fight them because they are but a taste of what is to come. Once they're dead, go south down the path (you can't use the elevator BOO!) passing a few doors until you reach a junction. From here, you will have a cut scene where Malak will summon droids to attack you. The droids will come from all sides, but they can be beaten. Use flurry to kill them, regular melee attacks don't work well. After they are all dead, go east or west, it doesn't matter because it all leads to the same place (I normally go west.) You will reach Jedi fighting Dark Jedi. The good guys will go down easily and the Dark Jedi will attack you. They are weak from the battle and are easy to defeat. After the battle, keep on going until you find more Dark Jedi. Kill them, wait for your force points to regenerate, heal up, and go through the door at the end of the path. There's another Malak cut scene where he sends all the troops and apprentices. C. Deck 2 SAVE YOUR GAME NOW! This is the time to really move it! Follow the path and tons upon tons of Dark Jedi and Sith Heavy Troopers will attack you. They attack from the front, side, and behind you, so whenever you are attacked, attack in return. You learn very quickly to not underestimate these guys because they can make you go down FAST if you aren't careful. Remember to use your force powers when there's tons of baddies surrounding you and medpacs when you are about 1/3 of your total health. The best way to kill these guys quickly and efficiently is to use flurry against them. Make your way east and kill the hundreds of Sith that are in the way. Watch your back because they start attacking you from the rear. Eventually, you will reach a door. Behind this door and the next door are turrets. If you are lucky, you will not be in combat mode when you reach the turrets. If not, then your party members will attack the turrets. It's very important that you DO NOT ATTACK THE TURRETS! If you do, you will get flanked by Sith. There is a way to turn off the turrets. The important thing to do is ignore the turrets and run, that's right run, away from the turrets to the east. If your party members attack the turrets, then leave them behind. Run to the east. I will say this again. DO NOT ATTACK THE TURRETS! It is very important to shut them down using the computer terminal near the turrets. If you don't have enough computer spikes then good luck. You'll need it! At the far east, you should see a door. Open it and kill the enemies behind the door. If you're lucky, no one will come in after you before you can use the computer. Use the terminal and deactivate the gun turrets. You can also get Revan's robes or the Star Forge robes depending on what your alignment is. These robes heal you slowly, so you have some help with your health. After this, go back to your party members, who are probably fighting without you, kill the enemies, and go through the door that opened after you deactivated the turrets. If you're lucky, you might get a chance to heal up. D. Command Center SAVE THE GAME NOW! If you survived Deck 2, you aren't out of the woods yet. There will be a cut scene of Malak talking to Bastila or three Dark Jedi depending on what side you are on. Go south and kill all the enemies. Move fast and there will be a second weaker wave that attacks you. Once you find a door that leads to another door, heal up and regain your force points. Hopefully no one will attack you. Open the door and kill the two baddies and get ready for a rear attack. After killing these guys, there will be four tough Dark Jedi. Kill them and follow the path until you reach a door. Open the door and you will see three Dark Jedi or Bastila depending on what side you are on. Heal and regain your force points now. Step through the door and get ready for a fight. If you're fighting Bastila, you do it alone. To get her to come back to the light, say these things: I'll never give up on you, Bastila... I'm as strong in the light as I ever was... Malak will never let you... You're dooming yourself to... Then strike me down... You are not evil, Bastila... Now you can see the dark side... I could never kill you Bastila. You can reject the dark side... I was redeemed, Bastila... You did protect me... Help us defeat the Sith... I trust you to enough to... You won't, Bastila... You could use your... ============================================================================== Note: There will be slightly different dialogue depending on the sex of your character. Just choose the least non-violent options. ============================================================================== If you're fighting the three Dark Jedi, they aren't difficult if you have all three of your party members attacking one at a time. You finally get to rest now and fully heal up without worrying about an attack. Go through the opposite door and any characters that are in your party will now leave. You're all alone. Follow the path to see another door. Get close to the door and Malak will arrive. ============================================================================== Note: there's still potential to gain dsp or lsp, but that doesn't matter anymore at this point. ============================================================================== Malak will do some stuff, laugh, call you weak, and unleash the full power of the star forge against you. Six extremely easy droids will attack you, and each one re-spawns after you kill one. There are two ways to approach this. The first way is to go to each computer terminal and disable the thing that's making the droids. If you don't have enough spikes, simply kill a droid using the destroy droid power (if you picked it) and spikes will move into the storage bins by the computers. The other way is to simply bash the door down with your lightsaber. You would think that the game creators would have made the door unbashable... Now when I played this game for the first time, I had zero idea that you could disable the thing that made the droids. I thought that as soon as I had killed enough droids I'd go to face Malak. I think I spent an hour fighting the droids before I noticed that I could bash the door down. I guess you can get infinite XP this way, but I don't think it's wise to bother with it. The game stops leveling you up at 20 and you should have reached that level long ago. At any rate, once you have done whatever you did, go through the door. E. Darth Malak This is it, the final battle, the icing on the cake. Light Players: Your offense will be somewhat lacking and you will have a harder time at taking down Malak's health. Stasis field appears to not work against Malak. You will need to use hit and run tactics to fight Malak. The best way to do this is to cast master speed so you can run away from him. Then you can use stimulants, cast other defensive force powers, and activate your energy shields without Malak taking down your health. If you see Malak stop for any reason, a good idea is to throw a thermal detonator. That will knock him on his back and allow you to throw another grenade. Jedi guardians can use force jump to inflict damage against Malak. At times Malak will cast force breach against you. Simply recast the force powers again. Use your medpacks more often than using heal. Dark Players: You have an easier time defeating Malak, but he can still get the better of you if you don't watch it. Your offense is better in this case because you can cast force storm and death field against him. Plague also works wonders in this fight because he can't save against this attack and it slows him down. Insanity doesn't work against Malak. You still need a sufficient defensive strategy. Run away from him if you need to in order to heal up. Use grenades if he stops for any reason. All Players: Once Malak's health is about 50-75%, he will run to a Jedi inside a tube. He will say that he can use the power of the star forge to heal himself with this guy and does so. Now it looks like Malak has 8 more lives, but he doesn't. Once the scene ends, you notice that the captive Jedi is now an enemy. Ah ha! There are several force powers that will "kill" the Jedi in the tube. Death field, throw lightsaber, force breach, destroy droid, and force lightening. You must "kill" the 8 remaining Jedi before you attack Malak again. If you don't have any of these powers then you're in for a tough fight. There's no special way to do it other than keep up the attacks. Once he's "killed" the last Jedi you will be able to take him down finally. Once he is dead, celebrate because you have finally finished the game. You see yourself as the Dark Lord once again if you took the dark ending, or you get medals for your bravery if you took the light ending. XIII. Credits Listed in alphabetical order by first name/username. ======= Anon M ======= I have just discovered something you can do to completely avoid the Calo Nord fight altogether. However, this can only happen if you start the Star Forge Quest on Tatooine. WALK, DO NOT RUN, behind the Krayt Dragon's body and Calo and his Aqualish and Rodian accomplices will ignore you. You will still have to go through the initial dialogue and all that crap, but they will stay by the speeders if you walk all the way to the SPT. As for confirmation that Calo will not appear on another planet, he won't. Yes, you miss out on XP and potential DSP for those who want to take the Dark Path, but I found this to be the toughest fight besides Malak on the Leviathan, and I know there are a lot of players who would agree with me in this. One more thing. I watched the cutscene with the Dragon getting mines in his face and all, but when I refused the reward, (yes, you said not to in the walkthrough,) I didn't get my LSP that the walkthrough told me I would receive if I declined the pearl. ====== Ben P ====== I'm writing to say there's a very quick way that you didn't mention in your guide to deal with the tough droids on the star forge, using the destroy droid power is really effective as it can disable them instantly and does a lot of damage. It really quickly destroys other annoying droids in the game as well. you can also target the sort of dead jedi in the final battle against malak with it. I've emailed you because I found an interesting glitch regarding the strange stowaway, if you tell her to get off the ship as you talk to her straight away, you can continue to talk to her as she runs away. If you keep telling her to get off the ship you can get infinite DSP. ====== Ben D ====== Hey, I realized there is a way to get light side points for killing Starkiller. You can take a look here on youtube http://www.youtube.com/watch?v=oBMXKGlx0Ok I think you have to be female. You can see the conversation you have to go through to get the points. I have done it once. Just saying you don't have to take a dsp for killing Starkiller. (Editor note: This appears to only be available on the PC version using a mod.) ========= Brandy W ========= I have owned Star Wars KOTOR for over 5 years now. I absolutely love the game. I love your walkthrough guide as well. I do have 1 note. I like to wait to level my characters up until I am in battle if i can unless i need those skills and feats right away. this acts as a healthpac without wasting a medpac. when you have a character who is ready to level up the level up screen is the first one that shows up when you hit the start button, and when you are done leveling up and exit the menu your player will now have full health. They stack as well. i have had it happen where i levelled one character up 3 times in a row at one time. In other words you will not lose a level up if you earn a second one before you activate the first one. ======= Cody G ======= I know another way to kill the 2 tarentateks easily..... In the tomb of Naga Sadow get the Poison sword attack one of the tarentateks use kill or fear on the other. When they start chasing you run around using kill or death field if you have it. That`s how i did it when i did it the first time. (That may not work and it depends on what powers you have) ======== Chris B ======== First, I would like to say that your walkthrough is amazingly complete. I can see that you put A LOT of work into it. Thank you for the work. I have only noticed 2 things so far, which is MUCH better than any walkthrough I’ve used so far (for other games of course). The first isn’t important, it’s just an interesting conversation choices that might be worth talking about. I think it was on Tatooine. Take Bastila when you talk to Hut about Nico’s contract. Try to [Persuade] him to give Nico a better contract and if you fail, threaten to kill him and bury him under his track (or something like that) he says no and Bastila force persuades him to give the better contract and bingo, the thing is done. You don’t get dsp for threatening to kill him though. The real one is on Manaan and is about the Sunry Murder Trial. In the Republic Embassy when your decrypting the Sith pass card, you have the incorrect sequences. You stated “The sixth sequence is a mystery. I tried all four answers and no answer worked. Might be a bug or something.” I mean no disrespect when I say that the reason you couldn’t find the sixth sequence is because the others were wrong. You have them listed as “19, 14, 64, -2 or 2, 9, ?” The correct answers are First Sequence: 22 Second Sequence: 18 Third Sequence: 64 Fourth Sequence: 2 Fifth Sequence: 6 Sixth Sequence: 7 =============== DaSarcasticGuy =============== Hey, um...(tabs over to find your name) Paul. How's it going? Just started skimming through your Knights of the Old Republic FAQ, and a few things jumped out at me. Firstly in your stats section, you seem to propose a jack of all trades sort of stat focus. I'm not saying it's bad, I think its quite good actually, but there's no focused approaches. For instance, if I wanted an all out offensive warrior, who only used the force for things like heal and speed, I'd stat like: Str: 16 Dex: 14 Con: 14 Int: 8 Wis: 12 Cha: 12 or Str: 16 Dex: 14 Con: 16 Int: 8 Wis: 10 Cha: 10 Pick soldier and guardian and you have a massive offensive force. You could also go the other side of the spectrum and go all out force wizard and maybe stat like: Str: 8 Dex: 12 Con: 12 Int: 10 Wis: 16 Cha: 16 or Str: 8 Dex: 12 Con: 14 Int: 8 Wis: 16 Cha: 16 or Str: 8 Dex: 14 Con: 14 Int: 10 Wis: 16 Cha: 14 Anything into consular and you got yourself a force wizard wrecking face. Now these are pretty specialized characters. How about a more rounded offensive jedi. Str: 10 Dex: 14 Con: 14 Int: 10 Wis: 15 Cha: 14 A dex based warrior whose very strong in the force. You could also switch Str and Dex if that fits your playstyle better. Or if you just don't care about skills, drop Int to 8 and put those points anywhere. And to answer the odd stat in Wis, it's because you get 5 extra points to place. Put them all to Wis and you end up with 20. Just food for thought. Next, in looking over your Feat grades, I realized I strongly disagree with some of them, and wasn't a fan of quite a few of your grades. First, all of the skill boosting feats are actually Fs. Seriously skills don't matter hardly at all in this game, and the ones you want for your characters are easily gotten with the skill points you do get. Feats are much more powerful than any skill so wasting a Feat to boost a skill is a horrendous use of feats. Unless you have a very specific character theme in mind that wants to specialize in a certain skill(s). Secondly giving Dueling an F is just inexcusable. Not everyone wants to play an all out offensive dual-wielding maniac. Any sort of defensive character would much rather have Dueling. People who want to stick to the spirit of jedi only using 1 lightsaber would also be much better served with Dueling. A well rounded, jack-of-all-trades character on hard difficulty would prefer Dueling against the most difficult enemies (Malak comes to mind). Yes Dueling will never out damage Two Weapon Fighting, but that doesn't mean it doesn't have it's purpose. +3 attack and defense compares decently vs -2 to hit with an extra attack. That said, I'd probably rank them like Two Weapon Fighting A+, Dueling A-. And there is no way conditioning is an A. It's a probably the first filler feat I'd go to but not over anything else. Probably a C, but a good solid C. I think I agree with everything else though I'd like to point out that the ranged feats are good on many secondary characters. Also the dual pistol wielding jedi most certainly uses the ranged feats and loves them. Just thought that it would be good to mention those things. Ya that's all I got for now. Um...my names DaSarcasticGuy on GFAQS so, if you want to credit me for anything go for it. Hopefully you got what i'm actually looking for and I don't get side tracked again lol. Keep up the good work man. ======== David S ======== I'm not sure if you still care about this or if you even still have this email address, but thought I'd try just in case. I found a mistake in your KOTOR guide on www.Gamefaqs.com On Manaan, when trying to access the sith base by decoding the passcard. The answer to the 5th sequence is 6, not 9. This is why you couldn't get the answer to the 6th sequence. Which is 7 by the way. Just in case you wanted to know. ============================ Dustin "Thee Leprechaun" L ============================ Hey man, I loved your walkthrough, I played through evil and it really helped me out, but there were a few things I noticed while following it. First off, nothing major, but when you are telling how to kill certain enemies you are talking as if the player is a Jedi Guardian. For example you will often say to "use flurry" or some other melee attack, or you will say to conserve your FP. Where as I played as a Jedi Consular so I was able to use nothing but force powers through 90% of the game(once i became a jedi anyway), very rarely was I to the point where I had to use my lightsaber. But like I said this is nothing major and I'm sure this won't affect most people. Then there were a few thing I noticed you did not include, little side things that might interest a few people. 1. This probably isn't really worth adding but it wouldn't take up much space, but on Manaan there is a guy named "Shady Rodian" located in East Central next to Hulas, he carries a lot of Pazaak cards, including a bunch of +/- cards, might help out any players who are interested in playing Pazaak. 2. On Korriban in the Valley of the Dark Lords is a archeologist named "Dak Vesser" and if you talk to him with Juhani in your party then they will recognize each other from the academy on Dantooine. He obviously joined the Sith and they kind of get angry at each other. Now I'm not sure if you have to have Juhani out of your party for the next part to work, for I didn't have her in mine when I proceeded. But any who, you go back to the cantina and he will be standing where Yuthura Ban was standing earlier. You can talk to him and kill him for dsp or you can just leave him alone, not sure if there was a lsp option, didn't try because I was EVIL!!! It is indeed fun like you said :P. Any who, if you kill him he drops a few things including a Eralam Crystal which is a fairly nice crystal. Dak is actually really easy to find. When your walking down the narrow path and you first enter the big open area where all the archeologists are, you should walk under a big arch way with two sith guards next to it and if your facing into the valley Dak should be right past the arch to the left inspecting a rock. Also I was thinking about the DLC, the Yavin Station. It's was kind of a cool side quest and if you could afford it you were able to buy two really powerful lightsaber crystals. Not sure if you know about it or not but I'll explain just in case: There is really no point to visit the Yavin Station until you have completed all the planets. The Rodian there sells some really nice stuff, but it is really expensive and probably not really worth it. Once you have completed your fourth planet and are suppose to fly to the starforge unknown planet is the point where you are going to want to travel to the Yavin Station. Once you walk into the Yavin Station you should see a Rodian being harassed by a bunch of Trandosians who are wanting access to his "special" items. You talk to the Rodian and you basically tell the Trandosians to leave. Now head back to the ship and then re-exit the ship back onto the station. When you get close enough to the Rodian a bunch of Trandosians will appear out of nowhere and then you must begin a rather difficult fight. It is mainly hard just because there are a lot of enemies. once you kill a few it gets a lot easier. Once they are dead you will talk to the Rodian again and he will grant you access to his "special" inventory. Which is two very rare lightsaber crystals, but they are not cheap. One is 25,000 credits and the other is 20,000. If you have the credits then I highly recommend buying them, for they have cool colors and give a nice bonus to your other crystals. Yes, these crystals go into the color crystal slot, one is teal and the other is orange (so if you’re a Dolphins fan then you should really enjoy them!). I also noticed a really nice heavy weapon for Canderous, if you are evil and can afford it then I'd buy it because you will have Canderous with you when doing the Star Forge. Also, I never really checked into it, but I think I noticed that this Rodian gave me a lot more credits for my items then other merchants in the game. ============= Evilbob65535 ============= First, regarding Dustil (Carth's son): for light-side players, instead of doing the double-cross and double-double-cross quests to gain access to Uthar's room, just use security to open the door. I brought along T3-M4 (since you can switch him out before you need to fight) and picked the lock. I think double-double-crossing both Uthar and Yuthura can more easily get you DSP (also, it may be more difficult to convert Yuthura to the light side at the end, but I'm not sure). I'm not sure if it gets you less XP or not, however. It does save some time. Also, it might be worth noting that unless you resolve Dustil's situation before you encounter the Leviathan (as you advocate in your guide), Carth will generally stop speaking to you (this is according to the Official Prima Guide so I don't know how accurate it is). This is important only if you want to continue a romance sub-plot with Carth (if light-side and female) or if you just like talking to him. Second, it's probably worth pointing out to dark-side players that the assassination quests on Mannan are impossible to complete once you've encountered the Leviathan because Dantooine is no longer accessible at that point. Third, during the Sunry's trial quest you suggest hacking the republic computer and discovering the truth of the situation. For light-side players, it's actually extremely important NOT to do this. If you know the truth and decide to defend him anyway, you will get DSP. I don't know if you can still see the video after the trial is complete but it's best for the light if you don't know. However: that said, the trial is long and boring and all completing it gets you is more XP - and XP is cheap and easy to max out. I would suggest for light players to go ahead and find out and end the trial quickly just to save yourself the time. Finally, one good general tip for gaining XP quickly is to always repair any droid you encounter to the maximum amount. Make sure you have one party member with maxed-out repair and keep a +repair item handy, and always repair every single thing possible on the droid: this gives over 1000 XP for the cost of a few parts and almost no time on your part. (Other than the main character repairing HK-47, I don't think repair is ever used anywhere else, but it's still a nice boost.) ps. You also have a couple of very minor typos, which I'm sure you know, but the funniest one is in the XII. Star Forge section, in part A you suggest players "DON'T DWINDLE!" You meant "don't dawdle." :) ========= Gotauros ========= Hi. I don't know if you're still working on the Gamefaq or not, but I do have a couple of things to add. The first thing is in regards to what I posted above (killing the dead Jedi on the Star Forge.) When I played (as a light side character) I got the option to use Destroy Droid on the tanks holding the Jedi. It took the tanks out in one hit and since I was fully light side, it barely made a dent in my force powers. That left me more FP to heal or speed myself up so I could keep ahead of him. The other thing I'd like to add is that if the character has demolition skill and some mines, you can use any of the jedi speed powers to get ahead of Malak, set up a mine, then position yourself so he runs through it. It can really do some damage if people are having trouble hitting him or doing damage. Anyway, I just thought I'd offer up those tidbits. ======= Ian S ======= I have something that might prove as progress to how to kill droids faster. The power stun droid-destroy droids for light players, shock-force storm (I think) for dark and EVIL guys and ion grenades thingies for…uh…everyone? Well I hope d this proved useful and I really want to help you in something. And don’t worry about homework I almost never have and if I have, I do it fast! Naturally you know! When we are in the first planet(which should be Tatooine) talk to party members which are T3-M4,Caderous,Zaalbar and Mission. I know that computer spikes of T3 are already on the guide. After that put all your grenades on a container in the cargo hold. Then talk to Zaalbar. He can make many different kinds of grenades including adhesive! Unfortunately he can’t make plasma grenades or thermal detonators. Put all your ardrenal stimulants on the container and talk to Canderous. He makes ardrenal stimulants. Valuable to me and other light players because you said light players need to use stimulants while fighting with Malak with a lightsaber. Mission can make security spikes to open doors. Though I’ve never opened a door with a security spike. You can talk to her less about this because there many more ways to open doors like bashing through. When you get Jolee put all of you life support packs in an container(if you have any).Because this guy can make life support packs! Though he’ll only make like 3 before you put them in the container again. You can use some of this items to sell them, then ask your party members to make them for you. Cool! You can get a lot of credits this way! On Tatooine once you got Sharina’s wraid plate and a hunting license you can go to Fazza’s office sell the plate to Fazza and he’ll give you 500 credits! Sorry but I think he can’t give you more than that. Could be just me. Oh...well If you have to go to the Dune Sea you can hunt! Yes, I just said it hunt! But only if you have time and patience because this may take a while. Kill the desert wraid, loot the remains for the bone plate go to Fazza’s office and sell it. That’s standard procedure. It may sound easy but sometimes it isn’t. The first is easy and hard. Easy because the whole band is normal. And hard because you just fought the sand people guarding the entrance to the sand people territory. The next it gets a little harder because some now are named “Hulak Wraid”. It’s a little harder to take them out than normal ones. Now if you exterminated the sand people and you are attacking a band of desert wraids plus you have sand people attacking you it is extremely hard! One time they killed Bastilla and Juhani. I got lucky that I had burst of speed otherwise I would have been killed. Inside the Black Vulkar base when you fight the twi’lek to get the accelerator back this should at least take the twi’lek and its bodyguard down: You must have raided the docking bay and the pool. Because you get plasma grenades in those two places. Then when the words “Enemy Sighted!” are shown use the x button. Have you throw two plasma grenades at the twi’lek. Also have Mission and Zaalbar each throw one plasma grenade at the twi’lek. Since his bodyguard is close, the grenades will also exterminate the bodyguard. As you said the rest are pathetic weaklings You know, the sand people I mentioned earlier aren’t normal they are VERY TOUGH if you are fighting someone else or a party member is down. They are three. Two elite warriors and one holy warrior. The holy warrior is the toughest. Don’t underestimate these guys they can kill you. If you don’t want to run into them I suggest you go straight to the sandcrawler and go where you need to go. If you do want to run into them pick a dune and walk they will get you. Note: if you choose the peaceful solution the sand people won’t attack you. Merry Christmas and a Happy New Year! Its me Ian, and I wanted to share some more things about the KOTOR walkthrough. First, I completed the game! Yay woo yay! In the final battle with Malak, I used Force Storm against the Jedi tubes, (I was light side and that was the only dark force power I had.) then when I finished the battle I found out that I could use Force Breach, which wouldn't have even affected my FP that much. (I was a consular) And I was like: Lol what? -The Bastilla Conversations So I saw that in the last Bastilla conversation you included you stated that "whenever or not that is the last Bastilla conversation, we'll see." I don't know if you found out yet, but I found two more conversations well before the end of Kashyyyk. Bastilla 14 (I found this one after I saw the Kashyyyk vision, and landed there for the first time.) First Bastilla starts with her now usual doubt and resistance. This conversation has to occur inside the Ebon Hawk. I tried triggering it outside, but she says that she wants to talk inside the Ebon Hawk. Then you talk about if she's ready, the feelings between them two, and Malak. This moves the "Bastilla" quest into the "completed quests" area. Bastilla 15: (I found this one right after I exited the house from the judge in the Holder of the Laws quest) Bastilla tries to think of excuses for the previous conversation, then say she doesn't want to talk about it until Malak is defeated. -Carth conversations And with these two companions I have my favorite trio in the game. Anyway I ran into trouble when I finished the "Finding Dustil" quest. I saw in the guide I could talk to Carth after I finished the quest, but only if I did it early. So I went ahead and did it, but Carth didn't say anything after I finished the quest (and no I didn't kill Dustil). I talked to him every time I found a Star Map, finished a quest, or leveled up. In TWO game files! So I wanted to know if this has happened to you. The only thing I think would've glitched it out is the "saving levels" glitch, and I had my doubts but I think using T3-M4 to open Uthar's room is legit. Well that's all I can think of. Maybe I'll make that list about shop ratings if you haven't already. Until next time! :) Hello again, Paul! It's me Ian. Last time I mailed you I had just completed KOTOR through the Light Path. But a few weeks ago I decided to complete it through the Dark Path, and I completed it today. I made many observations that I feel you would be interested to know. I'm writing this late at night, and it's a lot, so I don't know how many mails it's going to take. List of Shops and Vendors: I. Taris A. Upper City 1. South Upper City Kebla Yurt: Medpack - 40 credits - infinite Security Spike - 100 credits - 5 Bonadan Alloy Heavy Suit - 900 credits - 1 Military Suit - 150 credits - infinite Heavy Combat Suit - 100 credits - infinite Combat Suit - 50 credits - infinite Light Battle Armor - 250 credits - 1 Vibroblade - 80 credits - 2 Stun Baton - 30 credits - infinite Long Sword - 5 credits - infinite Quarterstaff - 2 credits - infinite Echani Ritual Band - 280 credits - 1 Vibrosword - 120 credits - 5 Double-Bladed Sword - 80 credits - 2 Short Sword - 1 credit - infinite Ion Blaster - 200 credits - 2 Blaster Pistol - 100 credits - infinite Sith Sniper Rifle - 1500 credits - 1 Blaster Rifle - 300 credits - infinite Ion Grenade - 130 credits - infinite Sonic Grenade - 130 credits - infinite Frag Grenade - 80 credits - infinite Concussion Grenade - 80 credits - infinite Sound Dampening Unit - 200 credits - 1 Stealth Field Generator - 100 credits - 1 Minor Flash Mine - 100 credits - infinite Minor Gas Mine - 100 credits - infinite Minor Frag Mine - 100 credits - infinite Minor Plasma Mine - 100 credits - infinite Permacrete Detonator - 50 credits - 1 Zelka Forn: Advanced Medpack - 80 credits - 5 Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Bio-Antidote Package - 500 credits - 1 Nerve Enhancement Package - 500 credits - 1 Adrenal Alacrity - 50 credits - infinite Adrenal Stamina - 50 credits - infinite Adrenal Strength - 50 credits - infinite Note: Refuses to sell to the player if you threaten him with reporting the wounded Republic Soldiers. a. South Apartments: Larrim: Medpack - 44 credits - infinite Computer Spike - 275 credits - 2 Parts - 220 credits - 2 Military Suit - 165 credits - 1 Heavy Combat Suit - 110 credits - 1 Combat Suit - 55 credits - infinite Light Battle Armor - 275 credits - 1 Vibroblade - 88 credits - 1 Stun Baton - 33 credits - infinite Long Sword - 5 credits - infinite Quarterstaff - 2 credits - infinite Vibrosword - 132 credits - 1 Short Sword - 1 credit - infinite Ion Blaster - 220 credits - 1 Sonic Pistol - 220 credits - 1 Blaster Pistol - 110 credits - infinite Light Repeating Blaster - 550 credits - 1 Poison Grenade - 143 credits - 1 Sonic Grenade - 143 credits - 1 Concussion Grenade - 88 credits - 2 Frag Grenade - 88 credits - infinite Energy Shield - 154 credits - 1 Sound Dampening Stealth Unit - 220 credits - 1 Stealth Field Generator - 110 credits - infinite Battle Stimulant - 110 credits - 1 Minor Flash Mine - 110 credits - 1 Minor Frag Mine - 110 credits - 1 Minor Gas Mine - 110 credits - 1 Minor Plasma Mine - 110 credits - 1 2. North Upper City: Janice Nall: Repair Kit - 25 credits - infinite Computer Spike - 250 credits - infinite Parts - 200 credits - infinite Droid Light Plating Type 2 - 150 credits - infinite Droid Light Plating Type 1 - 75 credits - infinite Basic Targeting Computer - 500 credits - infinite Sensor Probe - 500 credits - infinite Computer Probe - 500 credits - infinite Security Interface Tool - 500 credits - infinite Environment Shield Level 1 - 350 credits - infinite Stun Ray - 300 credits - infinite Shield Disruptor - 300 credits infinite Note: Not sure if she'll sell you if you threaten to tell Davik to close her down. B. Lower City 1. Javyar's Cantina: Uriah: Pazaak Card +/-1 - 200 credits - 2 Pazaak Card +/-3 - 125 credits - 1 Pazaak Card +1 -100 credits - infinite Pazaak Card +2 - 75 credits - infinite Pazaak Card -2 - 75 credits - infinite Pazaak Card +/-6 - 50 credits - infinite Pazaak Card +3 - 50 credits - infinite Pazaak Card +4 - 25 credits - infinite Pazaak Card -4 - 25 credits - infinite Pazaak Card +5 - 12 credits - infinite Pazaak Card +6 - 5 credits - infinite Pazaak Card -6 - 5 credits - infinite C. Undercity Igear: Antidote Kit - 36 credits - 6 Medpack - 30 credits - infinite Repair Kit - 18 credits - 5 Computer Spike - 187 credits - 2 Echani Battle Armor - 1312 credits - 1 (Questionable, must double check. May have been a miss type.) Vibroblade - 60 credits - 1 Stun Baton - 22 credits - infinite Long Sword - 3 credits - infinite Quarterstaff - 1 credit - infinite Vibrosword - 90 credits - 1 Arkanian Heavy Pistol - 750 credits - 1 Frag Grenade - 60 credits - 5 Retinal Combat Implant - 562 credits - 1 Scope - 150 credits - 1 Vibration Cell - 112 credits - 1 Pazaak Card -2 - 56 credits - 1 Pazaak Card +2 - 56 credits - 1 Pazaak Card -3 - 18 credits - 1 Note: Leaves with the village if you give the Promised Land journals to Rukil. II. Dantooine: A. Jedi Enclave: Crattis Yurkal: Advanced Medpack - 80 credits - 5 Antidote Kit - 49 credits - 5 Medpack - 40 credits - infinite Military Suit - 150 credits - 2 Heavy Combat Suit - 100 credits - 2 Combat Suit - 50 credits - 2 Battle Armor - 400 credits - 1 Light Battle Armor - 250 credits - 1 Sanasiki's Blade - 7000 credits - 1 - upgradeable Jurgan Kalta's Assault Rifle - 8000 credits - 1 - upgradeable Stealth Field Reinforcement - 2400 credits - 1 Interface Band - 1000 credits - 1 Breath Mask - 100 credits - 1 Aural Amplifier - 50 credits - 1 Infiltrator Gloves - 7000 credits - 1 Arkanian Energy Shield - 700 credits - 1 Energy Shield - 140 credits - 4 CNS Strength Enhancer - 8500 credits - 1 Retinal Combat Implant - 750 credits - 1 Adrenal Alacrity - 50 credits - 5 Adrenal Stamina - 50 credits - 5 Adrenal Strength - 50 credits - 5 Pazaak Card +/-1 - 200 credits - 1 Pazaak Card +/-3 - 125 credits - 1 Pazaak Card -2 - 75 credits - 1 Pazaak Card +/-5 - 75 credits - 1 Pazaak Card -4 -25 credits - 1 Pazaak Card -6 - 5 credits - 1 Karal Kaar: Advanced Repair Kit - 50 credits - 5 Repair Kit - 25 credits - infinite Droid Heavy Plating Type 1 - 1250 credits - 1 Droid Medium Plating Type 1 - 500 credits - 1 Droid Light Plating Type 3 - 250 credits - 1 Droid Light Plating Type 2 - 150 credits - 1 Droid Light Plating Type 1 - 75 credits - 2 Basic Targeting Computer - 500 credits - 1 Sensor Probe - 500 credits - 1 Security Interface Tool - 500 credits - 1 Environment Shield Level 1 - 350 credits - 1 Energy Shield Level 1 - 300 credits - 1 Stun Ray - 300 credits - infinite Shield Disruptor - 300 credits - infinite Sol'aa: Pazaak Card +/-2 - 150 credits - 1 Pazaak Card +/-4 - 100 credits - 2 Pazaak Card +1 - 100 credits - 2 Pazaak Card -1 - 100 credits - 1 Pazaak Card +/-5 - 75 credits - 3 Pazaak Card +2 - 75 credits - 2 Pazaak Card -2 -75 credits - 1 Pazaak Card +3 - 50 credits - 3 Pazaak Card +4 - 25 credits - 3 Pazaak Card -3 - 25 credits - 2 Pazaak Card -4 - 25 credits - 2 Pazaak Card +5 - 12 credits - 4 Pazaak Card -5 -12 credits - 4 Pazaak Card +6 - 5 credits - 5 Pazaak Card -6 - 5 credits - 5 B. Courtyard: Adum Larp: Courtyard Map - 2 credits - 1 Grove Map - 2 credits - 1 Cinnagar War Suit - 3000 credits - 1 Cassus Fett's Battle Armor - 15000 credits - 1 - upgradeable Bronzium Light Armor - 1500 credits - 1 Stun Baton - 30 credits - 2 Blaster Pistol - 100 credits - 5 Light Repeating Blaster - 500 credits - 1 Blaster Rifle - 300 credits - 5 Adhesive Grenade - 130 credits - 5 Sonic Grenade - 130 credits - 5 Ion Grenade - 130 credits - 5 Frag Grenade - 80 credits - 5 Concussion Grenade - 80 credits - 5 Minor Flash Mine - 100 credits - 2 Minor Frag Mine - 100 credits - 2 Minor Gas Mine - 100 credits - 2 Minor Plasma Mine - 100 credits - 2 Flame Thrower - 300 credits - 2 III. Tatooine: A. Anchorhead: 1. Docking Bay: Mic'tunan'jus Orgu: Life Support Pack - 150 credits - 4 Advanced Medpack - 80 credits - infinite Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Yusani's Brand - 8000 credits - 1 - upgradeable Jamoh Hogra's Carbine - 9000 credits - 1 - upgradeable Mandalorian Heavy Repeater - 2500 credits - 1 Advanced Aural Amplifier - 400 credits - 1 Verpine Headband - 200 credits - 1 Bothan Sensory Visor - 150 credits - 1 Breath Mask - 100 credits - 3 Karakan Gauntlets - 7500 credits - 1 Arkanian Energy Shield - 700 credits - 1 Sith Energy Shield - 350 credits - 2 Energy Shield - 140 credits - 4 Thermal Shield Generator - 8000 credits - 1 Nerve Amplifier Belt - 1000 credits - 1 Verpine Cardio-Regulator - 200 credits - 1 Stealth Field Generator - 100 credits - 1 Retinal Combat Implant - 750 credits - 1 Nerve Enhancement Package - 500 credits - 1 Adrenal Alacrity - 50 credits - infinite Adrenal Stamina - 50 credits - infinite Adrenal Strength - 50 credits infinite Gizka Poison - 350 credits - infinite Bantha Fodder - 1 credit - 1 2. Hunting Lodge: Fazaa Utral: Advanced Medpack - 80 credits - 10 Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Jurgan Kalta's Carbine - 4500 credits - 1 Blaster Carbine - 500 credits - 1 Ion Rifle - 400 credits - 2 Sonic Rifle - 400 credits - 1 Blaster Rifle - 300 credits - infinite Armor Reinforcement - 350 credits - 1 Scope - 200 credits - 1 3. Czerka Office: Greeta Holda: Life Support Pack - 150 credits - 6 Advanced Medpack - 80 credits - infinite Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Computer Spike - 250 credits - infinite Zabrak Battle Armor - 2000 credits - 1 Echani Battle Armor - 1750 credits - 1 Zabrak Combat Suit - 750 credits - 1 Military Suit - 150 credits - 3 Heavy Combat Suit - 100 credits - 1 Combat Suit - 50 credits - 1 Powered Light Battle Armor - 3000 credits - 1 Powered Battle Armor - 2000 credits - 1 Vibrosword - 120 credits - 1 Mandalorian Heavy Pistol - 2000 credits - 1 Hold Out Blaster - 100 credits - 1 Thermal Detonator - 2000 credits - 2 Plasma Grenade - 750 credits - infinite Poison Grenade - 130 credits - infinite Sonic Grenade - 130 credits - infinite Ion Grenade - 130 credits - infinite Adhesive Grenade - 130 credits - infinite Concussion Grenade - 80 credits - infinite Breath Mask - 100 credits - infinite Motion Detector Goggles - 100 credits - 1 Energy Shield - 140 credits - infinite Sound Dampening Stealth Unit - 200 credits - 1 Average Flash Mine - 250 credits - 5 Average Frag Mine - 250 credits - 5 Average Gas Mine - 250 credits - 5 Average Plasma Mine - 250 credits - 5 Mesh Underlay - 300 credits - 1 4. Cantina Junix Nard: Advanced Medpack - 80 credits - 1 Medpack - 40 credits - infinite Security Spike Tunneler - 200 credits - 6 Security Spike - 100 credits - infinite Bothan Chuka - 480 credits - 1 Krath Blood Blade - 230 credits - 1 Vibroblade - 80 credits - 1 Bothan Quick Draw - 1000 credits - 1 Mandalorian Blaster - 750 credits - 1 Sonic Pistol - 200 credits - 1 Stabilizer Gauntlets - 300 credits - 1 Advanced Stealth Unit - 500 credits - 1 Gizka Poison - 350 credits - infinite Pazaak Card +/-1 - 200 credit - 2 Hair Trigger - 150 credits - 1 Pazaak Card +/-2 - 150 credits - 2 Pazaak Card +/-3 - 125 credits - 2 Pazaak Card +/-4 - 100 credits - 2 5. Droid Shop: Yuka Laka: Computer Spike - 250 credits - infinite Parts - 200 credits - infinite Security Spike Tunneler - 200 credits - 5 Security Spike - 100 credits - infinite Droid Heavy Plating Type 2 - 1500 credits - 1 Droid Heavy Plating Type 1 - 1250 credits - 1 Droid Medium Plating Type 2 - 750 credits - 1 Droid Medium Plating Type 1 - 500 credits - 1 Droid Light Plating Type 2 - 150 credits - 1 Droid Light Plating Type 1 - 75 credits - 1 Advanced Targeting Computer - 1500 credits - 1 Verpine Demolitions Probe - 1000 credits - 1 Basic Targeting Computer - 500 credits - 1 Sensor Probe - 500 credits - 1 Droid Motion Sensors Type 1 - 50 credits - 1 Environment Shield Level 3 - 900 credits - 1 Energy Shield Level 3 - 700 credits - 1 Environment Shield Level 2 - 450 credits - 1 Energy Shield Level 2 - 450 credits - 1 Environment Shield Level 1 - 350 credits - 1 Energy Shield Level 1 - 300 credits - 1 Advanced Stun Ray - 900 credits - infinite Stun Ray - 300 credits - infinite Note: Refuses to sell if you bargain aggressively for HK-47. To be continued . . . Fazza Utral: Note: You must have a Czerka Hunting License to be able to buy from him. IV. Kashyyyk: A. Czerka Landing Port Eli Gand: Advanced Medpack - 80 credits - infinite Medpack - 40 credits - infinite Security Spike - 100 credits - infinite Reinforced Fiber Armor - 3500 credits - 2 Military Suit - 150 credits - infinite Heavy Combat Suit - 100 credits - infinite Combat Suit - 50 credits - infinite Jamoh Hogra's Battle Armor - 10000 credits - 1 Battle Armor - 400 credits - 1 Light Battle Armor - 250 credits - 1 Bothan Sensory Visor - 150 credits - 1 Breath Mask - 100 credits - infinite Neural Band - 100 credits - 1 Strength Gauntlets - 1000 credits - 1 Arkanian Energy Shield - 700 credits - 1 Sith Energy Shield - 350 credits - 2 Energy Shield - 140 credits - 5 Electrical Capacitance Shield - 8500 credits - 1 Sound Dampening Stealth Unit - 200 credits - 1 Adrenaline Amplifier - 100 credits - 1 Cardio-Regulator - 100 credits - 1 Stealth Field Generator - 100 credits - 1 Cyber Reaction System - 7500 credits - 1 Hyper-Battle Stimulant - 200 credits - 1 Hyper-Adrenal Alacrity - 100 credits - 1 Hyper-Adrenal Stamina - 100 credits - 1 Hyper-Adrenal Strength - 100 credits - 1 Gizka Poison - 350 credits - infinite Note: After completing the Honest Debt quest, Eli gets replaced with Matton. If you incite the wookiees to rebel against Czerka Corp., Matton will leave as well. Janos Werkta: Bothan Stun Stick - 230 credits - 1 Heavy Blaster - 200 credits - 2 Sonic Pistol - 200 credits - 2 Disruptor Pistol - 200 credits - 2 Ion Blaster - 200 credits - 2 Blaster Pistol - 100 credits - 2 Bothan Discord Gun - 1000 credits - 1 Blaster Cannon - 600 credits - 2 Bowcaster - 400 credits - 2 Blaster Rifle - 300 credits - 2 Plasma Grenade - 750 credits - 5 Adhesive Grenade - 130 credits - 5 CryoBan Grenade - 130 credits - 5 Ion Grenade - 130 credits - 5 Poison Grenade - 130 credits - 5 Sonic Grenade - 130 credits - 5 Frag Grenade - 80 credits - infinite Concussion grenade - 80 credits - 5 Average Flash Mine - 250 credits - 5 Average Frag Mine - 250 credits - 5 Average Gas Mine - 250 credits - 5 Average Plasma Mine - 250 credits - 5 Vibration Cell - 150 credits - 1 Note: If you incite the wookiees to rebel he will leave along with the rest of Czerka Corp. I was doing the game Dark Side, and I forgot to check for any shops at Rwokoroo before Chuundar kicked me out. Likely there are some shops at Rwokooroo. V. Manaan A. Docking Bay Merchant: Advanced Medpack - 80 credits - infinite Advanced Repair Kit - 50 credits - infinite Antidote Kit - 49 credits - 1 Medpack - 40 credits - infinite Repair Kit - 25 credits - infinite Computer Spike - 250 credits - infinite Parts - 200 credits - infinite Thermal Detonator - 2000 credits - 5 Plasma Grenade - 750 credits - 5 CryoBan Grenade - 750 credits - 5 Ion Grenade - 130 credits - 5 Concussion Grenade - 80 credits - 5 Hyper-Battle Stimulant - 200 credits - 5 Hyper-Adrenal Alacrity - 100 credits - 5 Hyper-Adrenal Stamina - 100 credits - 5 Hyper-Adrenal Strength - 100 credits - 5 Adrenal Alacrity - 50 credits - infinite Adrenal Stamina - 50 credits - infinite Adrenal Strength - 50 credits - infinite Note: Yes his name is Merchant so I'll give more of a description. He's a Selkath and he belongs to an organization called something like Ahto City Provisionary Council or something close to that. B. East Central Tyvark Luowan: Advanced Medpack - 80 credits - infinite Medpack - 40 credits - infinite Parts - 200 credits - 2 Military Suit - 150 credits - 1 Combat Suit - 50 credits - 1 Battle Armor - 400 credits - 1 Light Battle Armor - 250 credits - 1 Bothan Stun Stick - 230 credits - 1 Vibroblade - 80 credits - 1 Vibro Double-Blade - 180 credits - 1 Vibrosword - 120 credits - 1 Bothan Needler - 1750 credits - 1 Arkanian Pistol - 1000 credits - 1 Arkanian Heavy Pistol - 1000 credits - 1 Mandalorian Blaster - 750 credits - 1 Disruptor Pistol - 200 credits - 1 Sonic Pistol - 200 credits - 1 Blaster Pistol - 100 credits - 1 Hold Out Blaster - 100 credits - 1 Zabrak Battle Cannon - 4000 credits - 1 Light Repeating Blaster - 500 credits - 1 Blaster Carbine - 500 credits - 1 Ion Rifle - 400 credits - 1 Disruptor Rifle - 400 credits - 1 Sonic Rifle - 400 credits - 1 Blaster Rifle - 300 credits - 1 Pistol Targeting Optics - 8000 credits - 1 Combat Sensor - 6000 credits - 1 Stabilizer Mask - 5500 credits - 1 Advanced Aural Amplifier - 400 credits - 1 Breath Mask - 100 credits - 1 Neural Band - 100 credits - 1 Aural Amplifier - 50 credits - 1 Strength Gauntlets - 1000 credits - 1 Cardio-Regulator - 100 credits - 1 Adrenaline Amplifier - 100 credits - 1 Beemon Package - 7500 credits - 1 Echani Battle Stimulant - 200 credits - 1 Advanced Stun Ray - 900 credits - 1 Note: Various Republic Soldiers speak of Tyvark giving them special discounts, but the prices he gave me were the standard throughout the Galaxy. Could be that I was playing as Dark Side though. VI. Korriban A. Dreshade B'ree: Krath War Blade - 130 credits - 5 Vibro Double-Blade - 180 credits - 5 Cassus Fett's Heavy Pistol - 10000 credits - 1 - upgradeable Bothan Shrieker - 1250 credits - 5 Ion Blaster - 200 credits - 5 Disruptor Pistol - 200 credits - 5 Sonic Pistol - 200 credits - 5 Heavy Repeating Blaster - 1500 credits - 2 Medium Repeating Blaster - 800 credits - 2 Blaster Carbine - 500 credits - 5 Ion Rifle - 400 credits - 5 Disruptor Rifle - 400 credits - 5 Sonic Rifle - 400 credits - 5 Plasma Grenade - 750 credits - infinite CryoBan Grenade - 130 credits - infinite Poison Grenade - 130 credits - 5 Sonic Grenade - 130 credits - 5 Ion Grenade - 130 credits - 5 Adhesive Grenade - 130 credits - 5 Concussion Grenade - 80 credits - 5 Average Flash Mine - 250 credits - 2 Average Frag Mine - 250 credits - 2 Average Gas Mine - 250 credits - 2 Average Plasma Mine - 250 credits - 2 Czerka Representative: Life Support Pack - 450 credits - 10 Advanced Medpack - 240 credits - 20 Antidote Kit - 147 credits - 10 Medpack - 120 credits - infinite Construction Kit - 100 credits - 10 Advanced Repair Kit - 50 credits - 10 Repair Kit - 25 credits - infinite Security Spike Tunneler - 200 credits - 2 Security Spike - 100 credits - 5 Exar Kun's Light Battle Suit - 6000 credits - 1 Reinforced Fiber Armor - 3500 credits - 1 Cinnagar War Suit - 3000 credits - 1 Echani Light Armor - 1000 credits - 1 Military Suit - 150 credits - 1 Heavy Combat Suit - 100 credits - 1 Krath Holy Battle Suit - 6000 credits - 1 Kar'ta Heavy Armor - 5000 credits - 1 Powered Battle Armor - 2000 credits - 1 Heavy Battle Armor - 1000 credits - 1 Battle Armor - 400 credits - 2 Light Battle Armor - 250 credits - 1 Heavy Targeting Optics - 9000 credits - 1 Verpine Ocular Enhancer - 750 credits - 1 Verpine Bond Gauntlets - 1500 credits - 1 Stabilizer Gauntlets - 300 credits - 1 Arkanian Energy Shield - 700 credits - 1 Sith Energy Shield - 350 credits - 2 Energy Shield - 140 credits - 4 Eriadu Stealth Unit - 1250 credits - 2 Advanced Stealth Unit - 500 credits - 1 Sound Dampening Stealth Unit - 200 credits - 1 Stealth Field Generator - 100 credits - 2 Sith Regenerator - 8500 credits - 1 Hyper-Battle Stimulant - 200 credits - 5 Echani Battle Stimulant - 200 credits - 5 Hyper-Adrenal Strength - 100 credits - 5 Hyper-Adrenal Alacrity - 100 credits - 5 Hyper-Adrenal Stamina - 100 credits - 5 Note: Again, I was Dark Sided so I poisoned the Progenitor as well as the Kolto. The representative did say as soon as I clicked on him that after the disaster at Manaan, Czerka Corp. is taking all it's Kotlo out of storage. It's possible not only does Czerka's medical supplies' prices increase, but the Galaxy at large. Mika Dorin: Life Support Pack - 675 credits - 10 Verpine Fiber Mesh - 6375 credits - 1 Bonadan Alloy Heavy Suit - 1350 credits - 1 Thermal Detonator - 3000 credits - 10 Stabilizer Mask - 8250 credits - 1 Interface Visor - 2250 credits - 1 Dominator Gauntlets - 22500 credits - 1 Verpine Prototype Shield - 3360 credits - 10 Adrenaline Stimulator - 18000 credits - 1 Cardio Power System - 15000 credits - 1 Gordulan Reaction System - 15000 credits - 1 Navardan Regenerator - 12750 credits - 1 Armor Reinforcement - 525 credits - 1 Mesh Underlay - 450 credits - 1 Improved Energy Cell - 375 credits - 1 Scope - 300 credits - 1 Pazaak Card +/-1 - 300 credits - 1 Beam Splitter - 270 credits - 1 Vibration Cell - 225 credits - 1 Energy Projector - 225 credits - 1 Hair Trigger - 225 credits - 1 Pazaak Card +/-2 - 225 credits - 1 Pazaak Card +/-3 - 187 credits - 1 Durasteel Bonding Alloy - 150 credits - 1 Pazaak Card +/-4 - 150 credits - 1 Note: Shop only open after the player has escaped the Leviathan. I obviously missed several shops, and I couldn't find any at the Unknown World or at the Star Forge. I don't think there are any shops at those 2 places. That's all the shops I found. Now, on to the observations: About Stat related things: DaSarcasticGuy's Recommendations: So let me start by saying I played as a Scoundrel, Consular, Dark Sided, I saved levels, and a played by using DaSarcaticGuy's recommendations for a "Force Maniac". Next I'll say the starting attributes and skills (no bonuses, just base points) and the (relevant) feats with Force Powers: Attributes: Strength: 8 Dexterity: 12 Constitution: 12 Intelligence: 12 - 15 Wisdom: 16 - 17 Charisma: 16 Skills: Computer Use: 0 Demolitions: 4 Stealth: 0 Awareness: 4 - 5 Persuade: 4- 9 Repair: 0 - 14 (I only did it for HK, even though I already knew what his backstory was. *Sigh* wasted skill points.) Security: 0 Treat Injury: 2 - 8 Feats: Critical Strike Master Dueling Empathy Flurry Implant Level 1 Master Toughness Powers: Improved Energy Resistance Dominate Mind Plague Insanity Force Storm Force Wave Force Immunity Death Field Master Speed Alright, some noticeable changes were the complete lack of weapon accuracy. I know the consular's specialty is Force Powers, but they don't have infinite Force Points. You must have a melee skill you can rely on. And you definitely can't rely on your weapon with this combination. In order to get sure hits I had to Plague and Insanity the enemy. This recommendation is more for Dark Players, because if Light Players have a weak Force-Based offense, they'll have it even weaker when they can't rely on weapons. And there are solo areas as well, so Party Members won't get your back all the time. Another change I noticed from this was my terrible accuracy when bashing doors, lockers, etc. I guess you can wait, but it gets quite annoying when you can't hit a stupid Kinrath Egg and when you finally do find out it was empty. But it's nothing major really. Also I've heard about a strategy that involves being a dual-wielding blaster pistol Jedi, but I've never tested it out. Thought you should know. About Party Members: Bastila: Because I was saving levels I wasn't up to date with the party conversations, so I forgot to talk to Bastila. I remembered again after I completed the Holder of the Laws quest. I talked to her outside the wookiee sheriff's house and thought that would be the Ebon Hawk conversation. Instead, she talks about your passion, how easily it overtakes you, and fascinated because that's something she'd never dare do, and asks if you fear consequences. Then Bastila says she was always too quick to anger and was berated for it. She wants the power to kill Malak, blah blah, Dark side, and stops the conversation when she says she can't be questioning the Jedi's principles. I think I had this conversation with her as Light Sided, but I think the alignment comments are so different I didn't recognize it. (Editor Note: There will be differences between conversations for light and dark players, but they are minor.) I used rts to enter the Ebon Hawk, and asked about the conversation we just had had. Bastila says she should've remained with the Council, because she can't protect you from the Dark Side. I was nice to her, and said she doesn't know whether or not you change or fall to the Dark Side, but either way she is certain she has failed you. Then Bastila says she has made a huge mistake by accompanying you and hopes you don't have to pay the price. The conversation finishes after Bastila says things are not going as she thought they would. Again, this could just be e catching up on alignment-based conversations. I talked to her again after killing Zuural and Logral for Hulas and was on the Visitor's Section for Manaan. Bastila said she's drawn to you but at the same time wants to weaken the bond. She asks for privacy at the Ebon Hawk and the rest plays out as normal. The extremely short conversations remained untouched by change. HK-47: You can ask HK about stuff when you were Revan. Some comments he makes will differ according to your alignment but the overall conversation is the same. You can also ask him to begin a Fighter Simulation, which is the minigame where you shoot Sith Fighters. Jolee: When I went to complete the Griff quest I took Jolee with me. Some dude named Davin Krotas broke the news about Sunry to Jolee. At that point I hadn't spoken to Jolee yet about his backstory. However, this triggers no journal entry, and the quest turns out exactly the same as if Davin hadn't approached you. Wasn't persuasive enough to ask him to talk about the Sith War. I talked to him again, told him to spit it out already, he got mad, and then persuaded him by saying I was asking nicely. I got the conversation as good as it would've been if I had persuaded him the first time. (Editor Note: It is possible to fail again the second time in persuading Jolee. If it does then don't worry about the conversations because they offer no xp. Alternatively you can try having someone cast Force Valor since it increases your attributes and stats then try persuading him.) Zaalbar: After Kashyyyk I asked what he though about Chuundar and his slavery program. He was angrier than usual, and insulted you but at the same time said he would honor his life debt. I don't know if this conversation has any impact on anything but it doesn't trigger a journal entry. About Taris: At Javyar's Cantina, at Zax's office there are 2 Twi'leks speaking about something of dancing. It's a simple mission, don't know if there is potential for dsp or lsp, but it's better to just help her as ruining her audition isn't dark enough for dsp. You'll get about 150 - 200 exp. About Dantooine: During the quest about Elsie's droid, if you destroy it while telling him you'll tell Elsie he's still out there, you get dsp, lie to her by saying it was destroyed by kath hounds, and she gets a new boyfriend. You get no lsp though. I guess this is kind of obvious but during the "Death of a Feud" mission don't be mean to Rahasia. If you are she'll back off, won't be able to get the Sandral Key and you'll be stuck with that uncompleted mission in your journal. About Tatooine: Even if it's VERY unwise I guess you *could* sell the Krayt Dragon Pearls to Fazza for 625 credits. Very underpriced in my opinion and not worth it. Calo Nord's armor is quite good, especially if you got the parts to upgrade it. I give it to Carth if I'm Light and Canderous if I'm Dark. About Kashyyk: I was able to Force Persuade the Ithorian not to pay the docking fee. Komad, the hunter from Tatooine is in Kashyyk if you didn't kill him. I talked to him and didn't find anything, just thought you should know. There is another way to get Bastila to Force Persuade the slow Ithorian guy to talk about the wookiee leadership. Question him about slavery, ask what would happen if you released the wookiees and then let them kill Czerka people, then Zaalbar gets angry but before he does anything Bastila Force Persuades the guy to talk more about the wookiee leadership. About Manaan: The Selkath Guard says you have to pay the docking fee each time you leave Manaan, but after returning I could enter Ahto City without problems. Could be a bug, or simply that I Force Persuaded him not to pay the docking fee. (Editor Note: This is a bug. You will never have to pay the fee again regardless of how you handled the fee.) During the GenoHaradan missions, after each mission you can ask Hulas about more about the guild. It's an interesting story. Also the journal says you must complete the GenoHaradan missions alone, but there's no problem if you take your Party Members with you. The Sunry Murder Trial is winnable even without Ignus' help. About Korriban: For anyone who might want to keep Adjunta Pall's blade, just don't tell Uthar you acquired it. The blade has special abilities, so maybe some player out there might want to keep it. About Unknown World: While you're out at the One's Enclave talk to Loremaster Gjarshi and listen to everything he has to say. You gain 1600 exp for listening. When you go to the Elders' Enclave talk to Keeper Orsaa and ask everything. You will gain 500 exp. Hmmm . . . you get more exp for listening to half truths, and less exp for listening to the real history of the Rakata . . . And those are all the interesting observations I discovered through my run of the game. Maybe you already know some of it, maybe not. But better to be safe. And last and probably least, you made a typo in the feats section of the guide. You wrote riffle instead of rifle. Well, I hope this information was useful, and I'm glad you're still working on the guide. Until next time :) - Ian S ======== J Sharp ======== Okay, I was on Dantooine and I went to the Matale Estate for the Feud thing. I was doing Dark Side game. I went to collect the 2k credits and didn’t get a thing, so I went back to talk to him, and I was that it was the same thing over and over, so once I got to the 2k credits, I selected that, and when I got finished, I got more DSP!! With no xp though. I have done this MANY times, it wasn’t a one-time-glitch, now I have a full dark character, I thought I should email the glitch to you to help other gamers. Never could get the 2k credits *sob* ======== Jason Q ======== I'd first like to thank you for you thorough guide, it's helped me go through the game without missing side quests and such. I'm not quite sure if I read this in your guide, but I'd like to bring something up, so that what happened to me doesn't happen to anyone else. In my game, I took the time to stockpile all the goods that each NPC had to offer in the Ebon Hawk, but when I went to go pick them up in preparation for entering the Star Forge, every single container was empty, and none of the stuff appeared in my inventory. I've loaded up several different saves from Korriban (before the Tomb of Naga Sadow,) the beginning of the Unknown World and right before the temple, and the items only seem to appear in the Korriban save. Thus, to save anyone else from the high amount of frustration I'm going through right now, if you haven't already, tell your readers to pick up all of their stuff from the Ebon Hawk before the point of no return (Naga Sadow) because from that point on it's very possible the items can be wiped, and all that time/money/items will be wasted. I hope I can get through the Star Forge without the hyper-stims I loss but we'll see. ======== Jimmy B ======== On Manaan I talked to Queedle (the Itholorian in the swoop place) and helped him out and gave him 500 credits. I then raced and won the first two rounds. When I saw the third circle time was Queedle's (because he was able to upgrade,) I went to talk to him and he thanked me and offered my credits back. I refused the reward, but he gave it to me anyway and I still received light points. I talked to him a second time and he offered me my credits again and I refused again. This time I didn't get more credits but I received more light points. The third time we spoke, nothing interesting happened. Once again, I don' know if this will work for the X-Box version or if it's a glitch for infinite credits or anything but it may be worth looking into. ====== JKR69 ====== a second benefit of the Jedi sentinel to the mental immunity is that you get 3 skill points instead of 2 (at intelligence 14), but it gains feats at the same rate as a consular and powers the same as guardian (as in no extra power every 4 levels). which makes it seem weak and it is, unless you treat it like a guardian without the jump. if you put all of your computer spikes in a container in the cargo hold (this could take a while as you can only put them in 1 at a time) then go to T3-M4 and ask him 11 times for a computer spike you'll get 11. take them and put them with the others, go back to t3-m4 and repeat you can get about 30-40 before he gives a no. I end up having 133 computer spikes by the time I enter the temple. just after the entrance to the valley of the dark lords on korriban there is a guy called Dak Vasser, if you talk to him with Juhani in your party she'll recognize him, and you can ask him questions. when you finish talking to him he'll go to the cantina. if you then go to the cantina without juhani in your party you can kill him, he'll drop a lightsaber crystal, and you get dark side points. if you then exit towards the sith academy then turn around and go back to the cantina he's alive again. you can keep killing him and bringing him back to life and you always get the crystal and dsp. when you chose the light side on top of the rakata temple, talk to juhani and she will tell you she has feelings for you, you must have talked to her about dak vasser (as far as I know) ========= Joseph M ========= there is another way to get past the rancor just throw a stun grenade and run between its legs ======= Josh R ======= Hey, I'm just another player who thinks KotOR is super special and awesome. I did notice however that you said in the Star Forge, whilst fighting Malak that you have to have Lightsaber Throw or Death Field to kill the poor helpless people in the tubes. Well as it turned out you can also use Lightning. I haven't tried Kill or Plague considering that I don't have a save anymore and am to bored to go through it again. I just specifically remember using Lightning against them and they died. So I thought you should add it in your Guide so that other people don't purposely get the skills Death Field and Throw Lightsaber thinking it is the only way to kill them and make the fight easier. ======= Kris H ======= I didn't attempt much testing about what point marks when you can start, but I got it after leaving thee Ebon Hawk on Dantooine after listening about the end of the Mandalorian War. An old comrade named Jagi, formerly under Canderous, is mad at him for sending his unit off to a supposedly pointless attack just so Canderous got get credit for killing the local enemy commander, since they would have won that battle whether Canderous did that or not. He survived, has spent the entire time searching for Canderous to challenge him to a duel in the Dune Sea at Tatooine. He has also informed every Mandolorian in the sector about this so Canderous can't turn him down. Canderous is fine with accepting and is confident in a wonderfully murderous victory if you ask about it. At the desert you go to the east side of the sand crawler to trigger Jagi showing up with two goons since he "anticipated [Canderous] needing help and thought to provide a distraction [for his friends]". You can't get light or dark side points as far as I could tell, but you can learn more about the circumstances by persuading Jagi in favor of Canderous' actions and Jagi will kill himself to atone for the insult to Canderous. The Rhodian thugs brought can still be killed and Jagi's death provides his same experience whether you kill him or he does himself. I only got confirmation of the quest ending when Jagi killed himself though, but that could just be a glitch with my game. Also, I've never been able to loot Jagi whether I killed him or not. Oddly enough, if you go towards the scene zone from the Anchorhead side of the crawler and not from the desert and pick fighting options, you aren't close enough to trigger combat and can talk to Canderous and he acts like the quest is done. =============== Linkmaster3000 =============== Not sure if you're still keeping up with your guide, but you were wondering about Canderous' side quest. I believe you can get it by talking about the battle where he saw a hole in the enemy's defenses and went for it (I have to double check), then go to Dantooine with him in your party. I haven't found any alignment shifts for this, but feel free to try the different options out. Also, you can't free the prisoners in the Sith Academy. I had 50 spikes at the time, but it won't let you without a 's pass code, which I don't believe you can obtain. One last thing - there's a Rakata Elder that requests genetic data from the computer in the temple so that they can start trying to become Force Sensitive again. Getting the data and giving it to him will finish the side quest, which can only be obtained by a Light character. (Editor note, it can be obtained by a dark character who lies to the Elders every chance they get!) That's all I've found that's missing from your guide - it was a great help for me completing KOTOR, and I believe it's the best one on GameFaqs. ========== Mario1057 ========== I just wanted to let you know that I figured out how to decipher the code for the Sith passcard on Manaan. I don't think there is a solution for the second to last set of numbers, but in the last set.. the answer is 7 because it is the next prime number in the sequence. In order to get the second to last one right, I just answered all the others correctly and plugged in the different values until I got the right one. So, the answers to the last two are 6 and 7, if I remember right. Thanks for the walkthrough! I would have missed a lot of stuff and wasted a ton of hours trying to figure out a few puzzles! ========== Melissa S ========== I've noticed several small things in your guide none of them are really important though, but you really want to know the little things I found I'd be happy to tell you, keep in mind they are not extremely important. On the other hand if you are still updating your guide I have a helpful bit of information for you about the Sith Bass Passcard on Manaan. First Sequence: 22 Second Sequence: 18 Third Sequence: 64 Fourth Sequence: 2 Fifth Sequence: 6 Sixth Sequence: 7 Some of the ones you thought you had right are wrong which is why all four answers did not work on the last one. Hope this helps you. ========= Michel E ========= if you want to do canderous ordos side quest to talk to him enough times and eventually when you go to a planet take canderous with you eventually you will meet jagi who tells you to go to tatooine and face him. when you go to to tatooine go to dune sea and you will find him by sand crawler. to get quest done persuade him to not fight and he will kill himself. finish off the 2 enemies to get it done. ================== Mike "Firemage12" ================== I have some info on something you mention in your glitch section about sometimes getting lsp or dsp and sometimes not. I think you are right and they are simply errors in the game. I just noticed the following: When you just get into the undercity in Taris, and that Hendar guy is running from the ghoul, if you save him, and talk to him after, you get lsp for helping him. However, if you talk to his woman, you get the same response from Hendar regarding how he thanks you, but you get no lsp. I think the developers simply forgot to add it in for that. It's likely this error is repeated elsewhere. ======= Otto R ======= Hi, I was looking through your Kotor Walkthrough and noticed an error in the passage about collecting Bendak's bounty from Zax which I will quote here "This is the only one he'll give you extra credits for if you persuade him. He gives you 400 credits if it works." This is not true for me. I have succeeded in persuading to get 400 credits for every single bounty. Could be just me though...oh well ======= Rick H ======= I just want to say your walkthrough for KOTOR 1 was excellent. I also wanted to inform you that there is no way to get a dsp when carth, bastilla, and the player are captured on the Leviathan. Also if you wish you may also put this information in for the Terentetecs in the Tomb of Naga Sadow: Another great way to defeat them is to lay about 10 of your strongest damage causing mines (Frag, Plasma, Concussion) then lure one of the beasts to you so they have to cross the mines and take massive damage. Then repeat the process for the other beast. =========== Roderick M =========== I have a dark side player advise for on taris if you buy the droid at droids at jance for 50 credits as soon as you walk out of the store he will blow up, go back to jance and say that it was a piece of junk and you want your credits back. Then tell her you should get more credits for the trouble, it doesn't work, then tell her you’ll spread the rumor to not buy her droids, shell beg you not to and give you 75 credits (you get dark side points and 25 credits.) Don’t know if there’s a light side option but if you just say you want refund then that should work (have not tried it) ======= Ryan F ======= I have a couple things I would like to mention. First off, in Davik's estate, there is a male slave. One of the Twi'leks is male. Minor but still important. Secondly, I made up a different strategy against the rancor in the sewers on Taris. I lured it toward me, then used an adhesive grenade and just ran around it. I didn't bother trying to kill it. Also, instead of going to the Sith party on Taris, I just go to the apartments and that room will have 3 Sith soldiers interrogating an alien. If you intervene, you can get xp and you will find the uniform on one of the corpses. Okay so normally i don't bother with pazaak because it's a waste of money and it's boring, but I decided to play for once. In the Upper City Cantina, there is a man when you first come in on the left, I think his name is Niklos. If you are male and you play him and beat him and then talk to Christina who is standing right next to him, she will ask for 20 credits to get some fancy drinks for the two of you. This is just like the scam that Jergan tries if you are female. She will talk to the Tarisian noble that I had originally thought was just there for "decoration" and then run off with him instead. There are just a couple things about the sunry trial i want to point out... First if you bribe the hotel manager you do not get dsp but he does say that sunry left BEFORE the shot. second: gluupor the rodian will admit to planting the medal even if you force persuade him. you just have to badger him a little. Finally (this isn’t actually about the trial) if you for some reason DO have 100 spikes to open the door, it fails anyway and you get your spikes back. Same with the option to shut down the power grid. i was in an evil mood so i went through the game slaughtering everyone and then at the end i made zaalbar kill mission... if you do that and then take him with you on the star forge then before you even get to the first door he will get pissed off because you made him kill mission and he will attack you if you have enough spikes to set the prisoners free on korriban in the sith academy the spikes get rejected anyway. also the fire grenade does kill you if you use it... i was wondering so i used it. ok on the unknown world there is one sidequest. if you are evil then go along the water right outside of the one's enclave. there will be a rakata named warmaster garn. he will tell you about the mandalorians and when you kill them and return to him he will give you some items. i think they are droid parts but I don’t know. I played through the game as a light-sider and I found that there is one sidequest for you on the unknown world no matter what side you are. if you are good then you can talk to researcher llawa in the elders camp about his research. he will send you to the one's place and you take some samples or something like that and bring it back to him. if you are evil then you can talk to warmaster garn who is outside of the one's enclave. he will give you a reward if you bring back the head of the stealthed mandalorian leader by the temple. (Editor note: It may appear that the quests are geared to one alignment but it is not so. The "Get Everything Done" path will allow any player to complete both side quests.) no offense meant here but i completely disagree with your position on the soldier class. i have played the game both as mainly a caster and mainly a fighter. playing as a soldier is necessary for pure weapon fighters. the soldier gets many more feats than scouts and scoundrels. the soldier doesn’t have hardly any skills but that is why this is a party game. other characters can end up having much better skills than your character. overall the only thing your character needs is awareness, persuade, and treat injury. everything else can be handled by others (mainly mission and t3m4). also i disagree with your extremely high praise of slow-plague. it doesn’t become useful at all until upgraded fully to plague. if it is upgraded to plague then having something like kill is good because if it is not saved, it does massive damage. ======== Scott C ======== Tatooine - Sand People Quest. Additional Experience. You MUST do peaceful option, buy moister vaperators, give to chieftain, ask all the non-violent questions then ask about history, he will say only warriors are allowed to listen to the history and the storyteller will only tell it to you if you come back with the dragon pearl as evidence of your great warrior skills. go and kill the dragon with the other hunter and receive the pearl. when you are able to go back to the sand people with HK and present him with the pearl, he will take it and you will get experience then go to storyteller and listen to what he says asking questions that do not change what he "knows" until then end. go talk to chief and then start looting/killing. i forget how much more experience you get for doing this about 500 i think, but the chief will have the pearl on him when you loot his body. so you lose nothing and gain no dsp or lsp just experience and information. ========= Seamas F ========= First of all, thank you a lot for writing your guide to KOTOR, I’ve found it very useful and (so far!) have found nothing that I thought needed some alteration. However, take your mind to Manaan and the SIth passcards decryption. In your guide you listed the sequence answers as; First Sequence: 19 Second Sequence: 14 Third Sequence: 64 Fourth Sequence: -2 or 2 Fifth Sequence: 9 Sixth Sequence: ? But the actual answers should be; First Sequence: 22 Second Sequence: 18 Third Sequence: 64 Fourth Sequence: 2 (possibly -2 would work, I didn't try, don't think so though) Fifth Sequence: 6 Sixth Sequence: 7 It seems that the computer will allow you to put incorrect answers to any of the sequences and move on to the next, the only time you know that at least one of your answers is wrong is after the 6th sequence. As a result ANY answer would appear to work for the first five sequences, even if they aren't actually right. Once again thanks for this guide! =============== Strategist1164 =============== After multiple times of trying to lie my way out of poisoning the water, I decided to not lie and was able to be evil by using the poison and still not get banned from Manaan. When arrested I chose: "Very well. I will come peacefully." While on trial chose: "I guess you'd find out anyway: the harvesting machinery released a toxin in to the water." Then: "It's not my fault, the machine malfunctioned." Then: "Okay, I did it. But you can't do anything to me - I know too much!" Then: "If you ban us, I'll tell that the kolto is destroyed!" After this they have no choice but to do nothing to you since if you reveal that the kolto has been poisoned, the sith will no longer have a reason not to invade. Also: the answers for programming the sith pass card (the puzzle that you do in the republic embassy in order to get into the sith embassy) you're answers are incorrect and i have successfully figured out the puzzle: (I figured them all out except the fifth which i found by trial and error meaning that i can give an explanation of the rest if you want). First Sequence: 22 Second Sequence: 18 Third Sequence: If the sequence ends with 32 then the answer is 64, if it ends with 64 then the answer is 128. (I don't remember how long this sequence goes) Fourth Sequence: 2 Fifth Sequence: 6 Sixth Sequence: 7 ===== Ty B ===== Hello, I have been using your guide and would like to bring a possible glitch to your attention. I know it is an old game but i just started playing it again and am on my second play through as a dark player. I was on the unknown world just before the star forge. my plan was to kill the Mandolorians in front of the temple as soon as I got off the ship. I killed my first group (the one with the captain in it) and was walking around looking for more. As soon as I started walking I was teleported into the temple (without talking to 'The One' or 'The Elders') I was able to continue through the temple, get to Bastilia and get back to the Ebon Hawk without doing any of the quests. All I needed was the ship parts which were easily obtained and i flew up to the star forge. i don't know what happened but it took off a lot of boring running back and forth and fighting. This is the first time it has happened and thought i would let you know about it. ======== Tyler B ======== I am Tyler B and after completing the game I have found 3 things that I would like you to add. If you are a male character you have 2 extra conversations with Bastila. The next one is a carry on from the previous one and, I don't think it matters but I would stay away from a few of the choices, she will take you to somewhere private. More dialogue exchanges and if you don't tell her to kiss you she will make you kiss her. The final male conversation with Bastila is ultra short. You ask about the kiss and she says that she and you will talk about it after Malak is stopped. After you find the Star Map on Korriban and you must choose to side with Uthar, Yuthura, or yourself and if you defeat Uthar then you can skip fighting all the other students. If you save the game after your business with Uthar and Yuthura is taken care of save the game and load from it. This may make it so nobody attacks you if you defeated Uthar. (I'm am not sure it this will always work. I might have gotten lucky.) When I was fighting Malak I was having a little trouble getting faraway from with to do the Guardian jump attack. After he uses one of the Jedi to gain health back I saved the game. I died mysteriously after his conversation and reloaded the game and clicked on Advanced Medpac twice just for hope and it gave me 2 doses. So if you get around a third to a half of your health quickly save your game reload it from that save and fill up your health. Once I found out, he was a piece of cake to defeat. After another run through the game I have noticed a few things of interest that should be very helpful including a glitch that was really helpful on Deck 2 of the Star Forge. My biggest problem in the entire game was Deck 2 of the Star Forge and only Deck 2. This is because if the never ending supply of enemies it is hard to do what you need to do without worrying about an attack. After I got my Customized Jedi robes which were Star Forge robes for light players and Darth Revan's robes if you were I was heading over to the elevator to the Command Deck. I created a save almost instantly right after I got the robes and my party members died within seconds of that save. I was, however, able to get to the elevator but you need your party members to continue. Since there are quite a few glitches for if you save and reload your game, I decided to see if that would work with reviving party members. It did and I was able to go to the Command Deck without having to fight that much. I always thought that the Sand People Ambushed that happen in the dune seas were randomized. However, if you look around the sea, you will notice pieces of junk and bodies that you can loot. That is where the ambushes took place. So if you want to loot those junk piles but don't want to fight the Sand People for it, be sure to make peace with them then loot them. Also, their is a merchant on Korriban near the port right after you exit where the sith trying to make trouble are. The merchant is a Rodian named B'ree and he sells 5 ish Plasma grenades. These plasma grenades work well and if you go there before the Leviathan, but them. They can help quite a bit with Saul as I was able to be him like pie. If you are light, have your character throw an ion, adhesive, a plasma, and another grenade other than plasma. If you are dark, use kill, force storm twice, and drain life. Continue with Force Storm. Also, for alignments, have Carth throw concussion, ion, and 2 plasma. Bastila throws 2 plasma, and 2 others of your choice. After this Saul and the enemies near him should be dead or close to. If not , have you or Bastila kill what's left and Carth and whoever is left kill the 2 behind you guarding the door. Note: Due to a busy week I wrote this a few days after the Leviathan battle so this strategy might be a little different. If so, try to get the Dark Jedi to stay by Saul and rain your best grenades on them if you are light or if you are dark, I find Force Storm answers all these kind of powers. ======== Tegan G ======== You may or may not have discovered this yourself when playing, but if you talk to Motta the Hutt on Tattooine about helping Nico and you have Canderous in your team, then he will threaten Motta, saying that he will be cut into so many tiny pieces as to be unidentifiable, at which Motta will say he doesn't want any trouble with a Mandalorian. This occurred to me even when I had Bastilla in my party. You don't get dsp for this. Also, when I faced Uthar and Yuthura in Naga Sadow, I poisoned Uthar, I got to know Yuthura reasonably well, but once I defeated her, I could not trigger a conversation to try and change her allegiance to the Lightside, she just talks to me, then hobbles away. When I left the tomb, even though I had killed Uthar, I was met by nobody and when I returned to the academy I met my party members at the door and continued on unmolested, I couldn't even attack anybody. Now this may have been due to me being unable to save the mandalorian from torture (I didn't even try as my skill was too low), or because I spent extra time getting to know Yuthura or playing on an ipad or even because I was on easy because I was testing the game out, I simply don't know. (Editor note: it appears that you have to choose a very specific option to convert Yuthura to the light side. Testing needs to be done to confirm. It is important to note that if Yuthura stays at the academy then you will not get attacked because the academy still has a strong leader.) ========== William W ========== I found out some things that might help with your walkthrough if you haven’t already mentioned it. 1. Soldiers are actually pretty good. They have higher health than the scoundrals so it can help save some medpacks. 2. Armor Proficency can help scoundrals because they have lower health than the other classes (I'm not sure about that but I'm pretty positive). It can save the trouble of using up medpacks and casting force heal. 3. There is a glitch on the star forge when you face malak. Somehow if you kill all the jedi and cast death field on them, malak stops and glitches up. You don’t get to attack him and your trapped in the room. It only happened once to me but i think it can be worth mentioning. 4. I dunno if you mentioned this but light players can also use dark side powers like death field (and vica versa). It may be a glitch but i dunno. in any case it can help a lot with all the battles. (Editor note: This is not a glitch, a light player using a dark power just costs more force points than if you were to use a power in tune with your alignment.) XIV. Contact Policy Any questions you have can be sent to firstname.lastname@example.org. I have only two rules. Star Wars KOR 1 in the subject line is preferred, but as long as you have "star wars" somewhere in the subject line I will get to it. The second rule is please don't use all caps. Any emails that violate these rules will go into File 13 (the trash.) XV. Legal Information Copyright 2008 by Paul Kerbow. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright laws. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Visit any external site linked in the guide at your own risk. The author is not responsible for any offensive, dangerous, problematic, or otherwise inconvenient content on said sites. Download anything on said sties at your own risk. The author is not responsible for any content you download from external websites or any possible inconvenience it may or may not cause. XVI. Version History Version 1.0 August 17, 2008 I finally finished my walkthrough and was able to submit it to my first site. I'm very happy it got accepted :) Version 1.1 August 20, 2008 There were some minor problems with the guide transfer on a website. Some of my punctuation marks came out as ? in a site. I figured out what the problem was and fixed it. There's probably going to be a few stray ? areas, but most of them should be fixed. Version 1.2 August 30, 2008 Another minor update. There's quite a few changes from the previous version. I noticed another glitch. If you save the game in the Lower City Cantina before the Calo Nord and Mission cutscenes they will not happen. There's also another glitch I haven't experienced but want to. That may sound weird I know. Anyway, I am looking to trigger the infamous "galaxy droid" glitch. For now, google that if you want to know more information. I found an area where I got my east and west mixed up. It was in the Taris sewers section. Fixed it. I also noticed that somehow my margins were a little too wide. Fixed that as well. (They have to be no longer than 79 characters on some sites.) I changed my strategy for some of the bosses. Grenades are sometimes more useful than just hacking at them with a melee weapon. Made a note in the before you start section to keep lots of grenades. I'm eventually going to change the strategies on all the bosses, but I don't have time at the moment. Changed my descriptions of the Jedi Classes and separated them to make the guide have more clarity. I gave more descriptions of the other Jedi classes in case someone wanted to play as a Sentinel or Consular. If anyone knows anything else about the classes that I don't have, the info would be much appreciated. Version 1.3 April 8 2010 Finally fixed all the punctuation marks that came out as ? Had a few useful tips and information emailed to me. I put a few in the guide and thanked them in the Credits section. Played through the game once more as a light Jedi Consular. Made some minor corrections and additional battle advice. I also played about half a game with a Jedi Sentinel. I plan to play as a Sentinel a few more times. Decided to do the Dustil Onasi sidequest as soon as I got it rather than wait until I got to Korriban. Placed the quick way to do it in the guide the same way I did before tackling Kashyyyk. Added in when to talk to party members to make it easier for others and myself. Shown as PartyMember! and a number after the ! Noticed that the dialogue options show up either after you level up or after you find a star map. Need to play through the game a few more times to fully verify this. Added the "Get Everything Done" path on the Unknown World and kept up the other option of finishing the game as fast as possible. FINALLY figured out how to trigger Canderous' side quest and placed it in the guide. Version 1.4 November 13, 2012 Reorganized the glitches section by planet to make the guide have more clarity. Changed up the way dark players do the Mandalorian Shadows quest so that it could be completed more efficiently and quickly. Minor cleanup and corrections in various places. Included more emails from people and added the names in the credits section. I believe I am caught up on all my emails :) Added more legal information about external websites since someone included a youtube link in an email. Added an improved strategy for fighting Bendak utilizing grenades. Realized you could raid the Sith military base on Taris without T3 in your party (you just need him to open the door and can switch him out after the door is opened.) Changed the guide to advise players not to buy any droid parts for T3 and to exit and reenter the sith base after T3 hacks into the computer. Gave a more detailed guide for Dantooine. Changed up the strategy for the Mandalorian raiders. Also added in the albino kath hound into the guide since that enemy is rather tough. Version 1.5 November 14, 2012 This is a very minor update to correct a few boo boos I made in the last update. Realized I forgot to date when I released version 1.04 and fixed it. Added two questions to the faq list and fixed my incorrect outline numbering at the beginning of the guide. Changed the version number at the beginning to state the correct version. Version 1.6 December 19, 2012 Changed a few party member! indicators. Gave dark players a way to avoid lsp during the intervention of the Sith interrogation on Taris. Changed up the way to do the sewers in Taris. It doesn't truly matter which way you go as long as you explore the entire area. I changed it up for those who would want to repair the damaged patrol droid so that it could help with clearing the sewers of enemies. Added a note to complete any task necessary for those giving the promised land journals to Rukil so that light players will not miss a necessary task. Changed the way to get into the loading bay doors at the Black Vulkar base. Originally I thought that the swoop bike explosion broke the seal to the loading bay, but that is not the case. It is considered a secure door so you can open it by using computer spikes to open all the doors. Added in several battle strategies for players who want to save leveling up their character until they become a Jedi. This process is still under construction. Changed my way of thinking that dark players should select scouts and light players should select scoundrels if they do not pick the soldier class. Decided to include advice for those who want to be light scouts or dark scoundrels. I originally thought that at the beginning of the game the skill points you spend should be different with light and dark players. However, looking at the numbers I realized that at the beginning of the game there really should not be any differences in where the skill points are used in each class. This process is under construction and will require several more tests and tweaks to get right. I decided to start talking about what conversations you have with your party members as well as the PartyMember!x indicators. This helps me out as I will ensure to have the correct numbering. It helps you guys out because you will know if you're at the right conversation point. This process is under construction. Added a sidenote about persuading Juhani upon first meeting her in the grove on Dantooine. Decided to add Future updates as a section of the guide in order to make the guide feel more organized. Added in a few more detailed strategies for fighting the Mandalorian Raiders on Dantooine. Explained what skills are and what they do at the beginning of the guide. Added a note warning players to not overload the power conduit they are using because that will kill the player and their party members. Cleaned up the explanation of Jedi classes. Changed up the way I build scoundrels from the beginning. I no longer give any skill points in security because the security skill in Kotor1 is not very important. Anything you can't open you can usually bash open or use a computer terminal nearby to unlock all the doors. I had a laggy game at the tomb of Ajunta Pall and as a result discovered that you don't have to defeat the droids from a distance. All you need to do is pull the lever to kill them. You don't get the xp from it but it does save time. Testing party member conversations I was able to trigger Mission's, Bastila's, and Canderous' side quests before I left Dantooine. I placed each side quest triggers in the guide. Gave more information about the PartyMember! indicators and what to do when you don't get the option to talk to your party member when I say you can. Further testing on party member conversations allowed me to trigger Carth's party member side quest after I found the star map on Tatooine. Testing on force powers with the dead Jedi in the tube found several force powers that do and do not work. It is no longer necessary for light players to pick the throw lightsaber line anymore. Made several tweaks and minor changes in the guide to reflect the better strategies I and others have come up with. Changed the way to go through the Sith cave on Korriban so that you will have already cleared the passage for the Renegade Sith when you meet them. Version 1.7 January 24, 2013 Added in further saving level strategies for the dark players who want to assassinate Gadon. Noted that in a dark side male character the option to talk to Carth stopped after you killed Dustil in the Finding Dustil side quest. Will test this to see if this is true for a female character. If it is true for a female character, then dark players should wait to complete the quest rather than do the quest right away. Changed a few battle strategies to make them more efficient. Changed the rating and advice for certain force powers. Was not persuasive enough to find out Elassa was a Dark Jedi from Firath Me. I was still able to win the trial and Sunry was found innocent. Realized you could kill the Elders after helping them with freeing the captive Elder. Placed it in the guide for those dark players who just enjoy killing everyone they can :) Changed my response to the two questions in the F.A.Q. Version 1.8 August 3, 2015 Changed the version numbering to fit a more realistic numbering system. Finally fixed numerous spelling and grammar errors. Changed the way I graded feats and graded them with all party members in mind instead of just your character. Deleted a no longer necessary question "Are you going to make a guide for Kotor 2?" in the F.A.Q. Changed up a few recommendations for party members. Attempted to go to Tatooine last and see what would happen if I got HK last. Didn't get to see what the interaction was like because the game crashed and continued to crash whenever I loaded the save. Possible bug. Also worth noting is the game kept attempting to pull me to Tatooine through various side quests and hints more than usual. Found an option on Manaan where you can use persuade. Noticed another glitch that happens when you cast heal and added it into the guide. Went through all emails and made the credits section far more detailed with each email and tip located there so I could clean up the walkthrough in various areas. Cleaned up final battle with Malak (finally) along with other areas. Further changed the way I grade feats based upon feedback. Version 1.9 September 9, 2015 Added a glitch to Korriban Added in an email in the credits section Attempted to do Kashyyyk last. The game naturally pointed me towards Kashyyk before I found the third star map. Due to the nasty glitch that happened in my previous game while doing Tatooine last, I wasn't brave enough to try and see what would happen. It appears that the game makers wanted to prevent people from encountering the Leviathin without finding all party members. It seems unnecessary to see what would happen since the game purposely points people to the planets before the third star map. It is unlikely that someone new to the game will go to Tatooine or Kashyyyk last. Further tweaked my build on characters at the beginning of the game. I decided to lower the intelligence attribute from 14 to 12 in all classes. Previously I had the attribute set at 14 for more skills. However skills in the first game are not that important. Cleaned up various strategies in areas such as the rancor, fighting Gadon, and fighting Davik. Noticed that if you do not put any points in demolitions the character can't place mines down. Made a note of this in certain areas where I had said to place mines and gave an alternate strategy. Minor changes to a few PartyMember! indicators. Chose the dark option in the Finding Dustil sidequest as a dark side female. Carth stops talking to you if you do not take the light option. Added a note in the guide that there is no reason for dark players to complete the quest right away. Discovered there was a more subtle way to kill Ithorak rather than attack him directly. Did not have enough repair parts to reprogram Vorn's droid and discovered you have the option to set a frag mine on his speeder. Got an email about shops and added the information into the guide. XVII. Future Updates: Listed in no particular order these are ideas of how to make the guide more efficient as well as find anything new that I haven't found before. Include strategies for the best force powers for party members. Change up some of the boss fight strategies to make it more efficient. Wear armor the entire game. Guide those who want to do this as well. Use the dueling feat instead of the two weapon fighting feat. Guide those who want to do this as well. Possibly more detailed guide on the temple at the Unknown world Threaten to kill Bastila at The Choice and see what the final end game result is after Malak is dead. Include all shops in the guide and say whether they sell good, bad, or mediocre items. Clean up the light and dark walkthroughs on the Unknown World. Work on the party member! dialogue explanation. etc, etc.
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