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    FAQ/Walkthrough by TwistidSoul

    Version: 0.20 | Updated: 08/26/03 | Printable Version | Search This Guide

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            FAQ/Walkthrough For Star Wars: Knights of the Old Republic v0.20
                                For The Microsoft X-box
    
    ===================================================
    Author:      TwistidSoul (TwistidSoul@hotmail.com)
    Game:        Star Wars: Knights of the Old Republic
    Platform:    X-box
    Version:     0.20
    Last Update: August 20, 2003
    ===================================================
    This Document is Copyright 2003 TwistidSoul
    
                          +---------------------------------+
                          |        Table of Contents        |
                          +---------------------------------+
                          | I.     Introduction             |
                          | II.    The Story                |
                          | III.   Controls                 |
                          | IV.    WALKTHROUGH              |
                          | V.     Side Quest Walkthrough's |
                          | VI.    The Characters           |
                          | VII.   In-Game Menu's           |
                          | VIII.  Creating Your Character  |
                          | IX.    Force Powers             |
                          | X.     Boss Strategies          |
                          | XI.    Weapon List              |
                          | XII.   Armor List               |
                          | XIII.  Item List                |
                          | XIV.   Shop List                |
                          | XV.    Mini Games               |
                          | XVI.   Revision History         |
                          | XVII.  Legal Disclaimer         |
                          | XVIII. Author's Last Words      |
                          +---------------------------------+
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                -= I. Introduction =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    Hi there and welcome to my FAQ/Walkthrough for the brilliant game, Star Wars:
    Knights of the Old Republic.  I will try my best to answer all of your
    questions about this game in this FAQ.  Star Wars: KotOR is a rather large game
    and you may be confused about what to do next or where to go.  And I also know
    that customizing your character to your liking can also be quite a task.  I
    guess you can say that's where I come in.
    
    I'm sure you know (unless you have zero knowledge of what a FAQ/Walkthrough is)
    that this document will contain MANY spoilers.  In my opinion, there is no such
    thing as a "spoiler free" walkthrough.  I will, however, do my best and try not
    to give out any huge plot spoilers, but you do not have my guarantee.
    
    Alright, I guess we should move on with the FAQ now.  The next few sections
    cover some basic materials that you may want to read if this is your first time
    playing.  A lot of the information in these sections can be found in the
    instruction manual that came with your game, but you may want to read both the
    FAQ and the instruction manual to learn the most about how to play.  Ok,
    enough of my talking.  Enjoy the FAQ!
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                  -= II. The Story =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    A long time ago in a galaxy far, far away...
    
                              Four thousand years before
                               the rise of the Galactic
                              Empire, the Republic verges
                              on collapse.  DARTH MALAK,
                             last surviving apprentice of
                               the Dark Lord Revan, has
                               unleashed an invincible
                                 Sith armada upon an
                                 unsuspecting galaxy.
    
                               Crushing all resistance,
                               Malak's war of conquest
                               has left the Jedi Order
                               scattered and vulnerable
                             as countless Knights fall in
                                battle, and many more
                             swear allegiance to the new
                                     Sith Master.
    
                             In the skies above the Outer
                              Rim world of Taris, a Jedi
                              battle fleet engages in the
                              forces of Darth Malak in a
                             desperate effort to halt the
                            Sith's galactic domination....
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                  -= III. Controls =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    Left Thumbstick .................. Move selected character in any direction.
    Right Thumbstick ................. Control Camera.
    Directional Pad .................. Scroll through the Action menu.
    A Button ......................... Perform an Action.
    B Button ......................... Cancel.
    Y Button ......................... Remove last Action from Action queue.
    Black Button ..................... Switch between Characters.
    White Button ..................... Pause in Combat
    Start Button ..................... Open In-Game Menus
    Back Button ...................... Switch to Solo Mode.
    Left Trigger ..................... Switch through targets or menus.
    Right Trigger .................... Switch through targets or menus.
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                 -= IV. WALKTHROUGH =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    
    ===============================================================================
    ----- Before you Read --------------------
    ===============================================================================
    
    Please keep in mind that this is a Light Side walkthrough.  What does that mean
    exactly?  That means the walkthrough will instruct you to do certain things
    that will net you Light Side Points.  This includes giving your gil away
    freely to those who need it most, doing good deeds for others, and better yet,
    decline a reward for doing those good deeds.
    
    I am also playing this game as a Male Soldier.  This also has some effect on
    gameplay so you may want to do the same in order to follow the walkthrough
    a little easier.
    
    
    ===============================================================================
    ----- Endar Spire --------------------
    ===============================================================================
    
    Character Creation
    ------------------
    
    After you select "New Game" in the game's main menu, you will be brought to
    the Character Generation screen.  This is where you make and customize the
    character that you will have to stick with for this entire game, so make some
    careful decisions!  First off, you will have to choose your class.  There are
    three classes to choose from, and a male and female version of each class.  The
    three classes are, Scoundrel, Soldier, and Scout.
    
    A Scoundrel, in my opinion is the worst class to play as.  Scoundrels are very
    stealthy, but are also very weak.  They have low Vitality Points and do not
    do much damage in combat, so I highly suggest you not play as a Scoundrel if
    this is your first time playing through the game.
    
    The Class I suggest is Soldier.  A Soldier is quite the opposite of a
    Scoundrel.  Soldiers cannot go into stealth mode and do not have a wide variety
    of skills to use.  They depend solely on their attacking.  Playing as a Soldier
    will make the game much easier on a beginner.
    
    Lastly, the Scout is a cross between a Soldier and a Scoundrel.  Scouts have
    the ability to go into stealth mode and is a decent fighter, but does not excel
    in either of the two.  If you really don't want to play as a Soldier, this is
    really the only other sane choice.  Remember that your sex does make a
    difference.  It effects the gameplay greatly.  Depending on if you choose male
    or female, the dialog will be different, and you will interact with others
    differently.  Remember, that I am playing the game as a Male Soldier so choose
    that combination if you want to be able to follow the guide easier.  Once you
    have chosen the class that you wish to play as, select it with the left
    thumbstick and press A.
    
    At the next screen you will see two options in the top right corner of the
    screen.  There is "Quick Character" and "Custom Character".  Do not choose
    Quick Character.  You will not be able to choose your attributes or skills and
    feats to learn, only your name and appearance.  Highlight Custom Character and
    press A.
    
    The first option is Portrait.  This will enable you to choose the appearance of
    your character.  You will only get to choose the head.  Don't worry, the head
    you choose does not effect the game in any way.  Although none of them look too
    great, just choose the one you like best.
    
    Next is Attributes.  You'll notice that your character has six different
    attributes.  Up at the top of the screen you'll see that you only have 30
    remaining points to spread out among these six attributes.  This is the only
    time when I will suggest pressing Y to let the computer choose the point
    distribution for you.  This gives a nice balance and is probably what you'll
    want to do.  You can read all about these six attributes in the Character
    Creation section in this FAQ.  Press A and return to the main character
    generation screen.
    
    The third characteristic you will be able to customize is skills.  There are
    eight skills in this list.  You can read about the skill you have selected on
    the right side of the screen, but in the Character Creation section closer to
    the end of the FAQ I will tell you a lot about these skills.  As a soldier you
    will want to put all of your Points into Treat Injury.  The skill, treat injury
    is a very useful one and you'll probably be putting all of your points into it
    in the future.
    
    Next on the list is Feats.  When you come to this screen a notice will pop up.
    You get nine free Feats right off the bat.  They are the three Armor
    Proficiency Feats, Power Attack, Power Blast, and all of the Weapon Proficiency
    Feats.  You will be able to choose one more Feat.  I would suggest using your
    single point to learn Flurry.  This is one of the most useful feats.  It allows
    you to make an extra melee attack during the round.  Accept with A and move
    onto the next option.
    
    Now, you will finally get to choose your name.  This is the last characteristic
    and it doesn't make a difference what you type in.  Pick a name to your liking
    and select done with the left thumbstick.  Then press A.  Once you've chosen
    a name.  The last option, "Play" will be selected.  Press A and you will watch
    the introduction.  If you are a slow reader and missed a part of the storyline,
    just go up to the top of the FAQ and you'll find the story section.
    
    
    The Endar Spire
    ---------------
    
    You'll watch a small video of a large ship, the Endar Spire, being shot down.
    Then, you will be taken inside the ship where a man is tossing and turning in
    his bed.  It's hard to believe that the explosions haven't awaken him yet.  He
    finally awakens and gets out of his bed.  A man will run into the room and fill
    you in on what's going on.
    
    You can either reply to him with, "Who are you?" or "The Endar Spire?".  It
    doesn't make a difference at this point, he will still give you the same
    information.  He tells you his name, Trask, and then mentions something about
    saving Bastila.  Ask who Bastila is.  After some more of his talking answer
    back with, "Okay, let's go help Bastila!"
    
    Trask instructs you to grab your gear.  In the back of the room you'll see a
    footlocker.  Use the right thumbstick to control the camera, and the left
    thumbstick to walk over to the locker.  A circle will appear on the footlocker.
    This means it is targeted.  Press the A button to open it.  In the locker there
    are some clothes, a couple medpacs, and two different weapons to choose from.
    Press A to take all of the items from the locker.  Just for opening the locker
    you will receive 50 experience points.
    
    I suggest equipping yourself with the Short Sword.  You will not be able to use
    your Feat, Flurry if you are not equipped with a melee weapon.  To equip your
    clothes and the Short Sword press Start.  You can use the left and right
    triggers to cycle through the menus at the top, but the Equip section should
    already be chosen.  Use the left thumbstick and highlight body.  Press A and
    then choose the clothing.
    
    Next, select right weapon and equip yourself with the Short Sword.  There is
    nothing else for you to equip right now so press start again to Exit the menu
    screen.  Trask will join your party and tells you to use him to open the door.
    There is only one door in this room so you shouldn't have much trouble finding
    it.  To use Trask to open the door, press the black button once and you will
    gain control of Trask.
    
    Walk toward the door until it is targetted.  The Action Menu at the bottom left
    corner of the screen will have the option on the far left highlighted which is
    Open.  Since Trask has the Codes to open the door he will be able to open it.
    Press A and watch the door slide open.  You will receive 100 experience points
    for opening the door.
    
    Walk down the hallway and you'll see a hologram of a man named Carth Onasi.  He
    wants you to head to the bridge.  Continue down the hall and you'll find
    another door that you are unable to open.  Press the black button again to
    control Trask and target the door.  Look at the Action Menu again.  It is in
    the bottom left corner of the screen.  Use the Directional Pad to highlight
    the second option, Security.  Press A to slice into the access panel and open
    the door.
    
    On the other side of the door, you'll find a soldier firing his Blast Rifle
    at two Sith Soldiers.  Watch the Republic Soldier fall to his death.  It looks
    like you'll have to get rid of the Sith Soldiers now.  The game will pause.  It
    pauses every time you encounter an enemy.  Use the Right or Left Triggers to
    target the enemy of your choice and press A once to engage.  Your character
    will draw his sword and walk to the targetted enemy.  Once he reaches them he
    will begin to attack.  You do not have to touch anything.
    
    To use your Feat, Flurry during battle, use the Directional Pad to select
    Flurry in the Action Menu.  Press A and the next action performed by your
    soldier will be Flurry.  Once the two Sith Soldiers are dead your health
    shouldn't be too low, but if it is you will need to use a medpac.  To use a
    medpac, use the Directional Pad to select the option on the far right side of
    the Action menu.  Then press Up and down on the Directional Pad until you come
    to the Medpac.  Press A to use it.
    
    Head east down the hallway and open the door with the dead Republic Soldier
    next to it.  You'll find two Sith Soldiers waiting on the other side.  Target
    the one closest to you and press A.  Remember to use Flurry every now and then.
    It helps a lot.  Before moving to the next room, search the one you are in
    for a Metal Box.  Target the box and press A to open it.  Inside you will find
    a Medpac and 10 Credits.  You will also find a Footlocker in the room.  Open it
    for two Frag Grenades, a Short Sword, a Long Sword, and a Combat Suit.  Equip
    yourself with the Long Sword and the Combat Suit.  Finally, before you move to
    the next room, inspect all of the corpses in the room for any spare items.
    
    Open the door and you'll get to watch a small battle scene between the Sith and
    a few Republic Soldiers.  The Sith take out all of the Republic Soldiers with
    ease.  That leaves you to kill the four Sith Soldiers in the hallway.  Don't
    get uneasy, because this fight is pretty easy now that you have your new Long
    Sword and Combat Suit equipped.  Chop up the sith soldiers with Flurry to
    finish the fight rather quickly.  I had to use one Medpac in the middle of this
    fight so you'll probably have to as well.  Once you've taken care of these Sith
    Soldiers, check all of their remains for some useful items.  You should always
    check the dead bodies for items.  They usually contain credits, Medpacs,
    Grenades, and other small things.  Some bodies, mostly bosses and harder
    enemies, hold weapons and armor!
    
    There is only one path you can take now.  The other doors are broken.  Go
    through the door to encounter two Jedi Knights fighting each other.  Luckily,
    the Dark Jedi is defeated, but an explosion kills the Light Jedi.  Trask says
    that is one of the Jedi that was supposed to guard Bastila.  Once you gain
    control of your character, two Sith Soldiers will begin to attack you.  Slice
    them up with your sword and check their remains.
    
    From here there is a path that leads off to the left, but you can't open the
    door at the end, so go straight and open the door to the bridge.  Two Sith
    Soldiers will be on the other side of the door waiting for you.  Kill them and
    Trask will start talking.  It seems that Bastila is not here.  She must have
    run to the escape pods.  After you killed those two soldiers you probably
    leveled up.  Whenever you level up, you'll hear a little chime in the
    background.  You can also look at the bottom right corner of the screen, and
    if you see a big yellow arrow on one of your characters, they need to level up.
    
    Press Start and you will be at your Character Info Menu.  Press A to Level Up.
    I highly suggest that you NEVER use the Auto Level Up feature.  At this level
    you gain one more Skill Point.  Put the Skill Point into Treat Injury and press
    A to accept.  You can also learn one more Feat.  I suggest either learning the
    Weapon Focus: Melee Weapons or Empathy.  Both are pretty useful.  Look in the
    corner next to the door you came in through to find a backpack.  Open it up
    for a single Blaster Pistol.
    
    There is only one other door in the Bridge so go through it.  On the other side
    is a short hallway that leads to another door.  Open the second door and Trask
    will run through the next room to yet another door.  I guess he senses
    something behind the door and it seems he is right.  He opens the door to
    reveal another Dark Jedi.  Trask runs into the room to hold the Jedi off while
    you make your escape.  Run over and go through the door that leads to the
    Starboard Section.
    
    Carth will contact you again through your personal communicator.  He is
    tracking your position through the Endar Spire's life support systems.  He also
    comes with good news.  Bastila's escape pod is away!  Sadly, you are the last
    surviving crew member of the Endar Spire.
    
    Take this hallway to the right and you will run into a Sith Trooper.  Take care
    of him with your Long Sword and take the Credits from his remains.  At this
    point, the hall forks.  You can't go straight because the door is demolished so
    obviously your only choice is taking the path to the left.  Proceed to a door
    and open it up to reveal two Sith Soldiers in the room ahead.  Killing them
    should be no real task, just remember to use a Medpac if your health gets
    below the half way mark.
    
    Carth will contact you once more warning you of the many Sith Soldiers on the
    other side of the next door.  You have two choices, and I find one a little
    easier than the other.  On the right side of the room is a Footlocker.  Open it
    up and take the computer spikes and parts from inside.  Walk over to the
    security panel to the left of the door and target it.  Press A to log on.  You
    can select the COMPUTER SLICING TUTORIAL to learn a bit about computer slicing.
    I suggest doing that first if this is your first time through the game.  After
    the tutorial choose view starboard transport module.  This will take you to a
    camera feed of the room ahead.  There are four Sith Soldiers in the next room
    which is probably a little too much for you to handle.  Choose the second
    option, Overload power conduit.  This will cost you 5 computer spikes.  You
    can then watch the Sith Soldiers in the next room be zapped to their death.
    
    Open the door to the next room and loot the fallen soldiers' corpses.  On one
    of the soldiers you will find a Prototype Vibroblade and an Ion Blaster.  Equip
    yourself with the Prototype Vibroblade and go into the next room.  In this next
    room you will find Carth.  He will instruct you to get into the last escape pod
    and I suggest you do as he says.  You'll then see a small video and get to
    watch your escape pod crash onto the planet below.  The next scene is a dream
    you are having.  Two Jedi's are fighting, but the dream ends before you can see
    the victor.
    
    
    ===============================================================================
    ----- Taris --------------------
    ===============================================================================
    
    Hideout
    -------
    
    When you awaken you will be on the large Planet of Taris.  Carth is with you in
    some building.  Speak to him and he'll explain your situation.  Just try not to
    say anything stupid or cowardly during your conversation with Carth.  That
    shouldn't be too hard to do now should it?  Mention something about the vision
    of the man and woman who were fighting and Carth will tell you that you took
    a serious blow to the head.  When the escape pod crashed, Carth wasn't hurt too
    seriously and managed to drag you to this abandoned apartment building before
    the Sith arrived at the scene.  Looks like we'll need to search for Bastila in
    the city of Taris.  There were reports of a couple of escape pods crashing into
    the Undercity.  Now, let's begin our search for the Jedi, Bastila.
    
    
    South Apartments
    ----------------
    
    Before you leave your apartment, run to the back of the room to find a Locker.
    Open it for two computer spikes and three Medpacs.  Also, use the workbench in
    the back of the room, next to the locker to upgrade your Prototype Vibroblade
    you have equipped.  You should have a Vibration Cell to upgrade the Vibroblade
    with.  Now it is time to leave your apartment.  Carth will have to come with
    you.
    
    When you step outside the apartment, you will see a Sith Soldier and two battle
    droids raiding a small group of aliens.  The Sith Soldier even kills one of
    them for crossing him.  When the Sith notice that you are behind them and that
    you are Republic fugitives they will attack.  Go for the two battle droids
    first.  I was able to kill them in one or two hits each.  Then take out the
    Sith Soldier.  The last remaining alien will thank you for your help.  Tell him
    that you are glad to help.  The alien says he will move the bodies to another
    area so it looks like they weren't killed in the apartments.  After your
    conversation with the alien, take whatever you can from the backpack the Sith
    Soldier dropped.  You should also be able to find some remains.  Dig through
    those for a measly 11 credits.
    
    If you look at the bottom right corner of the screen it looks like it's time to
    level up again!  Press Start and use the left and right triggers to select the
    Character Info Menu.  This is the menu with a picture if yourself and your
    current statistics.  Press A to Level Up.  During this Level Up put your single
    Skill point into Treat Injury.  As for your feats either learn Weapon Focus:
    Melee Weapons or Empathy, whichever one you didn't learn last level.  Press A
    to accept and you can return to the game.
    
    Proceed down this apartment complex's hallway until you come to a low security
    door on the right.  Press the black button to gain control of Carth and use his
    security skills to open the door.  Inside is a crabby woman named Dia.  Be nice
    to her because she can give you a side quest.  When she yells at you for
    barging into her home, answer her with, "I'm sorry.  I was just investigating
    the area".  She will yell at you some more and tell you that that isn't an
    excuse for barging into people's apartments.  Then she says that you are more
    polite than that pig, Holdan.  Reply with, "Holdan?  Who's that?"  Holdan is
    just one of Davik's men who can't keep his hands to himself, the lady says.
    Say, "What do you mean?"  Then, Dia decides not to talk about the matter.  She
    doesn't know if she can trust you.  Try to persuade her by saying, "You can
    trust me.  Maybe I can help".  Sometimes you will fail and she will still not
    trust you.  Go through the process again and again until you see the words,
    [Success] "Well, I suppose you seem like an alright sort.  When I cut Holdan
    it made him back off, but it also embarrased him in front of his friends."  So,
    this Holdan guy put a bounty on her head.  Tell Dia that you will help her and
    that you will speak to Holdan for her.  Check the "Side Quest Walkthrough's"
    section for more details on this Side Quest.
    
    Once you are through talking with Dia and have her quest, search her apartment
    for a bag.  You can find it in the corner behind one of the chairs.  Inside are
    some nice goodies.  A Computer Spike, a Medpac, and 19 Credits!  Exit Dia's
    apartment and continue around the apartment complex's main hallway.  You will
    encounter an alien named Larrm.  He is trying to sell energy shields in an
    apartment building.  I suggest not buying a thing from him.  You don't have
    enough credits right now to be wasting them on energy shields.  You will not
    need them on Taris.
    
    Proceed down the hall to find another Low Security door on your right.  Switch
    to Carth and have him use his Security skills to open the door.  Inside is a
    Twi'lek.  She doesn't have any quest to give you so just take everything from
    her apartment and leave.  Now, if you are back out in the main hall you will
    see another door on your right.  This one leads to the Upper City.  Let's not
    go through there yet.  Continue down the hall until you make it to yet another
    Low Security Door.  Open it using the same method you used on the first two
    security doors and take the items from the bag on the right side of the room.
    You'll find 18 credits, some Parts, and a Medpac.
    
    There's only one more apartment you haven't checked.  You should be able to
    find it easily, as it is the only door that isn't open.  Have Carth open it up.
    It turns out that no one is inside.  Run to the footlocker in the back of the
    room to uncover 18 Credits, a Medpac, and some Parts.  Now you are ready to
    venture into the Upper City.  You should be well stocked with supplies after
    raiding all of the apartments.  At this point I had 14 Medpacs which is plenty.
    Run back to the door you found earlier that lead back to the Upper City and
    take it.  The Game will automatically save and you'll appear on the busy paths
    of Upper City South.
    
    
    Upper City South
    ----------------
    
    When you first arrive in Upper City South you will receive a Quest.  It's
    called the Rapid Transit System Quest.  You will not be rewarded for this
    Quest, but you can find an explaination of it in the "Side Quest Walkthrough's"
    section.
    
    From the apartment building, run south, straight a from the apartment complex's
    doors.  You'll run into a building with no doors.  Make a right and you will
    find a door leading to Kebla's Shop.  Inside, of course, you will find Kebla
    Yurt.  Check the "Shop List" section to see what she is selling.  She
    definitely wasn't lying when she said she had a fine selection.  The only thing
    I suggest you buy is the last item on her list, the Permacrete Detonator.  You
    will need this to complete a future quest.
    
    Exit the shop and make a right at the exit.  Follow the deserted path south
    until you come to the cantina entrance.  You'll see a Sith Soldier to the right
    of the door.  Proceed through the door into the cantina.
    
    
    Upper City Cantina
    ------------------
    
    Walk through the first room and on the right you will eventually come to an old
    man named Garouk.  Talk to him and he will offer you his Pazaak deck for a mere
    50 Credits.  I suggest you purchase them and even ask him to give you a free
    lesson.
    
    If you proceed down the hallway any further you will arrive in a circular room
    with many people standing around.  From this circular room there are four other
    rooms that branch off.  To the east is the door you came in through.  To the
    north is just a lot of citizens and dancers dancing and talking.  The west room
    is another boring room with just a few people standing around talking.
    
    Make your way to the southern room to find the dueling organizer.  When you
    first step foot into the room, a cutscene will take over and a duel will begin
    in the arena.  You are able to watch the fight on a view screen inside the
    cantina.  The match is between Gerlon Two-Fingers and Deadeye Duncan.  A very
    pathetic match if you ask me.  Deadeye will bend down to pick up his blaster
    pistol and Gerlon Two-Fingers takes him out in a single shot.  A very quick
    match indeed.
    
    After watching this match, walk to the back of the room and talk to Ajuur.  He
    will ask if you would like to step into the dueling ring.  Sounds like everyone
    is eager to see a new fighter in the ring.  Dueling costs you absolutely
    nothing and can become very profitable.  You receive 10% of all the wagers.
    The dueling ring has energy suppressor fields to make sure nobody dies during a
    duel.  Accept Ajuur's request.  You will not have to make any preperations for
    the first fight because it is very easy.
    
    Ajuur will give you a nickname, the Mysterious Stranger.  Tell him that you
    like the name so we can get the show on the road.  Read the "Side Quest
    Walkthrough's" section for further details on this quest.
    
    After you have fought a few battles and made some extra credits you can go
    ahead and exit the Cantina.  Proceed north down the path in the direction of
    Kebla's Shop.  Bypass the shop and continue north until you come to the main
    road.  Start heading east down this long and wide path.  You will eventually
    come to a T in the road.  You can either make a left or a right.  Take the path
    to the right to find a medical facility.
    
    Step inside the building and talk to Zelka Forn.  He is in the back near the
    glass chambers.  Zelka will offer to heal you or sell you medical supplies,
    and mentions something about a Rakghoul disease.  That is the only thing that
    he is unable to cure.  Ask him what the Rakghoul disease is.  The Rakghoul
    disease is a terrible sickness of which there is no cure.  The disease is
    spread by the means of Rakghouls, beasts that feed on the flesh of others.  If
    given the disease, you will eventually turn into a Rakghoul yourself.  Terrible
    disease indeed!
    
    Ask the old man if there is a cure for the Rakghoul disease.  It sounds like
    there is an antidote for the disease, but the Sith took over the military base
    where this Rakghoul serum was said to have been created and they have kept all
    of the antidotes for themselves.  Reply by saying, "Maybe I could find a way to
    get my hands on that serum for you".  You'll have to begin searching for the
    serum in the Undercity.  The Sith patrols that are in the Undercity have the
    Rakghoul Serum on them.  Tell the old healer that you will help him and ask him
    to heal you before you leave his medical facility.
    
    As you are exiting the building, a man named Gurney will stop you and begin to
    talk.  He wants to talk to you about the rakghoul serum.  He has a small offer
    for you.  It turns out that Davik Kang, a crime lord here in Taris, also would
    like to get his hands on this serum.  Davik will also pay you much much more
    than Zelka will.  Tell Gurney that you're going to give the serum to Zelka, he
    will use it to help more people.
    
    Now you can finally get out of this medical facility.  Up ahead you should see
    a door to the north.  Run straight ahead and around the fountain.  A few feet
    from the large door is a poor merchant who is about to be killed by a couple of
    bounty hunters.  Apparantly these bounty hunters work for Davik, and this
    merchant owes Davik a great sum of money.  The two hunters will notice you
    listening in on their conversation and that you are a witness.  Tell them that
    they will have to leave the poor man alone or they will have to deal with you.
    This calls for a fight.  The two bounty hunters are quite easy.  Dice them up
    with your vibroblade to gain some Light Side points.
    
    The old man will thank you for your help, but still feels that he is doomed
    with a bounty on his head.  More and more bounty hunters will come after him
    until he is dead.  Give him the 100 Credits he needs to gain even more
    Light Side points!  The poor man will thank you once again before he takes his
    leave.  Check the remains of the two dead bounty hunters and you will get your
    100 Credits back!  Nice!  Find the door to the north that I mentioned earlier
    and go through it and enter Upper City North.
    
    
    Upper City North
    ----------------
    
    On the other side of the large door is Upper City North.  Walk north past the
    large floating object in the center of the path and move straight across to the
    apartments.  Proceed through the door into the apartment complex.
    
    
    North Apartments
    ----------------
    
    We are going to raid every room in the complex again like we did in the last
    apartment building we were in.  Walk out into the hallway and make a right.
    We'll go around the entire circle until we're back at the exit.  The first door
    on the right will have to be opened using Carth's security skills.  A man named
    Largo can be found inside.
    
    Largo will mistake you for a bounty hunter sent by Davik and will beg and beg
    for you not to kill him.  Tell him that you will not hurt him.  You do not work
    for Davik.  When the man asks why you are in his apartment ask him if he would
    like you to help him with his problem with Davik.  It seems that he only owes
    Davik 200 Credits.  Give the poor man the money he needs and he will be on his
    way.  You will gain lightside points for this great deed.
    
    Now you can raid his apartment.  Check the footlocker for 10 Credits, a Medpac,
    and some spare parts.  Thats all that is to be found in this room so return to
    the main hallway and continue to the next apartment.  The next door is already
    open and in the corner is another footlocker just begging to be opened.  Open
    it up for the usual Credits, Parts, and the Medpac.  You can proceed to the
    next apartment.
    
    The next doorway has a Sith Trooper standing in front.  A group of Sith suspect
    that the alien inside the apartment has some Sith uniforms stashed somewhere.
    The poor alien denies everything and
    
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                           -= V. Side Quest Walkthrough's  =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    
    ===============================================================================
    ----- Taris --------------------
    ===============================================================================
    
    +------------------+
    |   Dia's Bounty   |
    +------------------+
    
    This Bounty is the first Side Quest you can receive.  To get this quest you
    will first have to speak to Dia.  She is in the Apartment Complex that you
    make base in.  If you are exiting your hideout make a right and her apartment
    will be the first one on the right.
    
    Proceed down this apartment complex's hallway until you come to a low security
    door on the right.  Press the black button to gain control of Carth and use his
    security skills to open the door.  Inside is a crabby woman named Dia.  Be nice
    to her because she can give you a side quest.  When she yells at you for
    barging into her home, answer her with, "I'm sorry.  I was just investigating
    the area".  She will yell at you some more and tell you that that isn't an
    excuse for barging into people's apartments.  Then she says that you are more
    polite than that pig, Holdan.  Reply with, "Holdan?  Who's that?"  Holdan is
    just one of Davik's men who can't keep his hands to himself, the lady says.
    Say, "What do you mean?"  Then, Dia decides not to talk about the matter.  She
    doesn't know if she can trust you.  Try to persuade her by saying, "You can
    trust me.  Maybe I can help".  Sometimes you will fail and she will still not
    trust you.  Go through the process again and again until you see the words,
    [Success] "Well, I suppose you seem like an alright sort.  When I cut Holdan
    it made him back off, but it also embarrased him in front of his friends."  So,
    this Holdan guy put a bounty on her head.  Tell Dia that you will help her and
    that you will speak to Holdan for her.
    
    Where is Holdan you ask?  He can be found in the upper Cantina in the room with
    the dance floor and all of the people playing music and dancing.  I don't think
    he appears there until after you talk to Gadon and reach the Lower City.
    
    
    +--------------------------+
    |   Rapid Transit System   |
    +--------------------------+
    
    You receive this very easy quest the second you step out into Upper City South.
    This is basically just a way of teaching you a basic part of the game.  On the
    map screen, you can press X to return to your hideout and nearly any time.  You
    can take care of business at your hideout and then return to the map screen.
    This time, you'll see that the X button no longer returns you back to your
    base, it says Transit Back.  This will take you back to where you last used,
    the Return to Base feature.
    
    After you return to your base, if you leave the area around your hideout, the
    "Transit Back" button will switch back to "Return to Hideout".  To complete
    this mission all you have to do is return to your hideout via the Rapid Transit
    System.  You can then transit back so you can continue with your game.
    
    +-------------------+
    |   The Duel Ring   |
    +-------------------+
    
    To begin this quest you will have to go to the Upper City Cantina located in
    Upper City South.  Make your way to the southern room to find the dueling
    organizer.  When you first step foot into the room, a cutscene will take over
    and a duel will begin in the arena.  You are able to watch the fight on a view
    screen inside the cantina.  The match is between Gerlon Two-Fingers and Deadeye
    Duncan.  A very pathetic match if you ask me.  Deadeye will bend down to pick
    up his blaster pistol and Gerlon Two-Fingers takes him out in a single shot.  A
    very quick match indeed.
    
    After watching this match, walk to the back of the room and talk to Ajuur.  He
    will ask if you would like to step into the dueling ring.  Sounds like everyone
    is eager to see a new fighter in the ring.  Dueling costs you absolutely
    nothing and can become very profitable.  You receive 10% of all the wagers.
    The dueling ring has energy suppressor fields to make sure nobody dies during a
    duel.  Accept Ajuur's request.  You will not have to make any preperations for
    the first fight because it is very easy.
    
    Ajuur will give you a nickname, the Mysterious Stranger.  Tell him that you
    like the name so we can get the show on the road.
    
    
    Deadeye Duncan
    --------------
    
    This guy is so pathetic.  He hardly deserves a space in this FAQ.  Duncan is
    a very weak dueler, and everyone on Taris knows it.  Walk up to him and begin
    swinging your sword.  I managed to kill him in a matter of seconds.  Use your
    Feat, Flurry if you have to.  After the match collect your 100 Credits from
    Ajuur and tell him that you are ready for another duel.
    
    
    Gerlon Two-Fingers
    ------------------
    
    Two-Fingers is a little more skilled at dueling than Deadeye, but not much.
    Lock on to the deformed man and begin your attacks.  You can continue to use
    Flurry over and over to kill him nearly as quick as you killed Duncan.  After
    you've won, step up to Ajuur again to collect your 200 Credits.  Ask him to set
    up another match and you'll be paired up with Ice.
    
    
    Ice
    ---
    
    The competition really steps up here.  Ice is nothing special, but compared to
    the two duelers before her she is a master.  If this is your first trip to the
    Dueling ring and you had a little bit of trouble with the first two pushovers
    you may want to wait and duel Ice later.  Maybe after you have been down to the
    Undercity.  At level 3 she is pretty tough.  Toss a couple Frag Grenades at her
    to damage her greatly.  Then you should be able to finish her with your
    Vibroblade.  Collect your 300 Credits for defeating Ice and request yet another
    match.
    
    
    Marl
    ----
    
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                -= VI. The Characters =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    
    ===============================================================================
    ----- Carth Onasi --------------------
    ===============================================================================
    
    Biography
    ---------
    
    A career soldier at 38, Carth has seen more than his fair share of war.  A
    skilled pilot and superior tactician, he has always faced his duty with grim
    determination, believing that loyalty and dedication to the Republic would see
    him through.  He has come to discover, however, that not everyone holds this
    opinion.
    
    Hailed as a hero of the Mandalorian War, when the Sith began threatening
    Republic space again, Carth thought that they could be fought like any other
    enemy, but their influence extends far past simple starships and blasters.
    Though he will not speak of it, a very personal betrayal has affected him
    deeply.  Duty called him to fight the Sith, but now outright hatred threatens
    to replace it.
    
    It's no longer clear whether he fights to stop the destruction, or to avenge
    what has already been destroyed.
    
    
    Equipping Recommendations
    -------------------------
    
    You will not be using Carth that much, except in the very early stages of the
    game, because you have to have him in your party then.  But when he is in the
    party you will want him in the back lines blasting away with his Blaster
    Pistol.  As far as Blaster Pistols go he should definitely be using his
    blaster, Carth's Blaster.
    
    
    ===============================================================================
    ----- Bastila Shan --------------------
    ===============================================================================
    
    Biography
    ---------
    
    To most, the Jedi order is more than a vocation; it is a calling.  To a select
    few it is much more.  Bastila Shan is the quintessential Jedi: trained from a
    very young age and gifted with a natural ability with the Force that has given
    her both renown and considerable pride.  Despite her youth, Bastila is skilled
    in the rare art of Battle Meditation... through sheer force of will she can
    influence the course of a battle.  One side is given courage and strength while
    the other is sapped of their will.  This ability alone has put Bastila into the
    forefront of the Republic's plan to defeat the Sith.
    
    Bastila is brash and impulsive.  She is overconfident and seems to walk
    invincible through her world, though that is hardly the case.  Bastila is well
    aware of the responsibility that presses down on her shoulders.  Her Jedi
    masters urge her to be cautious, but Bastila turns every fiber of her being
    towards defeating the Sith menace and proving herself to the Jedi.  No one
    doubts that she will one day be a great Jedi... but at what cost?  Bastila
    possesses all the qualities that separate those special few destined to leave
    their mark on history, but her very youth and determination may be what
    ultimately consumes her.  She has much to learn, and little time to learn it as
    the Sith menace continues to gather its strength.
    
    Even in the dark halls where the Sith Lords gather, young Bastila is whispered
    to be a Jedi of note.  Who knows the terrible cost of such dark praise?
    
    
    Equipping Recommendations
    -------------------------
    
    Bastila, as you should know by now, is a Jedi.  Which means she can wield a
    lightsaber.  I would definitely always keep her equipped with a lightsaber.  As
    for armor,
    
    
    
    ===============================================================================
    ----- Mission Vao --------------------
    ===============================================================================
    
    Biography
    ---------
    
    Surviving in the Lower City of Taris is no easy task, particularly for a young
    Twi'lek girl on her own.  But Mission has not only survived in the hard world
    of the swoop gangs, she's thrived.  Nobody knows the hidden alleys, backstreets
    and secret entrances in the Lower City like this former street urchin, and
    she's even been known to explore the creature-infested sewers of the Undercity
    itself.
    
    Of course, such active curiosity is bound to create enemies, and there are
    some - particularly the Black Vulkar swoop gang - who would like to bring
    Mission's adventures to a permanent end.  But despite the dangerous situations
    she constantly finds herself in, this spirited young Twi'lek always manages to
    find a way out.  And if her quick reflexes, quick thinking and even quicker
    mouth can't save her, she always has one last card she can play: her eight
    foot-tall Wookiee companion, Zaalbar.
    
    The odd pair have been inseparable ever since Zaalbar arrived on Taris, and
    despite the obvious contrasts between them, their friendship has benefited them
    both.  Zaalbar knows that Mission will always come up with a plan to make sure
    they have food in their bellies and a safe place to stay.  And Mission knows
    that whatever trouble her schemes might get them into, Big Z will always be
    there to watch her back.
    
    
    Equipping Recommendations
    -------------------------
    
    When I played through the game for the first time I equipped Mission with her
    Vibroblade and it worked out quite well.
    
    
    ===============================================================================
    ----- Zaalbar --------------------
    ===============================================================================
    
    Biography
    ---------
    
    The city world of Taris is a strange place to find a Wookiee, but Zaalbar has
    managed to create a life for himself there, far from the kilometer high
    wroshyr trees of his homeworld.  Zaalbar will say little about why he left
    Kashyyyk, but it is obvious that the memories of his old life are painful.
    
    Yet even though the secret miseries of Kashyyyk have been left behind, Taris
    brings its own brand of suffering.  Aliens are never welcome on Taris, and this
    is particularly true for eight-foot tall, hair-covered giants capable of
    snapping one's neck with a single, casual swipe.  Zaalbar's beastly appearance
    and strange language lead many to believe that he is nothing but an animal,
    barely capable of thought and useful only for his great strength and legendary
    Wookiee temper.
    
    With these prejudices working against him, Zaalbar seemed destined to end up as
    an enforcer for one of the many swoop gangs on Taris.  But a chance meeting
    with a young Twi'lek girl named Mission Vao saved him from a life of senseless
    violence.  Mission recognized Zaalbar was more than a lumbering brute and the
    two quickly became the best of friends.
    
    The strange pair are now a familiar site in Taris' Lower City, and whenever the
    irrepressible young Twi'lek gets into trouble, her Wookiee companion is always
    close by to help get her out.
    
    
    Equipping Recommendations
    -------------------------
    
    
    
    ===============================================================================
    ----- Canderous Ordo --------------------
    ===============================================================================
    
    Biography
    ---------
    
    Canderous Ordo makes his living as a mercenary, selling his services to the
    highest bidder.  Most often this turns out to be an underworld figure wanting
    to capitalize on his considerable skills as a combatant, tactician, and
    outright thug.  If his criminal clients knew where he learned his trade,
    however, even they might have second thoughts about hiring him.
    
    Canderous is a Mandalorian, and as such, he was on the losing side of the
    Mandalorian Wars with the Republic.  He was no foot soldier, however, and had
    an active hand in the planning and execution of many battles that did not go in
    the Republic's favor.  There is a lot of blood on his hands, and he doubts that
    enough time has passed for people to view his actions as he does, with the
    impersonal eye of a career soldier.  Likewise, he takes no insult from the
    defeat of his people.  It was all just business.
    
    For now, Canderous spends his time employed by Davik, a crime lord with
    influence throughout the Taris undercity.  The traitorous actions of Revan and
    Malak and the current aggression of the Sith have distracted the citizens of
    the Republic to the point where they are no longer concerned about defeated
    enemies, and he can go about his business in peace.  Working as a smalltime
    enforcer is not how he pictured his career ending up, however, and any offer
    for more interesting work would likely get serious consideration.
    
    
    Equipping Recommendations
    -------------------------
    
    
    
    ===============================================================================
    ----- T3-M4 --------------------
    ===============================================================================
    
    Biography
    ---------
    
    Utility droids of all makes and models are a common sight on every planet
    throughout the galaxy.  The versatility of these handy little droids, combined
    with their reliable programming and affordability, has made them popular for
    everything from light janitorial duties to complex mechanical repairs and
    maintenance.  Among the premier utility droids currently available are those in
    the T3 series. Though more expensive than most standard models, T3 droids
    contain the latest in advanced circuitry and programming, and are easily fitted
    with a variety of customized upgrades.
    
    T3-M4, a prototype of the latest model in this prestigious line, was created in
    a droid shop on Taris to serve as a personal security unit for an anonymous
    buyer.  Along with the standard functionality, T3-M4 was equipped with light
    armor plating and upgradeable weapon functionality.  These combat capabilities,
    combined with the droid's innate computer slicing and code breaking skills,
    have led many to speculate about the identity of the droid's unknown buyer.
    Given the expense, abilities and advanced technology of this little droid, most
    suspect that T3-M4 is being fitted for something far more than a simple
    personal security position.
    
    
    Equipping Recommendations
    -------------------------
    
    
    
    ===============================================================================
    ----- Juhani --------------------
    ===============================================================================
    
    Biography
    ---------
    
    Juhani, like most Cathar who choose to join the Jedi Order, is locked in a
    never ending struggle to find a balance between her instincts and her training.
    The feline Cathar are known throughout the galaxy for their courage in battle,
    their fierce loyalty and their quick tempers; such intense passions can make it
    difficult for one of this proud species to follow the way of the light.
    
    Yet Juhani has given herself fully to the Jedi, and she is determined to master
    both her volatile emotions and her ability in the Force.  She strives to be a
    paragon of the Order; she has sworn to live her life completely by the Jedi
    code.  Because of this, she does not easily accept failure in herself or in
    others.
    
    Still, there are some among the Order who question whether this Cathar can ever
    learn to control her burning passions.  It remains to be seen whether Juhani
    can live up to her own demanding standards, but even her own Master fears her
    impossible quest for perfection will result in frustration and despair...
    emotions that can lead to the dark side.
    
    
    Equipping Recommendations
    -------------------------
    
    
    
    ===============================================================================
    ----- HK-47 --------------------
    ===============================================================================
    
    Biography
    ---------
    
    A self-sentient killing machine, it is obvious merely from its menacing
    appearance that HK-47 is far more than an ordinary combat droid.  With a
    devastating arsenal of high-powered weaponry, a ruthless and single-minded
    pursuit of its termination targets, and a pre-programmed disregard for all
    organic life, this Hunter-Killer model is one of the most dangerous assassins
    in the galaxy.
    
    Rumored to have been created by Czerka Corp to eliminate the heads of rival
    corporations, HK-47 is quite capable of laying waste to an entire building in
    an effort to dispose of a single target, as it has demonstrated on more than
    one occasion in the past.  This wanton carnage, combined with the tendency of
    the droid's previous owners to come to rather gruesome ends, has led most
    civilized planets to issue explicit bans on all HK-model assassin droids.
    
    But on the dangerous worlds of the Outer Rim, having a merciless,
    flame-throwing engine of destruction at your side can be quite useful...  until
    it decides you're the next target.
    
    
    Equipping Recommendations
    -------------------------
    
    
    ===============================================================================
    ----- Jolee Bindo --------------------
    ===============================================================================
    
    Biography
    ---------
    
    A former smuggler, and skilled Jedi, who has chosen to retreat from society and
    live out his days in seclusion and obscurity, Jolee Bindo cloaks himself in
    indifference to hide his sorrow.  He appears as a cantankerous old man who
    readily dismisses the wide world and its troubles with an impatient wave of his
    hand, but his care and wisdom still shine through the many layers he has draped
    around his heart.
    
    His story is unknown aside from rumors that he fought in the great war of Exar
    Kun four decades ago, a time when Jedi turned against Jedi and the dark side
    threatened to swallow the galaxy.  What happened so long ago that would push a
    man to leave the Jedi order, to leave civilization itself and go into
    self-imposed exile in the deepest shadows of wild Kashyyyk?  Jolee himself is
    not forthcoming and scoffs at any suggestion that he might be something more
    than what he appears: an old man.
    
    One thing that is very clear; he is weary of this world and its endless,
    pointless struggles.  He insists that all he wants is peace, but Jolee Bindo's
    eyes, the eyes of a fighter, the eyes of a Jedi - tell a different story.
    
    
    Equipping Recommendations
    -------------------------
    
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                               -= VII. In-Game Menu's =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    
    ===============================================================================
    ----- Equip --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    ----- Party Inventory --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    ----- Character Info --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    ----- Scripts --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    ----- Abilities --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    ----- Map/Party Management --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    ----- Quests --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    ----- Messages --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    ----- Options --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                          -= VIII. Creating Your Character =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    This section will help you to decide how to develop and raise your character.
    Star Wars: KOTOR can be a very vast game and all of the desisions you have to
    make can be overwhelming.  I will try my best to enable you to make the best
    decision.
    
    First of all, at the first character generation screen, whatever you do, do not
    choose Quick Character.  By Choosing Quick Character you are letting the
    computer choose every characteristic of your character except his appearance.
    So I would suggest clicking Custom Character.
    
    
    ===============================================================================
    ----- Portrait --------------------
    ===============================================================================
    
    The Portrait of your character is just what your face will look like.  There
    is a grand total of    heads to choose from and none of them are very
    appealing.  The head you choose will not effect the gameplay in any way, just
    be sure to pick your favorite, because you'll have to stick with it for 30+
    hours.
    
    
    ===============================================================================
    ----- Attributes --------------------
    ===============================================================================
    
    
    
    
    
    
    ===============================================================================
    ----- Skills --------------------
    ===============================================================================
    
    
    
    
    ===============================================================================
    ----- Feats --------------------
    ===============================================================================
    
    
    
    
    
    
    ===============================================================================
    ----- Portrait --------------------
    ===============================================================================
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                -= IX. Force Powers =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    Force Powers become available once you become a Jedi Knight.  There are three
    types of Force Powers: Core Force Powers, Light Side Force Powers, and Dark
    Side Force Powers.  Core Force Powers are available to all Jedi Knights.  If
    a Dark Side character wants to learn Light Side Force Powers it will cost more
    Force points to use.  Same with a Light Side character learning Dark Side
    Force Powers.
    
    
    ===============================================================================
    ----- Core Force Powers --------------------
    ===============================================================================
    
      +-------------------------------------------------------------------------+
      | Throw Lightsaber                                                        |
      | ----------------                                                        |
      |                                                                         |
      | Throw Lightsaber allows the character to attack a target at range by    |
      | throwing a lightsaber, guiding it with the force.  The target must      |
      | be at least 5 meters away.  This attack always hits.  Damage is 1-6 for |
      | every two levels of the attacking character.  Once the lightsaber is    |
      | thrown, it will automatically return to the Jedi's hand at the end of   |
      | the round.                                                              |
      |                                                                         |
      | Adv Throw Lightsaber                                                    |
      | --------------------                                                    |
      |                                                                         |
      | This power allows the character to attack up to three seperate targets  |
      | with a single lightsaber throw.  The first target must be at least 5    |
      | meters away and each additional target must be within 5 meters of the   |
      | previous.  This attack always hits.  Damage is 1-6 for every two levels |
      | of the attacking character.  Once the lightsaber is thrown, it will     |
      | automatically return to the Jedi's hand at the end of the round.        |
      +-------------------------------------------------------------------------+
    
      +-------------------------------------------------------------------------+
      | Burst of Speed                                                          |
      | --------------                                                          |
      |                                                                         |
      | This power allows a Jedi to move very swiftly, pressing his or her      |
      | body to its physical limits.  For the duration of this effect           |
      | (36 seconds), movement speed is doubled and 2 Defense is gained.        |
      |                                                                         |
      | Knight Speed                                                            |
      | ------------                                                            |
      |                                                                         |
      | This power allows a Jedi to move more swiftly than the physical         |
      | limitations of his body should allow.  For the duration of this effect  |
      | (36 seconds), movement speed is doubled, Defense is increased by 4, and |
      | 1 attack per round is gained.                                           |
      |                                                                         |
      | Master Speed                                                            |
      | ------------                                                            |
      |                                                                         |
      | This power allows a Jedi to move with such speed that, for the duration |
      | of the effect (36 seconds), movement speed is doubled, Defense is       |
      | increased by 4, and 2 attacks per round are gained.                     |
      +-------------------------------------------------------------------------+
    
      +-------------------------------------------------------------------------+
      | Force Push                                                              |
      | ----------                                                              |
      |                                                                         |
      | An opponent targeted by this power is pushed back 5 meters, thrown to   |
      | the ground stunned for 3 seconds, and suffers damage equal to the       |
      | attacking character's level.  A successful reflex save by the target at |
      | a DC of 5 + the attacking character's level + the attacking character's |
      | Wisdom and Charisma modifiers means the target is not stunned, but      |
      | still suffers damage equal to half the Jedi's level.                    |
      |                                                                         |
      | Force Whirlwind                                                         |
      | ---------------                                                         |
      |                                                                         |
      | This power encircles the target victim in a small maelstrom of air and  |
      | dust, inflicting one third of the attacking character's level in damage |
      | every 2 seconds, and rendering them unable to take any action           |
      | (12 seconds total).  A successful Reflex save at a DC of 5 + the        |
      | attacking character's level + the attacking character's Wisdom and      |
      | Charisma modifiers negates the damage and immobilizing effects          |
      | altogether.  This power does not effect droids equipped with energy     |
      | shield hardware.
      |                                                                         |
      | Force Wave                                                              |
      | ----------                                                              |
      |                                                                         |
      | This power creates a telekinetic explosion around the Jedi.  All        |
      | enemies within 15 meters are thrown 5 meters, fall to the ground and    |
      | are incapacitated for 6 seconds, and take damage equal to one and a     |
      | half times the attacking character's level.  A successive Reflex save   |
      | at a DC of 5 + the attacking character's level + the attacking          |
      | character's Wisdom and Charisma modifiers means an enemy is not         |
      | stunned, but still suffers half damage.                                 |
      +-------------------------------------------------------------------------+
    
    
    ===============================================================================
    ----- Light Side Force Powers --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    ----- Dark Side Force Powers --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                -= X. Boss Strategies =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    
    
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                 -= XI. Weapon List =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    There are five different types of weapons in the game of Star Wars: Knights of
    the Old Republic.  They are Blaster Pistols, Blaster Rifles, Bladed Weapons,
    Lightsabers, and Grenades.  The following gives a list of every weapon in the
    game.
    
    
    ===============================================================================
    ----- Blaster Pistols --------------------
    ===============================================================================
    
    The name "blaster" is a blanket designation for any number of small energy
    weapons designed for personal use.  All fire bolts of intense coherent light
    and are powered by replaceable power packs.  The basic pistol is the favored
    sidearm of police forces and light militia, and ownership by the general public
    is common, although regulated in some sectors.
    
    
    Ion Blaster
    -----------
    Feats Required:  Weapon Proficiency - Blaster Pistol
    Damage:          Ion, 1-4
    Ion:             +1-10 vs. Droid
    Range:           17 meters
    Critical Threat: 19-20, x2
    
    Balanced:        +2/+0 vs. two-weapon penalty if used in the off hand.
    
    Unlike a typical blaster, this weapon fires a stream of energy very damaging to
    electrical systems, causing havoc on the internal components of droids.
    
    
    +--------------------+
    |   Blaster Pistol   |
    +--------------------+
    
    Feats Required:  Weapon Proficiency - Blaster Pistol
    Damage:          Energy, 1-6
    Range:           23 meters
    Critical Threat: 20-20, x2
    
    Balanced:        +2/+0 vs. two-weapon penalty if used in the off hand.
    
    The most common ranged weapon in the galaxy is the basic blaster pistol, firing
    a bolt of intense coherent light powered by a replaceable power pack.
    
    
    ===============================================================================
    ----- Blaster Rifles --------------------
    ===============================================================================
    
    Blaster rifles utilize the same technology as the common pistol, but generally
    employ larger emitters to create more damaging bolts of coherent light.  They
    can be difficult to wield, requiring a longer stock to increase stability while
    firing.  Blaster rifles are standard issue to soldiers across the galaxy, but
    ownership by the general public is discouraged if not outlawed in most sectors.
    
    
    +-----------------------+
    |   Sith Sniper Rifle   |
    +-----------------------+
    
    Feats Required:  Weapon Proficiency - Blaster Rifle
    Damage:          Energy, 2-9
    Range:           28 meters
    Critical Threat: 19-20, x2
    
    Attack Modifier: +1
    
    Despite its effectiveness, these modified blaster rifles are not often employed
    by the Sith.  They prefer to engage their enemies up close and personal.
    
    
    +-------------------+
    |   Blaster Rifle   |
    +-------------------+
    
    Feats Required:  Weapon Proficiency - Blaster Rifle
    Damage:          Energy, 1-8
    Range:           28 meters
    Critical Threat: 19-20, x2
    
    More powerful than the commonly available pistol, the blaster rifle is favored
    by soldiers throughout the galaxy.  Civilian ownership of these weapons is not
    generally encouraged.
    
    
    ===============================================================================
    ----- Bladed Weapons --------------------
    ===============================================================================
    
    Traditional non-powered melee weapons are still in use on many worlds, despite
    the advent of lightsabers and vibro weapons.  Whether this is due to
    availability or tradition is irrelevant because a simple blade can still be an
    effective in combat if the user is skilled.  Essentially two blades joined at a
    central grip, though forged as a single unit for strength, double-bladed swords
    take tremendous discipline to wield.
    
    
    +----------------+
    |   Vibroblade   |
    +----------------+
    
    Feats Required:  Weapon Proficiency - Melee Weapons
    Damage:          Physical, 1-10
    Critical Threat: 19-20, x2
    
    Balanced:        +2/+0 vs. two-weapon penalty if used in the off hand.
    
    Small size makes this a good off hand weapon.  Echani vibroblades use a rare
    cortosis weave to prevent lightsaber sparring damage, allowing traditional
    swordplay to continue in the time of Jedi and Sith.
    
    
    +----------------+
    |   Stun Baton   |
    +----------------+
    
    Feats Required:  Weapon Proficiency - Melee Weapons
    Damage:          Physical, 1-1
    Critical Threat: 20-20, x2
    
    On Hit:          Stun 25% chance, 6 seconds, DC 10
    
    A common weapon, stun batons do minimal damage but can incapacitate a target.
    The high-density cells needed for repeated discharge are unwieldy, making it
    unusable in the off-hand.
    
    
    +----------------+
    |   Long Sword   |
    +----------------+
    
    Feats Required:  Weapon Proficiency - Melee Weapons
    Damage:          Physical, 1-12
    Critical Threat: 20-20, x2
    
    Here is where the roots of the lightsaber begin, with traditional swords still
    wielded today in mny primitive cultures.  They are simple, but still effective
    in the right hands.
    
    
    +------------------+
    |   Quarterstaff   |
    |------------------+
    
    Feats Required:  Weapon Proficiency - Melee Weapons
    Damage:          Physical, 1-6
    Critical Threat: 20-20, x2
    
    Usually just a smooth staff of wood or light alloys, this is a very simple
    weapon of ancient design.
    
    
    +-------------------------+
    |   Echani Ritual Brand   |
    +-------------------------+
    
    Feats Required:  Weapon Proficiency - Melee Weapons
    Damage:          Physical, 3-13
    Critical Threat: 20-20, x2
    
    Attack Modifier: +1
    
    Echani Firedancers use the double bladed Ritual Brand in a dodging and slicing
    pattern so graceful it looks more like a dance than combat.
    
    
    +----------------+
    |   Vibrosword   |
    +----------------+
    
    Feats Required:  Weapon Proficiency - Melee Weapons
    Damage:          Physical, 2-12
    Critical Threat: 19-20, x2
    
    Ultrasonic generators power this Echani-developed weapon design.  A rare
    cortosis weave that protects against sparring damage ensures that traditional
    swordplay will endure in the time of lightsabers.
    
    
    +-------------------------+
    |   Double-Bladed Sword   |
    +-------------------------+
    
    Feats Required:  Weapon Proficiency - Melee Weapons
    Damage:          Physical, 2-12
    Critical Threat: 20-20, x2
    
    A difficult weapon to master, the double bladed sword has a grip in the center
    with two long blades emerging from either end.  The double-bladed sword is
    capable of inflicting more damage, but is also less precise than the
    single-bladed variant.
    
    
    +-----------------+
    |   Short Sword   |
    +-----------------+
    
    Feats Required:  Weapon Proficiency - Melee Weapons
    Damage:          Physical, 1-6
    Critical Threat: 20-20, x2
    
    Balanced:        +2/+0 vs. two-weapon penalty if used in the off hand.
    
    Disregarded by most modern warriors, a good short sword can still serve well in
    combat if the user is skilled.
    
    
    ===============================================================================
    ----- Lightsabers --------------------
    ===============================================================================
    
    The traditional possession of a Jedi, the lightsaber is a devastating weapon
    that's extremely difficult to master.  The blade is generated by an energy cell
    focusing its power through the crystals within the saber's hilt.  The powerful
    weapon can cut through most materials with ease.  Since only the handgrip has
    any weight, it is difficult to judge the position of the blade, and most novice
    users pose a greater threat to themselves than their opponents.  Different
    focusing crystals, some very expensive and rare, can produce blades with a
    variety of properties.  It is common for Jedi to seek out crystals of varying
    types allowing them to modify their lightsabers to best suit their style of
    combat.
    
    
    ===============================================================================
    ----- Grenades --------------------
    ===============================================================================
    
    Fragmentation grenades are very basic armaments of an exceedingly simple
    design.  When thrown, a mixture of volatile chemicals causes a violent
    explosion, hurling shrapnel at anyone standing within the blast radius.  It's
    not elegant, but it's definitely effective.  Most sectors have strict laws
    against their possession or use by the general public.
    
    
    +-----------------+
    |   Ion Grenade   |
    +-----------------+
    
    Damage:         Ion, 15pts (45pts vs. droids)
    Area of Effect: 4 meters
    Range:          Long
    Save:           DC 15 for half damage.
    
    These grenades emit an extremely strong burst of energy devastating to any
    droids or personal shields caught in the effect.
    
    
    +-------------------+
    |   Sonic Grenade   |
    +-------------------+
    
    Damage:         Sonic, 20pts
    Secondary:      -6 Dexterity for 30 seconds
    Area of Effect: 4 meters
    Range:          Long
    Save:           DC 15 for half damage, negates dexterity penalty.
    
    These grenades explode loudly, but the majority of their effect is delivered in
    disorienting frequencies the ear can barely perceive, even as it is damaged.
    
    
    +------------------+
    |   Frag Grenade   |
    +------------------+
    
    Damage:         Piercing, 20pts
    Area of Effect: 4 meters
    Range:          Long
    Save:           DC 15 for half damage.
    
    Fragmentation grenades are very basic.  They explode when thrown, showering the
    enemy in shrapnel.  It's not elegant, but it's definitely effective.
    
    
    +------------------------+
    |   Concussion Grenade   |
    +------------------------+
    
    Damage:         None
    Secondary:      Stun for 9 seconds
    Area of Effect: 4 meters
    Range:          Long
    Save:           DC 15 for no effect
    
    This type of grenade explodes in a concussive wave of force that disrupts the
    senses of both organic and inorganic targets in the area of effect.
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                 -= XII. Armor List =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    
    ===============================================================================
    ----- Light Armor --------------------
    ===============================================================================
    
    The lightest of armor doesn't give much protection in battle, but due to
    being so thin and light, it allows soldiers to move much easier.  The
    tradeoffs can sometimes be worth it.
    
    
    +------------------------------+
    |   Bonadan Alloy Heavy Suit   |
    +------------------------------+
    
    Feats Required:      Armor Proficiency - Light
    Defense Bonus:       6
    Max Dexterity Bonus: +4
    
    Bonadan is an emerging industrial society financing their exploration of the
    galaxy through production of small arms and armor.  They favor heavy materials
    offering solid defense.
    
    
    +-----------------+
    |   Combat Suit   |
    +-----------------+
    
    Feats Required:      Armor Proficiency - Light
    Defense Bonus:       4
    Max Dexterity Bonus: +5
    
    Even the most frugal of mercenaries know they need at least some protection
    from the rigors of combat, although suits of this type are recommended for
    light skirmishes only.
    
    
    +-----------------------+
    |   Heavy Combat Suit   |
    +-----------------------+
    
    Feats Required:      Armor Proficiency - Light
    Defense Bonus:       5
    Max Dexterity Bonus: +4
    
    This version of the combat suit offers more protection than the basic model.
    It is heavier overall and not quite as flexible, but many consider the
    tradeoffs worthwhile.
    
    
    ===============================================================================
    ----- Medium Armor --------------------
    ===============================================================================
    
    This isn't the heaviest of armor, but it comes close. Designed for heavy
    militias, it has the protection needed to keep a solider alive during
    ranged combat with massive weapons.
    
    
    +-------------------+
    |   Military Suit   |
    +-------------------+
    
    Feats Required:      Armor Proficiency: Medium
    Defense Bonus:       6
    Max Dexterity Bonus: +3
    
    This standard issue suit provides good protection but can be heavier and more
    restrictive that some of its counterparts.  Even so, many mercenaries swear the
    tradeoffs are worth it.
    
    
    +------------------------+
    |   Light Battle Armor   |
    +------------------------+
    
    Feats Required:      Armor Proficiency: Medium
    Defense Bonus:       7
    Max Dexterity Bonus: +2
    
    Providing solid protection for a minimal cost, this armor is excellent for
    entrenched troops or guards.  A force on the move, however, may find it
    somewhat constricting.
    
    
    ===============================================================================
    ----- Heavy Armor --------------------
    ===============================================================================
    
    This is the heaviest armor available for the solider that requires maximum
    protection from direct damage.  Some consider the fit claustrophobic, but
    that's the tradeoff for safety.
    
    
    ===============================================================================
    ----- Jedi Robes --------------------
    ===============================================================================
    
    In keeping with the tenets of modesty and humility, members of the Jedi
    Order typically wear plain or unassuming garments.  If engaged in combat, a
    Jedi relies on superior focus, technique and the Force as protection
    against enemy weapons.
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                 -= XIII. Item List =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                 -= XIV. Shop List =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    
    ===============================================================================
    ----- Taris --------------------
    ===============================================================================
    
    +-------------------------------------+
    |   Kebla's Shop - Upper City South   |
    +-------------------------------------+
    
    Medpac ....................................... 40 Credits
    Security Spike ............................... 100 Credits
    
    Bonadan Alloy Heavy Suit ..................... 900 Credits
    Military Suit ................................ 150 Credits
    Heavy Combat Suit ............................ 100 Credits
    Combat Suit .................................. 50 Credits
    Light Battle Armor ........................... 250 Credits
    
    Vibroblade ................................... 80 Credits
    Stun Baton ................................... 30 Credits
    Long Sword ................................... 5 Credits
    Quarterstaff ................................. 2 Credits
    Echani Ritual Brand .......................... 280 Credits
    Vibrosword ................................... 120 Credits
    Double-Bladed Sword .......................... 80 Credits
    Short Sword .................................. 1 Credit
    
    Ion Blaster .................................. 200 Credits
    Blaster Pistol ............................... 100 Credits
    Sith Sniper Rifle ............................ 1500 Credits
    Blaster Rifle ................................ 300 Credits
    
    Ion Grenade .................................. 130 Credits
    Sonic Grenade ................................ 130 Credits
    Frag Grenade ................................. 80 Credits
    Concussion Grenade ........................... 80 Credits
    
    Sound Dampening Stealth Unit ................. 200 Credits
    Stealth Field Generator ...................... 100 Credits
    
    Minor Flash Mine ............................. 100 Credits
    Minor Gas Mine ............................... 100 Credits
    Minor Frag Mine .............................. 100 Credits
    Minor Plasma Mine ............................ 100 Credits
    
    Permacrete Detonator ......................... 50 Credits
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                                 -= XV. Mini Games =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    
    ===============================================================================
    ----- Pazaak --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    ----- Swoop Racing --------------------
    ===============================================================================
    
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                              -= XVI. Revision History =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    Version 0.20 (August 20, 2003) Size: 83kb
    ------------
    
    The FAQ was officially posted on gamefaqs and is barely 20% complete.  A little
    bit of everything has been worked on.  The walkthrough has only been written
    up about 1/4 into Taris.  Most of the characters section has been written.
    Some of the different equipments have been listed as well as some force powers.
    Expect to find many more completed sections in the next update.
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                              -= XVII. Legal Disclaimer =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    Alright, let's get this dirty business over with... It shouldn't take long.
    I wish that people wouldn't plagiarise or steal other people's work in the
    first place, but they do.  It may not seem like it(actually it does), but it
    does take a lot of work to write these things!  I'm not benefitting any from
    writing FAQ's.  I just enjoy writing them and I like to help others with a
    game.  Please don't steal work from me or anyone else.
    
    This FAQ was written by me, is owned by me, and you must have permission from
    me, TwistidSoul, to do anything with this FAQ other than use it for your own
    personal use.  When I say for your own personal use I don't mean on your
    website or selling it to your friends :P  This FAQ cannot be changed or
    altered in any way.  It has to keep its original form!
    
    If you do want to put this FAQ in your site, just ask!  That's all it takes.
    Email me!  And if I do give you permission, do not edit the FAQ in any way!  I
    don't care if I spelled something wrong or anything.  Don't change the font...
    don't change anything... Thank you!  Contact me at TwistidSoul@hotmail.com
    
    THE ONLY WEBSITES THAT HAVE MY PERMISSION TO POST THIS FAQ/WALKTHROUGH ON
    THEIR SITE ARE:
    
    http://www.gamefaqs.com
    http://www.ign.com
    http://www.neoseeker.com
    
    If anyone finds this FAQ on a website other than these three, please let me
    know.
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    
                            -= XVIII. Author's Last Words =-
    
    -------------------------------------------------------------------------------
    ===============================================================================
    
    It looks like this is the end.  There will be more updates in the future so you
    can watch out for those.  I hope you enjoyed reading this FAQ and that it
    helped you during your Star Wars: Knights of the Old Republic experience.  I
    would, before I go, like to give credit to the instruction booklet, and the
    official Knights of the Old Republic Website.  Information, such as the Force
    Powers, Equipment lists, and others, were either taken from the game itself,
    or the website.  A lot of the descriptions are descriptions that can be found
    in the game.  I will, if you are wondering, eventually replace these sections
    I took straight from the site and the game with my own words eventually.
    
    I'd like to thank you one last time for reading this FAQ.  It definitely has
    been a lot of fun writing it.  I do encourage you to send me an e-mail if you
    have any questions or if you would like to correct something in my Guide or
    tell me something I missed.  You can find my e-mail address at the top of the
    document.  I guess this is goodbye for now.  Be sure to check out some of my
    other FAQ's!
    
                                                         Copyright 2003 TwistidSoul