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Knights of the Old Republic II: Sith Lords


-------------------------------------------------------------------------------

Star Wars: Knights of the Old Republic II: The Sith Lords
In-Depth Walkthrough and Guide
Created By: Morgwar
Email: Alasander666@hotmail.com
AIM:Raznax6669
Yahoo:Ragnarok_99_1999
Version 0.3
-------------------------------------------------------------------------------

Table of Contents
_________________

I. Introduction
II. History
III. Basics
IV. Character Creation
    A. Classes
    B. Skills
    C. Feats
    D. Force
    E. Lightsaber Forms
V. Prestige Classes
VI.Walkthrough
    A. Prelude
    B. Peragas II
    C. On The Way To Telos
    D. Telos
    E. On the Ebon Hawk After Telos
    F. Nar Shaddaa
VII. Glitches
VIII. Copyright
==============================================================================

I. Introduction

This is the first walkthrough i have written, and i think i have chosen a good
place to start because i am a huge fan of Star Wars. This is the first of many
versions. When Version 1.0 comes it will be a complete walkthrough for the 
Light Side, and Version 2.0 will follow shortly behind that one as a 
walkthrough for the Dark Side. Little updates will be thrown in for upgrades 
and character bios when they get done.

==============================================================================

II. History

Those who forget to learn from the past are doomed to repeat their mistakes.

Version 0.1
January 04, 2004
Beginning of something big
Started ToC
Finished Skills
Started Feats
Started Basic Classes
Started Prestige Classes
Finished Prologue
started Peragas II


Version 0.2
January 13, 2005
Finished Peragas II
Beginning Hyperspace jump to Telos and Telos.
Getting information on Jedi Powers 
Listed some glitches with Jedi Powers

Version 0.3
Finished the Hyperspace Jump, Telos for the Ithorians, and Aboard the Ebon Hawk
after Telos.
List of Jedi Powers.
Additional Feats.
Found information on glitches.
Started list of Lightsaber Forms.

Upcoming in Version 0.4
Finish Nar Shaddaa
Information on Prestige Class for the Lightside (if i get there)
Any new insight on Kreia, Atton, and the Handmaiden.
==============================================================================
III. Game Basics

Must be different than other people...well as much as the next person i guess.
Here is a list of the basic controls that the manual lists.

Left Thumbstick: Movement
Right Thumbstick: Camera Control
D-Pad: Cycle Action Menu
A Button: Default Actions
B Button: Cancel/Disengage Combat
X Button: Add Action to Action Menu
Y Button: Delete Action from the Action Menu
Black Button: Cycle Characters
White Button: Pause Combat
Start: Access Game Menus
Back: Toggle Solo Mode on/off
Left Trigger: Cycle Through Targets/Menus
Right Trigger: Cycle Through Targets/Menus

=============================================================================

IV. Character Creation

This is the fun part of the game. Fleshing out who you would like to be in a
game. Brings back memories of the old paper and pen days.

Your base attributes start at 8 and you will receive 30 points to add to your 
six attributes.

Point Cost
__________

8-14= 1 point per point
15-16= 2 points per point
17-18= 3 points per point

Attribute Modifier
__________________

8-9= -1
10-11= +0
12-13= +1
14-15= +2
16-17= +3
18= +4
------------------------------------------------------------------------------

A. Classes

There are three basic Jedi classes to choose from in this version of KOTOR 
compared to the three basic non-Jedi classes in the previous KOTOR. Starting
as a Jedi will be a new experience for some. Prestige Classes will be listed
later in the Walkthrough.

Each Class has a Male or Female choice and as far as i know it means little
for character creation if you chose male or female.

 -------------
|Jedi Consular|
 -------------

These Jedi are unparalleled masters of using the Force. As a downside to 
having greater Force power, they are not great in physical combat.

Attributes
__________

Strength: This ability is not important for a consular, you will rely on Force 
          Powers to do most of the work for you.
Dexterity: Dont worry here, Jedi Robes will offset your lack of Dexterity
Constitution: A moderate constitution will get you through this game
Intelligence: Depending on your forte skills may not be important to your Jedi
Wisdom: This will be important to a Consular for additional Force Points and
        Force Power saving throws
Charisma: This Ability can make your Force Powers more potent when used. This
          also reduces the opposite alignment penalty when using a Force Power
          of opposite alignment (i.e. a Light Sider using Force Lightning)




Starting Attributes                  Starting Stats
___________________                  ______________

Strength: 8                          Vitality: 7
Dexterity: 10                        Defense: 12
Constitution: 12                     Fortitude Save: 3
Intelligence: 10                     Reflex Save: 1
Wisdom: 18                           Will Save: 6
Charisma: 14

You can up your Charisma when you get your Attribute bonus every four levels.

With this set-up you will get 8 Skill points to use at Character Creation,
instead of the normal 4.

Skills
______

Class (cost 1 Skill Point)        Cross-Class (Cost 2 Skill Points)
--------------------------        ---------------------------------
Awareness                          Computer Use
Persuade                           Demolitions
Repair                             Stealth
Treat Injury                       Security

Persuade and Awareness are always good skills to have, most of the Cross-Class
can be handled by droids or other characters. Computer Use and Treat Injury
are nice to have too.

Feats
_____

A Jedi Consular Starts with the following Feats:

Armor Proficiency: Light
Critical Strike
Flurry
Power Attack
Power Blast
Rapid Shot
Sniper Shot
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Lightsaber
Weapon Proficiency: Melee Weapons
Jedi Defense
Force Focus
Jedi Sense
War Veteran


 -------------
|Jedi Sentinel|
 -------------

These Jedi are a mix between Consular and Guardian, they do not completely 
master the Force or have unequal fighting prowess.

Attributes
__________

Strength: A good Strength score is in order here.
Dexterity: Jedi robes will offset a low score here.
Constitution: This should be mid range for a Sentinel.
Intelligence: Again Intelligence may not need to be high for your character.
Wisdom: A decent starting Wisdom is good for any character to have.
Charisma: Charisma need not be too high to start with or during the game.

Starting Attributes                 Starting Stats
___________________                 ______________

Strength: 10/16                     Vitality: 10/10
Dexterity: 10/10                    Defense: 12/12
Constitution: 14/14                 Fortitude Save: 4/4
Intelligence: 12/14                 Reflex Save: 2/2
Wisdom: 16/12                       Will Save: 4/2
Charisma: 14/10

The scores on the left of the slash are for Force Power Specialty, while the
Right side is Fighter Specialty.

With 12 Intelligence you get 16 Skill Points, 14 Intellegence will get you 20
Skill Points at Character Creation.

Skills
______

Class (cost 1 Skill Point)        Cross-Class (Cost 2 Skill Points)
--------------------------        ---------------------------------
Computer Use                       Demolitions
Stealth                            Repair
Awareness                          
Persuade                           
Security
Treat Injury                       

Again Persuade and Awareness are nice to have, and since computer use is a 
Class Skill, investing a few points here is always ok. Treat Injury can be
useful if you think you will need the extra healing.

Feats
_____

A Jedi Sentinel Starts with the following Feats:

Armor Proficiency: Light
Critical Strike
Flurry
Power Attack
Power Blast
Rapid Shot
Sniper Shot
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Lightsaber
Weapon Proficiency: Melee Weapons
Jedi Defense
Force Immunity: Fear
Jedi Sense
War Veteran


 -------------
|Jedi Guardian|
 -------------

Everyones favorite Jedi, the fighter. This is pretty much the Jedi you are
going to be if you pick this class.

Attributes
__________

Strength: A mid-range score at first is good.
Dexterity: A decent number here will get you going.
Constitution: Since you will be in the mix almost every battle a good number
              would do you good here.
Intelligence: I doubt anyone would waste a point in this attribute
Wisdom: A solid number will get you through the game, nothing over 12 i would 
        say.
Charisma: Something decent to make any offensive Powers have a bit more punch.

Starting Attributes                   Starting Stats
___________________                   ______________

Strength: 16                           Vitality: 12
Dexterity: 15                          Defense: 14
Constitution: 15                       Fortitude Save: 4
Intelligence: 8                        Reflex Save: 4
Wisdom: 10                             Will Save: 1
Charisma: 10

You will only have your basic 4 Skill Points to Start with.

Up the Strength, Dexterity, and Constitution with the Bonus Attribute Points

Skills
______


Class Skills                         Cross-Class Skills
____________                         __________________

Demolitions                          Computer Use
Awareness                            Stealth
Persuade                             Repair
Treat Injury                         Security

What can be said, skills are pretty much useless here except for Persuade

Feats
_____

A Jedi Guardian Starts with the following Feats:

Armor Proficiency: Light
Armor Proficiency: Medium
Critical Strike
Flurry
Power Attack
Power Blast
Rapid Shot
Sniper Shot
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Lightsaber
Weapon Proficiency: Melee Weapons
Jedi Defense
Force Jump
Jedi Sense
War Veteran

------------------------------------------------------------------------------

B. Skills

These skills are none combat related and can sometimes keep you out of battle.
Each Skill is related to one Attribute

Computer Use: Related Attribute: Intelligence
              Computer Use lets a character slice into a computer using less
              spikes. Spikes reduced by 1 (Minimum 1) for every 4 points total.

Demolitions: Related Attribute: Intelligence
             Demolitions allows the character to set, disarm, or recover a
             mine. Disarm adds +5 to the DC while Recovering adds +10 DC.

Stealth: Related Attribute: Dexterity
         Stealth lets the character to use camouflage to enter Stealth Mode.

Awareness: Related Attribute: Wisdom
           Awareness give the character the chance to spot someone or something
           hidden by the Stealth Skill. Best used when moving slowly, running
           give a -5 penalty to Awareness checks.

Persuade: Related Attribute: Charisma
          Persuade lets the character try to get extra information out of other
          NPC's. Different situations require different skill levels.

Repair: Related Attribute: Intelligence
        Repair allows a character a chance to try and fix a mechanical device.
        The number of parts required is reduced by 1 (Minimum 1) for every 4
        points total including Attribute score modifiers. This also modifies
        the amount of vitality recovered when droids use kits to repair 
        themselves.

Security: Related Attribute: Intelligence
          Security gives the ability to open electronic locks. A Security 
          Spike give a bonus to this skill when used in opening a lock.

Treat Injury: Related Attribute: Wisdom
              Treat Injury gives a bonus to damage healed when using a medpac,
              adding the modified rank to the number of vitality points healed.
              Advanced medpacs and Life-Support packs apply multipliers to the
              user's skill increasing the amount healed.

------------------------------------------------------------------------------

C. Feats

These Feats are the bread and butter of combat and can spell the difference 
between life and death.

 -------------------
|Two-Weapon Fighting|
 -------------------

Two-Weapon Fighting
Prerequisites: NONE

This feat reduces the attack penalty of a character wielding a double bladed
weapon or two weapons at a time. The normal penalty of -6 (main hand)/-10 (off
hand) are reducked by 0/4, to a total penalty of -6/-6. Use of a "Balanced"
weapon in the off hand can further reduce the attack penalty by 2/0, for a 
total penalty of -4/-6.

Imporved Two-Weapon Fighting
Prerequisites: Level 4, Two-Weapon Fighting

This feat further reduces the penalty of wielding a double bladed weapon or
two weapons at a time. The reduction from this feat is 2/2, for a total 
penalty of-4/-4. The use of a "Balanced" weapon in the off hand will further
reduce the penalty by 2/0, for a total penalty of -2/-4.

Master Two-Weapon Fighting
Prerequisites: Level 8, Two-Weapon Fighting, Improved Two Weapon Fighting

This feat again reduces the penalty of wielding a double bladed weapon or 
two weapons simultaniously. The penalty reduction for this feat is 2/2, for a 
total penalty of -2/-2. A "Balanced" weapon in the off-hand will further 
reduce the penalty by 2/0 for a final penalty of 0/-2.

 -----------------
|Armor Proficiency|
 -----------------

Armor Proficiency: Light
Prerequisites: NONE
Wookiees and droids cannot wear armor suits

This feat lets characters wear Light armor. Without this feat, Light armor
cannot be worn.

Armor Proficiency: Medium
Prerequisites: Armor Proficiency: Light

This feat lets characters to wear up to Medium armor. Without this feat, 
Medium armor cannot be worn.

Armor Proficiency: Heavy
Prerequisites: Armor Proficiency: Light, Armor Proficiency: Medium

This Feat allows characters to wear up to Heavy armor. Without this feat,
characters cannot wear Heavy armor.
 
 -------
|Caution|
 -------

Caution
Prerequisites:NONE

This Feat gives characters +1 skill points to Demolitions and Stealth. One
skill point must be invested in those skills to get this bonus.

Improved Caution
Prerequisites: Level 4

This Feat gives characters +2 skill points to Demolitions and Stealth. This
replaces the +1 bonus of the previous Feat. One skill point must be invested
in those skills to get the bonus.

Master Caution
Prerequisites: Level 8

This Feat gives a character +3 skill points to Demolitions and Stealth. This
replaces the +2 bonus given to them by Improved Caution. One Skill Point must
be invested in those skills to get the bonus.

 ---------------
|Critical Strike|
 ---------------

Critical Strike
Prerequisites: None

This feat doubles the critical threat range of melee attacks (e.g. if a weapon
need a roll of 20, a critical hit will result on 19 or 20).  If the attack hits
the target is also stunned for 6 seconds unless they make a Fortitude save at a
DC of the attacking character's level + attacking character's Strength
modifier.  This feat lowers Defense by -5 when used.  Critical Strike works
with melee weapons only.

Improved Critical Strike
Prerequisites: Level 4, Critical Strike

This feat triples the critical threat range of melee attacks (e.g. if a weapon
needs a roll of 20, a critical hit will result on 19-20).  If the attack hits,
the target is also stunned for 6 seconds unless they make a Fortitude save at a
DC of the attacking character's level + attacking character's Strength
modifier.  This feat lowers Defense by -5 when used. Improved Critical Strike
works with melee weapons only.

Master Critical Strike
Prerequisites: Level 8, Critical Strike, Improved Critical Strike

This feat quadruples the critical threat range of a melee attack (e.g. if a
weapon needs a roll of 20, a critical hit will result on 17-20).  If the attack
hits, the target is also stunned for 6 seconds unless they make a Fortitude
save at a DC of the attacking character's level + attacking character's
Strength modifier.  This feat lowers Defense by -5 when used. Master Critical
Strike works with melee weapons only.

 -------
|Empathy|
 -------

Empathy
Prerequisites: NONE

This Feat gives a +1 Skill Bonus to Persuade, Awareness, and Treat Injury.

Improved Empathy
Prerequisites: Level 4

This Feat gives a +2 Skill Bonus to Persuade, Awareness, and Treat Injury.
This Feat replaces the +1 Bonus given by Empathy.

Master Empathy
Prerequisites: Level 8

This Feat gives a +3 Skill Bonus to Persuade, Awareness, and Treat Injury.
This Feat replaces the +2 Bonus given by Improved Empathy.

 ------
|Flurry|
 ------

Flurry
Prerequisites: NONE

When activated, Flurry allows a character to make an extra melee attack during
the round. The character suffers a -2 penalty to Defense while using the Feat
and for 3 seconds afterwards. The character also suffers a -4 penalty to all
attacks that round.

Improved Flurry
Prerequisites: Level 4, Flurry

When activated, Improved Flurry allows a character to make an extra melee
attack during the round. The character suffers a -1 penalty to Defense 
while using the Feat and for 3 seconds afterwards. The character also 
suffers a -2 penalty to all attacks that round.

Master Flurry
Prerequisites: Level 8, Flurry, Improved Flurry

When activated, Master Flurry allows a character to make an extra melee
attack during the round. The character suffers no penalties while using 
Master Flurry.

 ---------
|Gear Head|
 ---------

Gear Head
Prerequisites: NONE

This Feat gives the character a +1 Skill point bonus to Repair, Security, and
Computer Use. You must have at least one point in a particular skill to get 
the bonus.

Improved Gear Head
Prerequisites: Level 4

This Feat gives the character a +2 Skill point bonus to Repair, Security, and
Computer Use. This replaces the +1 Bonus for Gear Head. One Skill point must
be invested in a particular skill to get the bonus.

Master Gear Head
Prerequisites: Level 8

This Feat gives the character a +3 Skill point bonus to Repair, Security, and
Computer Use. This replaces the +2 Bonus for Improved Gear Head. One Skill 
Point must be invested in a particular skill to get the bonus.

 ------------
|Conditioning|
 ------------

Conditioning
Prerequisites: NONE

The Feat gives a character a +1 Bonus to all Saving Throws.

Improved Conditioning
Prerequisites: Level 4

This Feat gives a character a +2 Bonus to all Saving Throws.

Master Conditioning
Prerequisites: Level 8

This Feat gives a character a +3 Bonus to all Saving Throws.

 ------------
|Power Attack|
 ------------

Power Attack
Prerequisites: None

When activated Power Attack increases melee damage by +3, but attacks are made
at a penalty of -3 to hit. The critical modifier is increased by 1
also. Finally, if the target is hit with a critical, he/she is knocked back
unless they can make a Fortitude Saving Throw vs. attackers Level + twice the
characters strength modifier.

Improved Power Attack
Prerequisites: Level 4, Power Attack

When activated, Improved Power Attack increases melee damage by +7, but attacks
are made at a penalty of -3 to hit. The critical modifier is increased by 1
also. Finally, if the target is hit with a critical, he/she is knocked back
unless they can make a Fortitude Saving Throw vs. attackers Level + twice the
characters strength modifier.

Master Power Attack
Prerequisites: Level 8, Power Attack, Improved Power Attack

When activated, Master Power Attack increases melee damage by +12, but attacks
are made at a penalty of -3 to hit. The critical modifier is increased by 1
also. Finally, if the target is hit with a critical, he/she is knocked back
unless they can make a Fortitude Saving Throw vs. attackers Level + twice the
characters strength modifier.

 -----------
|Power Blast|
 -----------

Power Blast
Prerequisites: None

When activated Power Blast increases ranged weapon damage by +3, but attacks 
are made at a penalty of -3 to hit. The critical modifier is increased by 1
also. Finally, if the target is hit with a critical, he/she is knocked back
unless they can make a Fortitude Saving Throw vs. attackers Level + twice the
characters Dexterity modifier.

Improved Power Blast
Prerequisites: Level 4, Power Blast

When activated, Improved Power Blast increases ranged weapon damage by +7, 
but attacks are made at a penalty of -3 to hit. The critical modifier is 
increased by 1 also. Finally, if the target is hit with a critical, he/she is 
knocked back unless they can make a Fortitude Saving Throw vs. attackers 
Level + twice the characters Dexterity modifier.

Master Power Blast
Prerequisites: Level 8, Power Blast, Improved Power Blast

When activated, Master Power Blast increases ranged weapon damage by +7, 
but attacks are made at a penalty of -3 to hit. The critical modifier is 
increased by 1 also. Finally, if the target is hit with a critical, he/she is 
knocked back unless they can make a Fortitude Saving Throw vs. attackers 
Level + twice the characters Dexterity modifier.

 ----------
|Rapid Shot|
 ----------

Rapid Shot
Prerequisites: NONE

When activated, Rapid Shot allows a character to make an extra ranged attack 
during the round. The character suffers a -4 penalty to Defense while using 
the Feat and for 3 seconds afterwards. The character also suffers a -4 penalty 
to all attacks that round.

Improved Rapid Shot
Prerequisites: Level 4, Rapid Shot

When activated, Improved Rapid Shot allows a character to make an extra ranged
attack during the round. The character suffers a -2 penalty to Defense 
while using the Feat and for 3 seconds afterwards. The character also 
suffers a -2 penalty to all attacks that round.

Master Rapid Shot
Prerequisites:

When activated, Master Rapid Shot allows a character to make an extra ranged
attack during the round. The character suffers no penalties while using 
Master Rapid Shot.

 -----------
|Sniper Shot|
 -----------

Sniper Shot
Prerequisites: None

This feat doubles the critical threat range of melee attacks (e.g. if a weapon
need a roll of 20, a critical hit will result on 19 or 20).  If the attack hits
the target is also stunned for 6 seconds unless they make a Fortitude save at a
DC of the attacking character's level + attacking character's Intellegence
modifier.  This feat lowers Defense by -5 when used.  Sniper Shot works
with ranged weapons only.

Improved Sniper Shot
Prerequisites: Level 4, Sniper Shot

This feat triples the critical threat range of melee attacks (e.g. if a weapon
needs a roll of 20, a critical hit will result on 19-20).  If the attack hits,
the target is also stunned for 6 seconds unless they make a Fortitude save at a
DC of the attacking character's level + attacking character's Intellegence
modifier.  This feat lowers Defense by -5 when used. Improved Sniper Shot
works with ranged weapons only.

Master Sniper Shot
Prerequisites: Level 8, Sniper Shot, Improved Sniper Shot

This feat quadruples the critical threat range of a melee attack (e.g. if a
weapon needs a roll of 20, a critical hit will result on 17-20).  If the attack
hits, the target is also stunned for 6 seconds unless they make a Fortitude
save at a DC of the attacking character's level + attacking character's
Intellegence modifier.  This feat lowers Defense by -5 when used. Master 
Sniper Shot works with ranged weapons only.

 ----------------------------------
|Weapon Proficiency: Blaster Pistol|
 ----------------------------------

Weapon Profiency: Blaster Pistol
Prerequisites: None

This feat gives a character basic training in the use of standard Blaster
Pistol weapon types.

Weapon Focus: Blaster Pistol
Prerequisites: Weapon Proficiency: Blaster Pistol

Adds a +1 attack bonus with Blaster Pistols.

Weapon Specialization: Blaster Pistol
Prerequisites: Weapon Profiency: Blaster Pistol, Weapon Focus: Blaster Pistol 
Level 4 Soldier

Adds a +2 damage bonus with Blaster Pistols.

 ---------------------------------
|Weapon Proficiency: Blaster Rifle|
 ---------------------------------

Weapon Proficiency: Blaster Rifle
Prerequisites: None

This feat gives a character basic training in the use of standard Blaster
Rifle weapon types.

Weapon Focus: Blaster Rifle 
Prerequisites: Weapon Proficiency Blaster Rifle

Adds a +1 attack bonus with Blaster Rifle.

Weapon Specialization: Blaster Rifle
Prerequisites: Weapon Profiency: Blaster Rifle, Weapon Focus: Blaster Rifle 
Level 4 Soldier

Adds a +2 damage bonus with Blaster Rifle.

 ------------------------------
|Weapon Proficiency: Lightsaber|
 ------------------------------

Weapon Proficiency: Lightsaber
Prerequisites: Jedi Classes Only

This feat gives a character basic training in the use of a Lightsaber

Weapon Focus: Lightsaber
Prerequisites: Weapon Proficiency: Lightsaber, Jedi Classes Only

Adds a +1 attack bonus with Lightsabers

Weapon Specialization: Lightsabers
Prerequisites: Weapon Proficiency: Lightsabers, Weapon Focus: Lightsabers,
Jedi Classes Only

Adds a +2 damage bonus with lightsabers

 ---------------------------------
|Weapon Proficiency: Melee Weapons|
 ---------------------------------

Weapon Proficiency: Melee Weapons
Prerequisites: None

This feat gives a character basic training in the use of hand-to-hand melee
weapon types, such as vibroblades and other powered or unpowered items.

Weapon Focus: Melee Weapons
Prerequisites: Weapon Proficiency: Melee Weapons

Adds a +1 attack bonus with Melee Weapons.

Weapon Specialization: Melee Weapons
Prerequisites: Weapon Proficiency: Melee Weapons, Weapon Focus: Melee Weapons,
Level 4 Soldier

Adds a +2 damage bonus with Melee Weapons.

 ------------
|Jedi Defense|
 ------------

Jedi Defense
Prerequisites: Jedi Classes only, Lightsaber Equiped

This feat allows for energy based blaster bolts to be deflected as long as the
character has a lightsaber equiped. An opposed roll is made when a character
is attacked, if the result is greater than the attack roll the blaster bolt
is deflected. if the attack is beaten by 10 or more the bolt is defelected
back to the enemy. Jedi recieve this at Level 1.

Advanced Jedi Defense
Prerequisites: Level 4, Jedi Defense

This Feat gives a character a +3 bonus to all deflection rolls. Certain items
may apply a bonus or penalty to this ability.

Master Jedi Defense
Prerequisites:Level 8, Jedi Defense, Advanced Jedi Defense

This Feat gives a character a +6 bonus to all deflection rolls. Certain items
may apply a bonus or penalty to this ability. This Feat replaces the bonus
given by Advanced Jedi Defense.

 ---------
|Toughness|
 ---------

Toughness
Prerequisites: None

This feat gives the character 1 extra vitality point every time they level up.
This bonus is retroactive for levels previously gained.

Improved Toughness
Prerequisites: Level 4, Toughness

The character is very resilient. This feat subtracts 10% of any damage over 20
points suffered. The character retains the +1 vitality bonus per level granted
by Toughness.

Master Toughness
Prerequisites: Level 8, Toughness, Improved Toughness

The character is further fortified against damage. The character gains an 
additional +1 vitality point at each level up, retroactive for levels
previously gained. This is in addition to the vitality bonus granted by
Toughness and the 10% damage resistance granted by Improved Toughness.

 -----------
|Force Focus|
 -----------

Force Focus
Prerequisites: Jedi Consular

This Feat adds +2 to the Difficulty Class for all saving throws against the 
character's Force Powers. This Feat is always active.

Improved Force Focus
Prerequisites: Level 6 Jedi Consular

This Feat adds +3 to the Difficulty Class for all saving throws against the
character's Force Powers. This Feat is always active and replaces Force Focus.

Master Force Focus
Prerequisites: Level 12 Jedi Consular

This feat adds +4 to the Difficulty Class for all saving throws against the
character's Force Powers. This Feat is always active and replaces Improved 
Force Focus.

 --------------
|Force Immulity|
 --------------

Force Immulity: Fear
Prerequisites: Jedi Sentinel

The Jedi possesses an inner calm that cannot be shaken by mere threats to 
mind or body. The Force grants understanding, which is a shield that fear 
cannot breach. This Feat is always active.

Force Immulity: Stun
Prerequisites: Level 6 Jedi Sentinel

The Jedi has an unshakable connection to the Force and, through it, to the 
galaxy as well. No amount of damage or distraction will cause fear or a loss 
of alertness. This feat is always active. This Feat replaces Force 
Immunity: Fear

Force Immulity: Paralysis
Prerequisites: Level 12 Jedi Sentinel

The Jedi is one with the Force, moving within it as it moves within all things.
This connection prevents fear or loss of senses, and blocks any attempt at
paralyzation. This Feat is always active. This Feat replaces Force
Immunity: Stun.

 ----------
|Force Jump|
 ----------

Force Jump
Prerequisites: Jedi Guardian

The Jedi know that if diplomacy fails, combat must be swift and decisive. 
When an opponent at range is targeted with a standard lightsaber melee attack, 
this feat allows Guardians to make a quick jump to their target and close the 
distance almost instantly. This Feat is automatic when wielding a lightsaber 
and targeting opponents with a standard melee attack from more than 10 meters 
away. The Jedi must have a clear line-of-sight to the opponent. 
NOTE: Using a feat or special attack negates this ability.

Improved Force Jump
Prerequisites: Level 6 Jedi Guardian

The Jedi knows that if combat is inevitable it must be swift and decisive. 
When an opponent at range is targeted with a standard lightsaber melee 
attack, the Guardian closes the distance almost instantly and also recieves 
a +2 to hit and damage on the first round of combat immediately following 
the jump. This Feat is automatic when wielding a lightsaber 
and targeting 
opponents with a standard melee attack from more than 10 meters away. 
The Jedi must have a clear line-of-sight to the opponent. 
This replaces Force Jump
NOTE: Using a feat or special attack negates this ability.

Master Force Jump
Prerequisites: Level 12 Jedi Guardian

The Jedi knows that if combat is inevitable it must be swift and decisive. 
When an opponent at range is targeted with a standard lightsaber melee 
attack, the Guardian closes the distance almost instantly and also recieves 
a +4 to hit and damage on the first round of combat immediately following 
the jump. This Feat is automatic when wielding a lightsaber 
and targeting 
opponents with a standard melee attack from more than 10 meters away. 
The Jedi must have a clear line-of-sight to the opponent. 
This replaces Improved Force Jump
NOTE: Using a feat or special attack negates this ability.

 ----------
|Jedi Sense|
 ----------

Jedi Sense
Prerequisites: Jedi Classes only

The Jedi develops a connection to the Force that allows them to better sense 
incoming attacks. This feat is always active and grants defense bonuses 
dependent upon the Jedi's Consular, Sentinel, or Guardian level. This bonus 
starts at +2 for every subsequent 6 levels in one of these classes 
(levels 7, 13, 19, etc.).

 -------
|Dueling|
 -------

Dueling
Prerequisites: NONE

Characters that focus on using single one-handed weapons in battle gain +1 to 
attack and +1 to defense due to the efficiency of this form of combat. This 
applies to both ranged and melee weapons. This Feat also applies to unarmed 
combat.

Improved Dueling
Prerequisites: Level 4, Dueling

Continued focus on the use of single one-handed weapons grants a character +2
to attack and defense. This applies to ranged, melee, and unarmed combat.

Master Dueling
Prerequisites: Level 8, Dueling, Master Dueling

Characters that have mastered the use of single one-handed weapons gain +3 to
attack and defense. This applies to ranged, melee, and unarmed combat.

 ------------
|Close Combat|
 ------------

Close Combat
Prerequisites: Level 4

This Feat trains ranged weapon characters to fight effectively in close combat.
When the character's target is at short range, they recieve a +1 attack bonus.
Additionally, when these characters are engaged in melee combat their attacker
recieves only a +4 Attack Bonus instead of the usual +6.

Improved Close Combat
Prerequisites: Level 8, Close Combat

The Character has mastered fighting with ranged weapons in close combat.
When the character's target is at short range, they recieve a +2 attack bonus.
Additionally, when these characters are engaged in melee combat their attacker
recieves only a +2 Attack Bonus instead of the usual +6. The effects of this
Feat replace those of Close Combat.

 -----------------------
|Regenerate Force Points|
 -----------------------

Regenerate Force Points
Prerequisites: Level 4 Jedi

Through training and meditation, the character has become better able to channel
the Force, allowing them to recover Force Points more quickly.

 -------------------------
|Class Skill: Computer Use|
 -------------------------

Class Skill: Computer Use
Prerequisites: Computer Use is a Cross-Class Skill

This feat gives a character advanced training with computers. The Computer Use
Skill is no longer considered cross-class and can be purchased for one skill
point per skill level.

 -------------------------
|Class Skill: Demolitions |
 -------------------------

Class Skill: Demolitions
Prerequisites: Demolitions is a Cross-Class Skill

This feat gives a character advanced training with explosives. The Demolitions
Skill is no longer considered cross-class and can be purchased for one skill
point per skill level.

 -------------------
|Class Skill: Repair|
 -------------------

Class Skill: Repair
Prerequisites: Repair is a Cross-Class Skill

This feat gives a character advanced training with repairing broken tech. 
The Repair Skill is no longer considered cross-class and can be purchased 
for one skill point per skill level.

 ---------------------
|Class Skill: Security|
 ---------------------

Class Skill: Security
Prerequisites: Security is a Cross-Class Skill

This feat gives a character advanced training with security systems. The 
Security Skill is no longer considered cross-class and can be purchased 
for one skill point per skill level.

 --------------------
|Class Skill: Stealth|
 --------------------

Class Skill: Stealth
Prerequisites: Stealth is a Cross-Class Skill

This feat gives a character advanced training with stealth. The Stealth
Skill is no longer considered cross-class and can be purchased for one skill
point per skill level.

 -------------------------
|Class Skill: Treat Injury|
 -------------------------

Class Skill: Treat Injury
Prerequisites: Stealth is a Cross-Class Skill

This feat gives a character advanced Medical Training. The Treat Injury
Skill is no longer considered cross-class and can be purchased for one skill
point per skill level.


 -----------
|Dual Strike|
 -----------

Dual Strike
Prerequisites: NONE

The character has advanced training using teamwork to defeat enemies. When 
attacking an enemy that another party member is also attacking the character
gets a +2 bonus to hit.

Improved Dual Strike
Prerequisites: Level 4, Dual Strike

Continued teamwork training grants the character a +4 bonus to hit an enemy
that is being attacked by another party member.

Master Dual Strike
Prerequisites: Level 8, Dual Strike, Improved Dual Strike

The character has mastered working together with a small team. The character
gets a +6 bonus to hit an enemy that is being attacked by another party member.

 -------------------
|Finesse: Lightsaber|
 -------------------

Finesse: Lightsaber
Prerequisites: Jedi Only

The character has mastered using grace and speed with lightsabers instead of 
raw power. The character can add either their Dexterity or Strength bonus to 
their chance to hit, whichever is higher.

 ----------------------
|Finesse: Melee Weapons|
 ----------------------

Finesse: Melee Weapons
Prerequisites: NONE

The character has mastered using grace and speed with melee weapons instead of 
raw power. The character can add either their Dexterity or Strength bonus to 
their chance to hit, whichever is higher.

 --------------------------
|Regenerate Vitality Points|
 --------------------------

Regenerate Vitality Points
Prerequisites: Level 4

the character has an increased healing rate, allowing them to recover Vitality
Points faster.

 ------------------
|Unarmed Specialist|
 ------------------

Unarmed Specialst I
Prerequisites: Level 2, Jedi (or Special Training)

The character has gained extra experience in hand-to-hand combat and is able 
to strike much harder than other combatabts, adding 1-4 to damage to all 
unarmed attacks. This Feat is automatically gained at second level.

Unarmed Specialst II
Prerequisites: Level 6, Jedi (or Special Training), Unarmed Specialist I

The character has learned more about hand-to-hand combat and is able 
to strike much quicker than other combatabts, adding and additional 2-8 damage 
to all unarmed attacks. This bonus replaces the one gained from level one of 
this feat and is automatically gained at sixth level.

Unarmed Specialst III
Prerequisites: Level 10, Jedi (or Special Training), Unarmed Specialist I
               Unarmed Specialist II

The character has refined their hand-to-hand combat techniques and is able to 
do an extra 3-12 damage when using unarmed attacks. This bonus replaces the one
gained from level two of this feat and is automatically gained at tenth level.

 -----------
|Stealth Run|
 -----------

Stealth Run
Prerequisites: Level 4

The character has trained so extensively in Stealth that they can move swifty
and still remain hidden. The character can now run instead of walk in Stealth
Mode.

 ---------------
|Repulsor Strike|
 ---------------

Repulsor Strike
Prerequisites: Bao-Dur, Level 7

Bao-Dur can release energy stored in capacitors in his ar during combat, 
causing an extra 1-6 electricity damage with a 10% chance of causing Slow for 
2 rounds if they fail a Fortitude Save of DC=15+Attacker's level when using 
an unarmed attack. This damage stacks with unarmed attacks.

Electrical Strike
Prerequisites: Bao-Dur, Level 13

Bao-Dur can release energy stored in capacitors in his ar during combat, 
causing an extra 2-12 electricity damage with a 15% chance of causing Slow for 
2 rounds if they fail a Fortitude Save of DC=15+Attacker's level when using 
an unarmed attack. This damage stacks with unarmed attacks.

Gravitonic Strike
Prerequisites: Bao-Dur, Level 19

Bao-Dur can release energy stored in capacitors in his ar during combat, 
causing an extra 3-18 electricity damage with a 15% chance of causing Slow for 
2 rounds if they fail a Fortitude Save of DC=15+Attacker's level when using 
an unarmed attack. This damage stacks with unarmed attacks.

 ------------
|Precise Shot|
 ------------

Precise Shot I
Prerequisites: Level 4

This Feat increases the damage done with ranged weapons by +1. This Feat also
applies a -2 penalty to any attempt to deflect the blaster bolt. This bonus
is automatic whenever a ranged weapon is equipped. Grenades and Thrown 
Lightsabers do not apply to this Feat.

Precise Shot II
Prerequisites: Level 8, Precise Shot I

This Feat increases the damage done with ranged weapons by +2. This Feat also
applies a -4 penalty to any attempt to deflect the blaster bolt. This bonus
is automatic whenever a ranged weapon is equipped. Grenades and Thrown 
Lightsabers do not apply to this Feat.

Precise Shot III
Prerequisites: Level 12, Precise Shot I, Precise Shot II

This Feat increases the damage done with ranged weapons by +4. This Feat also
applies a -6 penalty to any attempt to deflect the blaster bolt. This bonus
is automatic whenever a ranged weapon is equipped. Grenades and Thrown 
Lightsabers do not apply to this Feat.

Precise Shot IV
Prerequisites: Level 16, Precise Shot I, Precise Shot II, Precise Shot III

This Feat increases the damage done with ranged weapons by +6. This Feat also
applies a -8 penalty to any attempt to deflect the blaster bolt. This bonus
is automatic whenever a ranged weapon is equipped. Grenades and Thrown 
Lightsabers do not apply to this Feat.

Precise Shot V
Prerequisites: Level 20, Precise Shot I, Precise Shot II, Precise Shot III,
               Precise Shot IV

This Feat increases the damage done with ranged weapons by +8. This Feat also
applies a -10 penalty to any attempt to deflect the blaster bolt. This bonus
is automatic whenever a ranged weapon is equipped. Grenades and Thrown 
Lightsabers do not apply to this Feat.

 ----------
|Jedi Sense|
 ----------

Jedi Sense
Prerequisites: Jedi

The Jedi develop a connection to the Force that allows them to better sense
incoming attacks. This feat is always active and grants defensive bonuses
dependent upon the Jedi's Consular, Sentinel, or Guardian Level. This bonus
starts at +2 at level 1 and increases by +2 for every subsequent 6 levels in
one of the classes (levels 7, 12, 19, etc.).

 ---------------
|Force Sensitive|
 ---------------

Force Sensitive
Prerequisites: Special

Jedi training affects each Padawan uniquely, allowing them to grow in ability
while addressing personal flaws. On rare occasions, however, exceptional 
individuals open doors to strengths they did not know they had. This feat
represents a heightened connection to the Force previously unseen in a newly
trained Jedi. This feat grants 40 additional Force Points to the chracter's
base total.

 -----------
|Force Chain|
 -----------

Force Chain
Prerequisites: Main Character Jedi or Kreia

You and Kreia have a special bond. Most beneficial Force powers used on one of
you automatically affects the other. For example, if Kreia activates Force
Resistance then you will also receive its benefits.

 -----------
|War Veteran|
 -----------

War Veteran
Prerequisites: Main Character

You are a veteran of the Mandalorian Wars. Your battle scars and experience 
give you an extra +25 Vitality points at the start of the game.
-------------------------------------------------------------------------------

D. Force Powers

Ah the Force, it surrounds us, flows through us, it binds the galaxy together...
uh sorry about that. Here is a list of the Force Powers for KOTOR II. Universal
Powers can be used by either Lightsiders or Darksiders with no penalty.

 ----
|Heal| Light Side
 ----

Heal
Prerequisites: Character Level 6

This power heals all party members within a 15 meter radius.  It heals 5
vitality points + 1 point for every Charisa modifier, Wisdom modifier, and
level of the Force user.  This power does not affect droids.

Improved Heal
Prerequisites: Character Level 12, Heal

This power heals all party members within a 15 meter radius.  Each party member
gains 10 vitality points + 1 point for every Charisa modifier, Wisdom modifier,
and level of the Force user.  Poisons are neutralized by this effect.  This
power does not affect droids.

Master Heal
Prerequisites: Character Level 18, Heal, Improved Heal

This power heals all party members within a 15 meter radius.  Each party member
gains 15 vitality points + 1 point for every Charisa modifier, Wisdom modifier,
and two times the level of the Force user.  Poisons and Stun effects are 
neutralized by this power.

 ----------
|Force Aura| Light Side
 ----------

Force Aura
Prerequisites: NONE
Restricted by Armor

When this power is activated, the Jedi is temporarily granted a +2 bonus to
Defense and all saving throws.  The effect lasts for 20 seconds.

Force Shield
Prerequisites: Character Level 6, Force Aura
Restricted by Armor

When this power is activated, the Jedi is temporarily granted a +4 bonus to
Defense and all saving throws.  The effect lasts for 20 seconds.

Force Armor
Prerequisites: Character Level 12, Force Shield, Force Aura
Restricted by Armor

When this power is activated, the Jedi is temporarily granted a +6 bonus to
Defense and all saving throws.  The effect lasts for 20 seconds.

 -----
|Speed| Universal
 -----

Burst of Speed
Prerequisites: NONE
Restricted by Armor

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 granted.

Knight Speed
Prerequisites: Character Level 9, Burst of Speed
Restricted by Armor

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
Prerequisites: Character Level 15, Burst of Speed, Knight Speed
Restricted by Armor

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 granted.

 -----
|Valor| Light Side
 -----

Force Valor
Prerequisites: NONE
Restricted by Armor

This power increases the physical attributes and saving throws of the Jedi and
all party members by 2 points.  The effect lasts for 20 seconds.

Knight Valor
Prerequisites: Character Level 9, Force Valor

This power increases the physical attributes and saving throws of the Jedi and
all party members by 3 points, and also grants immunity to poison.  The effect
lasts for 20 seconds.  Knight Valor replaces the bonus granted by Force Valor.

Master Valor
Prerequisites: Character Level 15, FOrce Valor, Knight Valor
Restricted by Armor

This power increases the physical attributes and saving throws of the Jedi and
all party members by 5 points, and also grants immunity to poison.  The effect
lasts for 20 seconds.  Master Valor replaces the bonus granted by Knight Valor
and Force Valor.

 ----------------
|Force Resistance| Universal
 ----------------

Force Resistance
Prerequisites: Character Level 9
Restricted by Armor

This power offers some protection from direct Force Power attacks by Jedi
opponents, possibly negating their effects.  The attacking Jedi makes an
opposed roll using d20 + his level versus a DC of 10 + the defending
character's level.  If the attacker's result is greater, the attack succeeds.
If the defender's total is greater, the attack has no effect.  Force Resistance
lasts for 60 seconds.

Force Immunity
Prerequisites: Character Level 15, Force Resistance
Restricted by Armor

This power offers some protection from direct Force Power attacks by Jedi
opponents, possibly negating their effects.  The attacking Jedi makes an
opposed roll using d20 + his level versus a DC of 15 + the defending
character's level.  If the attacker's result is greater, the attack succeeds.
If the defender's total is greater, the attack has no effect.  Force Immunity
lasts for 60 seconds.

 -----------------
|Energy Resistance| Universal
 -----------------

Energy Resistance
Prerequisites: NONE

This power shields the Jedi in the Force, absorbing the first 6 points of
damage from sonic, fire, cold and electrical attacks.  Damage over and above
the first 6 points is suffered as normal.  This effect lasts for 120 seconds.

Improved Energy Resistance
Prerequisites: Character Level 9, Energy Resistance

This power allows the Jedi to shield the entire party in the Force, granting
immunity to poisons and disease and absorbing the first 12 points of damage
from sonic, fire, cold and electrical attacks directed at them.  Damage over
and above the first 12 points is suffered as normal.  This effect lasts for 120
seconds.

Master Energy Resistance
Prerequisites: Character Level 17, Energy Resistance, Improved Energy Resistance

This power allows the Jedi to shield the entire party in the Force, granting
immunity to poisons and disease and absorbing the first 20 points of damage
from sonic, fire, cold, electrical and blaster attacks directed at them.  
Damage over and above the first 20 points is suffered as normal.  This effect 
lasts for 120 seconds.

 -------
|Barrier| Light Side
 -------

Force Barrier
Prerequisites: Character Level 6

This power shields the Jedi in the Force, absorbing the first 4 points of 
damage from slashing, bludgeoning, and piercing attacks. Damage over and above 
the first 4 is suffered as normal. This effect lasts for 30 seconds.

Improved Force Barrier
Prerequisites: Character Level 9, Force Barrier

This power shields the Jedi in the Force, absorbing the first 8 points of 
damage from slashing, bludgeoning, and piercing attacks. Damage over and above 
the first 8 is suffered as normal. This effect lasts for 45 seconds.

Master Force Barrier
Prerequisites: Character Level 15, Force Barrier, Improved Force Barrier

This power shields the Jedi in the Force, absorbing the first 15 points of 
damage from slashing, bludgeoning, and piercing attacks. Damage over and above 
the first 15 is suffered as normal. This effect lasts for 60 seconds.

 -----------------
|Battle Meditation| Universal
 -----------------

Battle Meditation
Prerequisites: Character Level 6
Restricted by Armor

This power grants +2 to attack rolls, +2 to damage, and +2 to Will saves to 
all party members. It also increases the Vitality Point Regeneration rate of 
the party. This effect lasts for 20 seconds and will not affect any droids in 
the party.

Improved Battle Meditation
Prerequisites: Character Level 12, Battle Meditation
Restricted by Armor

This power grants +2 to attack rolls, +2 to damage, and +2 to Will saves to 
all party members. It also increases the Vitality Point Regeneration rate of 
the party. Additionally, any enemies within 10 meters that fail a Will save 
against a DC of 5 + the attacking character's level + attacking character's 
Charisma and Wisdom modifiers suffer a -2 to attack rolls, -2 to damage, and 
-2 to Will saves. This effect lasts for 20 seconds and will not affect any 
droids in the party.

Master Battle Meditation
Prerequisites: Character Level 18, Battle Meditation, Improved Battle Meditation
Restricted by Armor

This power grants +4 to attack rolls, +4 to damage, and +4 to Will saves to 
all party members. It also increases the Vitality Point Regeneration rate of 
the party. Additionally, any enemies within 15 meters that fail a Will save 
against a DC of 5 + the attacking character's level + attacking character's 
Charisma and Wisdom modifiers suffer a -4 to attack rolls, -4 to damage, and 
-4 to Will saves. This effect lasts for 20 seconds and will not affect any 
droids in the party.

 ----------
|Force Body| Universal
 ----------

Force Body
Prerequisites: NONE

This power enables the character to use part of their own health to fuel Force 
Powers. All Force Powers take 50% of their cost from Vitality and 50% from 
Force Points. This effect lasts for 30 seconds.

Improved Force Body
Prerequisites: Level 9 Jedi, Force Body

This power enables the character to use part of their own health to fuel Force 
Powers. All Force Powers take 40% of their cost from Vitality and 40% from 
Force Points. The total Force Point Cost is actually less using this effect. 
This effect lasts for 30 seconds.

Master Force Body
Prerequisites: Level 15 Jedi, Force Body, Improved Force Body

This power enables the character to use part of their own health to fuel Force 
Powers. All Force Powers take 30% of their cost from Vitality and 30% from 
Force Points. The total Force Point Cost is actually less using this effect. 
This effect lasts for 30 seconds.

 ----------
|Revitalize| Light Side
 ----------

Revitalize
Prerequisites: Character Level 9
Restricted by Armor

This power allows the Jedi to rekindle the life energies of any of their 
non-droid fallen allies. This brings a single ally back to consciousness with 
5% of their total Vitality Points.

Improved Revitalize
Prerequisites: Character Level 15, Revitalize
Restricted by Armor

This power allows the Jedi to rekindle the life energies of any of their 
non-droid fallen allies. This brings all allies back to consciousness with 
5% of their total Vitality Points.

Master Revitalize
Prerequisites: Character Level 21, Improved Revitalize, Revitalize
Restricted by Armor

This power allows the Jedi to rekindle the life energies of any of their 
non-droid fallen allies. This brings all allies back to consciousness with 
10% of their total Vitality Points.
 
-----------
|Affect Mind| Universal
 -----------

Affect Mind
Prerequisites: NONE

Affect Mind enables persuasive use of the Force.  Once a Jedi has this power,
extra options will appear in conversations as appropriate.  Success is not
guaranteed for extreme commands or if the target is strong willed.  This power
does not even droids.  Only the main player character can select this power
during level-up.

Dominate Mind
Prerequisites: Character Level 6, Affect Mind

Dominate Mind enables persuasive use of the Force.  Once a Jedi has this power,
extra options appear in conversations as appropriate.  Dominate Mind is more
powerful than Affect Mind, and very few beings can resist its effects.  This
power does not affect droids.Only the main player character can select this
power during level-up.

 ----------------
|Force Deflection| Universal
 ----------------

Force Deflection
Prerequisites: Character Level 6

This power gives the Jedi the ability to deflect any ranged attacks without 
a lightsaber. The Jedi can't reflect blaster bolts back at enemies, however. 
This power is always in effect.

Force Redirection
Prerequisites: Character Level 12, Force Deflection

This power gives the Jedi the ability to deflect ranged attacks without a 
lightsaber. Unlike with Force Deflection, the Jedi can also reflect these 
attacks back at enemies. This power is always in effect and provides an extra
+3 to all Deflection rolls.

 ----
|Stun| Light Side
 ----

Stun
Prerequisites: NONE

This power allows the Jedi to assault the mind of an opponent, effectively
stunning them for 9 seconds.  A successful Fortitude 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 slowed for the duration instead of
stunned.  This power does not affect droids.

Stasis
Prerequisites: Character Level 9, Stun

An opponent targeted by this power is held in stasis, unable to move or take
any action for 12 seconds.  A successful Fortitude save at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers means the target is slowed for the duration instead of stunned.  This
power does not affect droids.

Stasis Field
Prerequisites: Character Level 15, Stasis, Stun
Restricted by Armor

This power can lull the senses of a group, placing all hostile creatures within
a 10-meter radius of a target enemy in a catatonic stasis.  The victims remain
in this state for 12 seconds, but a successful Fortitude save versus a DC of 5
+ the attacking character's level + the attacking character's Wisdom and
Charisma modifiers means the target is slowed for the duration instead of
stunned.  This power does not affect droids.

 ----------
|Stun Droid| Light Side
 ----------

Stun Droid
Prerequisites: NONE

This power can send a surge of energy through the processor of a droid,
rendering them immobile for 12 seconds.  The droid also takes damage equivalent
to the attacking character's level.  A successful Fortitude save by the target
at a DC of 5 + the attacking character's level + the attacking character's
Wisdom and Charisma modifiers negates the stun and reduces damage by half.

Disable Droid
Prerequisites: Character Level 6, Stun Droid

Disable Droid temporarily shuts down all droids within 5 meters of a target
droid, inflicting damage equivalent to the attacking character's level.
Affected droids remain disabled for 12 seconds.  A Fortitude at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers will negate the stun and reduce damage by half.

Destroy Droid
Prerequisites: Character Level 12, Disable Droid, Stun Droid

Destroy Droid affects all droids within 6 meters of a target droid, disabling
them for 12 seconds and inflicting 1-6 damage per level of the attacking
character.  A successful Fortitude at a DC of 5 + the attacking character's
level + the attacking character's Wisdom and Charisma modifiers results in half
damage.

 -----
|Wound| Dark Side
 -----

Wound
Prerequisites: NONE

This power triggers spasms in the victim's lungs, causing great pain and
inflicting 2/3rds of the attacking character's level in damage every 2 seconds
for the duration (6 seconds).  A successful Fortitude save at DC 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers results in no effect.  This power does not affect droids.

Choke
Prerequisites: Character Level 9, Wound

This power constricts the throat of a target at range, stunning and inflicting
2/3rds of the attacking character's level in damage every 2 seconds for the
duration (6 seconds).  The target also suffers a temporary (24 second) -4
penalty to Constitution, Dexterity and Strength.  A successful Fortitude save
at DC 5 + the attacking character's level + the attacking character's Wisdom
and Charisma modifiers results in no effect.  This power does not affect
droids.

Kill
Prerequisites: Character Level 12, Wound, Choke

This ranged power causes the target to choke for 6 seconds and inflics damage
close to half the target's maximun Vitality points. If the target makes a 
Fortitude save versus DC 5 + attacking character's level + attacking character's
Wisdom and Charisma modifiers they are not choked, but instead suffer damage
equal to the attacking character's level. The power does not affect droids.

 ----
|Slow| Dark Side
 ----

Slow
Prerequisites: NONE

This power clouds the mind, making a target's actions unusually sluggish.  The
victim suffers a -2 penalty to Defense, Reflex saves, and attack rolls.  The
effect lasts for 30 seconds unless a successful Will save at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers is made.  This power does not affect droids.

Affliction
Prerequisites: Character Level 6, Slow

Affliction causes a target to suffer as though poisoned, unless a Fortitude
saving throw is made at a DC of 20.  Failure causes the loss of seven points
from each physical attribute (1 point every 3 seconds over 21 seconds), and the
target is slowed for the duration.  A successful save negates this effect.
This power does not affect droids.

Plague
Prerequisites: Character Level 12, Slow Affliction
Restricted by Armor

Plauge causes a target to suffer as though deathly ill from poison, losing 12
points from each physical attribute (1 point ever second over 12 seconds).  The
target is also slowed for the duration.  Plague has a DC of 100, making it
impossible to save against its effects.  This power does not affect droids.

 ----
|Fear| Dark Side
 ----

Fear 
Prerequisites: NONE

This power causes fear in a single creature, such that they cower in fear of
the attacking Jedi for 6 seconds.  A successful Will save at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers negates this effect.  This power does not affect droids.

Horror
Prerequisites: Character Level 6, Fear

This power causes all hostile creatures within a 5-meter radius of a target
enemy to cower in catatonic fear of the attacking Jedi for 12 seconds.  A
successful Will save at a DC of 5 + the attacking character's level + the
attacking character's Wisdom and Charisma modifiers negates this effect.  This
power does not affect droids.

Insanity
Prerequisites: Character Level 12, Fear, Horror

This power can greatly confuse an enemy force, inflaming paranoia and doubt.
All enemies within a 10-meter radius of the target must make a Will save at a
DC of 5 + the attacking character's level + the attacking character's Wisdom
and Charisma modifiers or cower in catatonic terror for 18 seconds.  This power
does not affect droids.

 -----
|Shock| Dark Side
 -----

Shock 
Prerequisites: NONE
Restricted by Armor

This power unleashes a direct energy attack on a single target enemy. The
victims suffer 1-6 points of damage to both Vitality and Force Point totals
per each of the attack character's levels. A successful Will save by the 
target at a DC 5 + the attacking character's level + the attacking characters
Wisdom and Charisma modifiers reduces the damage by half.

Force Lightning
Prerequisites: Character Level 9, Shock
Restricted by Armor

This power unleashes a direct energy attack on all hostile creatures up to 16
meters directly in from of the Jedi. Victims suffer 1-6 points of damage to 
both Vitalityand Force Point totals per each of the attack character's levels.
A successful Will save by the target at a DC 5 + the attacking character's level
+ the attacking characters Wisdom and Charisma modifiers reduces the damage 
by half.

Force Storm
Prerequisites: Character Level 18, Shock, Force Lightning
Restricted by Armor

This power unleashes a direct energy attack on all hostile creatures within 10
meters of a target enemy. Victims suffer 1-6 points of damage to both Vitality
and Force Point totals per each of the attack character's levels. A successful
Will save by the target at a DC 5 + the attacking character's level + the 
attacking characters Wisdom and Charisma modifiers reduces the damage by half.

 ----------
|Force Push| Universal
 ----------

Force Push
Prerequisites: None

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
Prerequisites: Character Level 9, Force Push

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 action (12 seconds total). A 
successful Reflex save at a DC of 5 + the attacking character's Level + the 
attacking characters Wisdom and Charisma modifiers negates the damage and the 
immobilizing effects altogether. This power does not affect droids equipped 
with energy shield hardware.

Force Wave
Prerequisites: Character Level 15, Force Whirlwind, Force Push

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 successful Reflex Save at a DC of 5 + the attacking character's Level +
the attacking characters Wisdom and Charisma modifiers means an enemy is not 
stunned, but still suffers half damage.

 ----------
|Drain Life| Dark Side
 ----------

Drain Life
Prerequisites: Character level 9
Restricted by Armor

This power allows the Jedi to drain the life of others to heal him or herself.
1-4 points are drained for every level of the character. A successful Fortitude
save at a DC of 5 + the attacking character's level + the attacking 
character's Wisdom and Charisma modifiers reduces the damage by half. This 
power does not affect droids.

Death Field
Prerequisites: Character Level 18, Drain Life
Restricted by Armor

Death Field targets all enemies within a 10-meter radius, draining life to heal
the attacking Jedi. The damage is 1-4 per level of the character. A Fortitude 
save made at a DC of 5 + the attacking character's level + the attacking 
character's Wisdom and Charisma modifiers reduces the damage by half. The 
character is healed to equivalent of the most damage dealt to any single 
enemy. This power does not affect droids.

 -----------------
|Force Suppression| Universal
 -----------------

Force Suppression
Prerequisites: Character Level 9
Restricted by Armor

This ability will cancel normal and improved versions of the following Force 
powers active on the target: Force Aura, Force Valor, Burst of Speed, Energy 
Resistance, Force Resistance, Battle Meditation, Force Barrier, Force Body, 
and Force Fury. The first three tiers of Force Inspire Followers are also 
cancelled with this power. These powers are instantly cancelled, but the 
target can reactivate them if Force Points are available.

Force Breach
Prerequisites: Character Level 15, Force Suppression
Restricted by Armor

This ability will cancel normal, improved, and master versions of the following
Force Powers active on the target: Force Aura, Force Valor, Burst of Speed,
Energy Resistance, Force Resistance, Battle Meditation, Force Barrier, Force 
Body, and Force Fury. The first six tiers of Force Inspire Followers are 
also cancelled with this power. These powers are instantly cancelled, but the 
target can reactivate them if Force Points are available.

 ----------------
|Lightsaber Throw| Universal
 ----------------

Lightsaber Throw
Prerequisites:NONE
Requires Lightsaber

Throw Lightsaber allows the character to attacka 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. NOTE: Once the lightsaber is thrown, it will automatically 
return to the Jedi's hand at the end of the round.

Advanced Lightsaber Throw
Prerequisites: Character Level 9, Lightsaber Throw
Requires Lightsaber

This power allows the character to attack up to three separate targets with a 
single lightsaver 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. 
NOTE: Once the lightsaber is thrown, it will automatically return to the 
Jedi's hand at the end of the round.

 -----------
|Drain Force| Dark Side
 -----------

Drain Force
Prerequisites:NONE
Restricted By Armor

This power allows the Jedi to draw raw Force energy from a single opponent to 
him or herself. The targeted opponent loses 10 Force Points or half that 
amount if they make a Will save against a DC of 5 + the attacker's level + 
attacker's Wisdom and Charisma modifiers. A Jedi can't draw more Force Points 
from an opponent than they have total.

Improved Drain Force
Prerequisites: Character Level 9, Drain Force
Restricted by Armor

This power allows the Jedi to draw raw Force energy from a single opponent to 
him or herself. The targeted opponent loses 20 Force Points or half that 
amount if they make a Will save against a DC of 5 + the attacker's level + 
attacker's Wisdom and Charisma modifiers. A Jedi can't draw more Force Points 
from an opponent than they have total.

Master Drain Force
Prerequisites: Character Level 15, Improved Force Drain, Force Drain
Restricted by Armor

This power allows the Jedi to draw raw Force energy from all hostile creatures 
within 10 meters of a target enemy to him or herself. The targeted opponent 
loses 10 Force Points or half that amount if they make a Will save against a 
DC of 5 + the attacker's level + attacker's Wisdom and Charisma modifiers. 
A Jedi can't draw more Force Points from an opponent than they have total.

 ------------
|Force Scream| Dark Side
 ------------

Force Scream
Prerequisites:NONE

This power creates a wave of sound that does 3-18 points of sonic damage and 
reduces attributes by 2 points to all enemies within 10 meters of the attacker 
for 30 seconds. A successful Will save by the target at a DC 10 + the 
attacker's level + the attacker's Wisdom and Charisma modifiers reduces damage 
by half and negates the attribute penalties.


Improved Force Scream
Prerequisites: Character Level 9, Force Scream

This power creates a wave of sound that does 5-30 points of sonic damage and 
reduces attributes by 4 points to all enemies within 10 meters of the attacker 
for 30 seconds. A successful Will save by the target at a DC 10 + the 
attacker's level + the attacker's Wisdom and Charisma modifiers reduces damage 
by half and negates the attribute penalties.


Master Force Scream
Prerequisites: Character Level 15, Improved Force Scream, Force Scream

This power creates a wave of sound that does 7-42 points of sonic damage and 
reduces attributes by 6 points to all enemies within 10 meters of the attacker 
for 30 seconds. A successful Will save by the target at a DC 10 + the 
attacker's level + the attacker's Wisdom and Charisma modifiers reduces damage 
by half and negates the attribute penalties.

 ----------
|Mind Trick| Universal
 ----------

Mind Trick
Prerequisites: None

Mind Trick distracts a non-droid target making it easier to sneak by them. If 
the target fails a Will save of DC 5 + the attacking characters level and 
Wisdom and Charisma modifiers, then they are distracted for 30 seconds. 
Distracted targets won't notice the player unless the player gets too close or 
interacts with them.

Force Confusion
Prerequisites: Any Prestige Class, Mind Trick

Force Confusion is a more powerful version of Mind Trick that can actually 
cause an opponent to fight for you. If the target fails a Will save of DC 5 +
the attacking character's level and Wisdom and Charisma modifiers, then they 
will fight your opponents for 30 seconds. Only one opponent can be affected by 
Force Confusion at a time. This power only works on sentients; beasts and 
droids are immune. Only the main player can select this power during level-up.

 ------------
|Precognition| Universal
 ------------

Precognition

Precognition warns the Jedi whenever they are about to enter extreme danger.
These warning are quite rare. Gained on Peragus II. Always on.

------------------------------------------------------------------------------

E.Lightsaber Forms

These are gained during gameplay as you level up.

1. Determination (Shii-Cho Lightsaber Form)
   The Determination Form, or Form I, is a defensive style that is ideal when
   heavily outnumbered. This Form has the following effects:
   Attack Modifier +1
   Defense +3
   Defense vs. Current Target -3
(Note that the Defense bonuses are cumulative, so this form provides a net +0
Defense against your current target, but +3 Defense agaist enemies that are
not your target.)
===============================================================================

V. Prestige Classes

There are six prestige classes to pick from in this game. Three are for the 
Light Side while three are for the Dark Side. The choice is ultimately yours
which side of the Force you want to be on. Each Class has its strengths and 
weaknesses.

A. Light Side

1. Jedi Weapon Master

2. Jedi Master
   "Yoda, You Seek Yoda!"
3. Jedi Watchman

B. Dark Side

1. Sith Marauder

2. Sith Lord
"Wipe them out, All of them!"
3. Sith Assassin

===============================================================================

VI. Walkthrough

Finally, the point to this Walkthrough, the game itself. Let's just get down to
business shall we.

A. Prologue

An opening scenimatic shows the Ebon Hawk flying through an asteroid field. 
The Hawk is adrift in space. The hyperdrive is out and all the crew is either
dead or dying. The only one that can fix the hyperdrive and restore main power
is trusty T3-M4. 

The Prologue is mainly here to teach new people how to play the game and get
a feel for the controls. Nothing you will do in the Prologue will affect the
Main Storyline, skip if you wish or play through to learn a little.

 --------
|Missions|
 --------

1. Repair 3C-FD (Bonus Mission): Another droid! But he is broken! Use a Part
   to repair it and the little droid may join you.

Try talking to the Droid and it will tell you it is broken and a Part is needed
to make it functional again. Luckily a part was gained previously so use it 
now and the droid will join your group. (Mission Complete)

2. Garage Access (Bonus Mission): Two droids are needed to access the Garage.
   Where will you find the second one?

Wow this place looks like a disaster area. Looks like someone got trigger
happy and decided to blow the crap out of the Ebon Hawk. You can look out the 
Window and see what is left of Peragus. The sparking wires to the right of the 
door still power the two Garage Doors. On the other side of the room is a 
workbench. These workbenches are scattered throughout the game, and will be 
used a lot to upgrade weapons and armor. Next to the workbench is a hallway, 
once you enter there is a Sealed Blast Door to your left, don't worry about it,
Ahead of you is the exit, but you won't need to worry about that for a while. 
To the right is a blast door, but this one not sealed, it is just closed. You
must go outside the ship to get it open.

I will switch to 3C-FD for this part. to the right of the console is the lift
controls. Activate the control and take the lift outside of the ship. A 
scenematic will show the outside of the Ebon Hawk, and what a mess it is.
You will start outside the ship, to your right is an engine port, access it
to gain 3 Parts. Behind the port is an Open Hatch, by opening it you will gain 
another Part. Beside that hatch is another one that also has a Part you can 
take. The other side (turret side) of the Hawk has some exposed wiring. You
can use 1 Part to override the Dormitory Blast Door and open it for exploration.
Take the ramp up and over to the other side of the Hawk, Before you go over the
other ramp you will see a few mines scattered across the hull, those may be 
useful, go attempt to Recover the mines. After you get the two mines look at 
the Proton Missle, you will gain a Minor Frag Grenade and a Part. On the other 
side you can access the Quadlaser and gain 3 more Parts. After that access
the Lift Controls to go back inside the Ebon Hawk.

Once back inside the Garage head over to where the Dormitory doors are and 
enter the Starboard Dormitory. There are 2 footlockers in here that you can 
access. The right one gives you 4 Parts, while you can snag a flamethrower
from the one in back. Go back into the Garage and leave after cycling the doors.
(Mission Complete)

3. Save the Ebon Hawk: You must repair the hyperdrive to restore main power so 
   that the Ebon Hawk can dock with the Peragus mining station for repairs.

From the Cockpit, go down the hall until you come to an opening on your left.
In this room will be a Plasteel Container with a computer spike inside. Use
this spike on the Communications Console to the Right of the container to gain
access to the Main Hold containment door.

Continue left down the hall until you come to the Main Hold. In here will be a
red footlocker that must be Bashed open. Press up to change Security to Bash 
and open the footlocker for a Broken Item and 2 Computer Spikes. The Broken
Power Droid has a Part you can take from it for later repairs. The woman on
The floor has a locker keycard on her that you can take, while the droid
behind her has another part you can have. The low Security Door can be opened
manually by selecting it, but the blast door is sealed shut. Use the 2 Spikes
you just gained on the Security console which will grant you access to the
Hawk's security camera's and security doors. You can use the camera to see into
the Engine Room, look at the Outer and Inner Garage Doors, and see the Utility
Lift that is down the hall. When you finish with the camera's, access the
security doors and make sure the Inner Garage Door is Open and the Outer
Garage Door is closed.

After that turn around and enter the hallway beside the red footlocker and 
follow it to the end. You will come to a blast door that cannot be opened.
Oh well, turn around and go back down the hall, this time take a right and 
enter another hall. Down this hall you will come to another right turn, take
this turn and enter the Cargo Hold. *See Mission 1* 

After getting the droid press the Black Button to switch to 3C-FD and press 
the Back button to enter Solo mode with it. Take the droid to the security 
console and press the Black Button to switch into Solo Mode with T3-M4. 
Beside the entryway is a locker, if you have the Locker Key (which you should 
if you are following this) the door will open and you will reciece: 
1 Computer Spike, Droid Impact Armor Mark I, and 1 Droid Part. Equip the 
armor if you would like to. Behind the locker is a Metal Box that contains 
a Field Survival Pistol. By opening this container 4 Sensor Droids emerge 
from a corner. You can use them for target practice or leave them alone, your 
choice. From the corner where the droids came from is an unlocked cylinder 
and a high security cylinder. The unlocked one contains 3 Security Tunnelers 
and a Droid Part. Your skill will be too low to open the other container, but 
luckily you have the Tunneler. Activate the Tunneler and open the box and 
recieve 2 Components, a Computer Spike, and a Droid Part. Leave the room and 
follow the hallway to the right.

At the intersection keep going straight and come to the Inner Garage Door. 
Switch to 3c-FD and access the security console. From here access the security
doors and close the Outer Garage Door and open the Inner Garage Door. Log out
and switch back to T3-M4 and enter the Garage. *See Mission 2*

Across from the Lift is a Security Door, Open it up to gain access to the 
medical bay. At the far end is a Storage Bin, open it to get 3 medpacs. 
*See Mission 4*

After that switch into Solo Mode and take control of 3C-FD and place it at the
security console and then place T3-M4 at the Garage Door. Cycle the doors and
get T3-M4 inside. *Back to Mission 2*

To the left of the Garage Door is the Engine Room Door. You will have to use
the Frag Grenades you got from the hull to blast the door open. Just roll up to
the door and plant a Frag Mine on the door and back up. Once the door opens go
to the back of the room and acces the Hyperdrive to restore main power by using
5 Parts to rig main power and get one engine working. Head back to the Cockpit
and select the Galaxy Map on the Left of the screen. Choose Peragas II as your
destination and watch the scenematic of your "Landing." (Prologue Complete)

4. Heal (character) (Bonus Mission): Use a medpac to stabalize your character.

With the 3 medpacs in hand go up to the Character and click Dialog, and from 
there choose to Treat Injury to Stabalize your character. (Mission Complete)

-------------------------------------------------------------------------------

B. Peragas II

This section starts with a scene of 5 korla tanks. A mysterious voice tells you 
to "Awaken" and you are uncerimoniously dumped onto the floor. Looking around
you see four other Kolto tanks with four other people in them... are they dead?

1. Turbolift Lockdown: Open the turbolift to the Administration Level

From the hololog of the Administration Officer you learn that the first three
digits are 3, 17, and 13. The other two are 5 and 7 (X=5, .+1, -=10) simple.
Now to enter the code at the turbolift console.

The code was reversed the new code is (7,5,17,13,3). *Mission Complete*

2. Voiceprint Protocol: Find a way to bypass the voiceprint blocking access to 
                        the dormitory.

There has to be a way to over-ride the voiceprint. Let's have a look around
this area. From the room with the droid head across the hall to the next room
and check the container for a datapad on a sonic imprint sensor and the Sonic
Imprint Sensor! You gain 50XP and learn this can copy voices! This may be what
is needed to over-ride the voiceprint lock, but how to get the code? Leave this
room and heard to the door on the right and open it. This area has two mining
droids (150XP), two excavation droids (150XP), and one maintence droid (100XP).
From the entry door, the left access is blocked by a force shield, so head to 
the right. The first door you come to is damaged and will instigate the realease
of two mining droid Mark II's! Defeat them (200XP) and head through the newly 
opened door in front of you. To your left will be an excavating droid (75XP), a
maintence droid (100XP), and another Mark II Mining Droid (100XP). From the 
first room open the door and beware, there are 4 floating mines. If you have a 
ranged weapon switch to it and take them out from a distance so you do not take 
any unnecessary damage (400XP). This room is the Airlock to reach the dorm, and
the door is locked by voiceprint. Leave and go to the room you fought the droids
in and open the door on the left. In here is a plasteel container on your right
with some parts and components, and in this room is also the Maintenence Station
Console. Checking the system ID signature will reveal that the command to issue
the sedatives. There is no record of who issued the command:( You get 100XP for
finding this information. 

There are two ways to open the airlock door, one is to figure out the voiceprint
or destroy the console (250XP).

Accessing the security logs will get you some information and also a part of
the voiceprint ID! Access to the emergency subroutines will show you which exits
from the Depot are accessable at this time. Only the exit to the Admin level is
usable right now. The camera controls shows that your missing T3 is in the Fuel
Line, how did he get there? 150XP is gained for these actions. You now have
one-third of the voiceprint, time to find the rest. Head out of the room and
take the turbolift on your left to the Administratoin Level. Head staright and
the Blast Door will automatically open to the Communications Blister. Go left
and talk to Atton. Atton tells you to go to the Security Office and check the 
logs there for any more of the code. Head over there and you get another part
of the code plus 50XP. Where is the last part of the code? Atton also said to
check the Maintenence officers logs. If you watched them all he said the HK 
droid talked his ear off, maybe the droid has an idea where to get the code.
Head back to the Fuel Depot and talk to HK. Ask HK about the body and his 
screams and you will find out that HK can mimic the Maintenence Officer!!! 
Use the sonic sensor and have HK repeat what he said and you will have a 
complete Voiceprint Code and 50XP. Return to the Maintenence Officers console 
and enter the voiceprint code and finally open the airlock (750XP). 
*Mission Complete* *Return to Mission 5*

3. Rescure Character: You must unlock the Emergency Hatch to allow for escape.

You are in Hanger 25, in front of you is a footlocker that should contain some
components, chemicals, and a sonic grenade. To your right is a broken droid that
should contain some Repair Kits, and in front of the droid is another footlocker
that contains more components. From that footlocker is a door on your right and 
left. Opening the right door will lead you to a battle with 2 mining droids. 
Open the left door to enter the Hanger Control area. On the left of the ramp is
a door to the Hanger Bay, and the right has a door to the Fuel Depot, both are 
locked right now so go up the ramp and check both footlockers for items. When
you access the hanger control console it will tell you it is damaged and several
parts have been removed. You will need 1 Part to repair the console, so go down
the ramp and enter the door where you fought the 2 droids. To the right is a 
ramp down that has 2 droids you can fight, neting you 200XP. The plasteel 
container will have some items for you to gather, so take them and go down the 
next ramp to your left. Open the door you find and it takes you to an elevator
to the Peragus Fuel Depot. When you enter here to your right is a broken droid
with some components you can snag. Open the next two doors and fight the two
droids you find awarding you 200xp for the battle. The human corpse will have
a droid weapon, some sonic mines, and a datapad with a Depot Survey on it. The
broken droid will have another droid weapon, some components, and the parts you
are looking for to repair the Hanger Console. Head back up to the Hanger Bay to
repair the Console with the Parts you just found. Before you can repair the 
console you must deal with some shielded droids, before you fight them, equip 
the Droid Ion Blast Mark I. This item has 10 charges but it will stun 100% of 
the time. Use this to Stun the shielded droids before you fight them, this way
their shields will be down. Going up the ramp will lead you to two shielded 
droids, stun one and attack it, then stun the other and finish it off for 200XP.
Head up the ramp and head to the console and repair it. Access the emergency
control commands and run a diagnosis on the system to find where the systems
have been rerouted to. By checking the sub-system status you will find you need
two spikes to open the doors to the sides of the console. Accessing the comm
system will tell you that the comm has been destroyed in the Hanger area.
You can watch the holologs to find out that the Ebon Hawk has been repaired 
by the mining droids. View the security cameras next. When you view the 
Security Cargo Room, you will see 3C-FD sitting there. Its status in Non-
Operational, but its motivator still has power. Attempt to overload the 
motivator by remote to blow the containers up and gain access to the Cargo Room.
You gain 100XP for this interaction. Head down the ramp and go to the right to
the newly opened Cargo Room door. The footlocker will contain a few spikes and
components. Head back to the console and open both doors under the sub-system
status. Whoops the door to the hanger had its power conduit removed, now you
have to repair the conduit to get it open. For now just open the Fuel Depot
door, and if you want get the Hanger Bay Map for 1 spike. You get 110XP for 
opening the door and getting the map just gets you a complete Hanger Bay map.
Head through the Fuel Depot door and fight 3 droids for 300XP. Open the door
at the end of the hall and check the broken droid for any items. Open the door
to the right and fight 2 more droids for 200XP. To the left of the door is a
footlocker that may not open on the first try, try again for some useful items.
Open the door at the end of the room to go to an elevator to the Fuel Depot.
Head down the walkway passed a force shield to a T-intersection. The right leads
you to another force shield so head left. Access the Fuel Control Console. 
Call up the system schematics and open the Emergency hatch on the Administration
level for your main character. Log out and see M3-T4 be shot by someone!
*Return to Mission 5* *Mission Complete*

4. Recover Ebon Hawk: You must find the Ebon Hawk and escape quickly.

During Mission 1, you will find the Ebon Hawk, there must be a way to get the
characters to the ship.

"To your upper left is what is left of Peragus II!" Being outside the station
kinda makes you feel small and insignifigant doesn't it?

Follow the walkway to the right and stay to the left of the walkway as you 
pass the emmision pipe, otherwise you will get burned. Follow the walkway 
around all the way until Atton contacts you. As you pass the transperisteel
viewport in the Communications area Atton will contact you. You two will have
a conversation about saving the miners in the dormitory section. Atton tells
you that the facility is venting fuel into space right in your path, and there
is no way to shut it down. A ship comes in, Republic? And who is the guy amidst
all the bodies?

Keep heading passed the Communications area to the right and head down the ramps
again staying to the left of the walkway to avoid the fuel being released and
enter the Dormitory Airlock.

Open the other airlock and prepare to battle 2 Mining Droids (250XP). The 
plasteel container has some credits and items inside of it. Opening the door
will reveal a Mark II Mining Droid (175XP). The corpse on the other side of the
room will have a shield and a Datapad with the Storage Log in it. To the left 
of the corpse is a security door that is locked, if you have any of the mines
from the earlier tunnels set one of the minor sonic mines and stand back. The 
door will open and inside is a workbench and 4 lockers. Bashing the left locker
will get you broken items and about 80 credits. The locker next to the bench 
will have 2 weapon components for later use, the locker beside that will have
a medpac and some insulated gloves, and bashing the locker closest to the blast
door will get you more broken items and a stamina shot. Head out of here and
open the blast door at the other end of the hall. Inside are some automated
fire extinguishers, equip a ranged weapon and take them out safely from a 
distance (250XP). To the left are 2 sonic mines and a corpse with an energy 
shield. Opposite this area is a broken droid with a sonic grenade and some
components. To your right will be a door, open it and fight 22 Fire Suppression
Droids and 2 Mark II Mining Droids (600XP). Follow the hallway around to a 
console on your right and a Blast Door on your left. Ahead will be another Fire
Suppression Droid (125XP) that should be dealt with first, then access the 
console. Rerouting the Console Systems or slicing the console will get you 
60XP. While destroying the console and not being able to see the other functions
will get you 250XP. Accessing the camera controls will let you see there are 
droids in the Mess Hall, people down in the East and West Dormitory, and also
someone down at the Turbolift to the Administration Level. Access the Dorm 
camera and use a spike to shut down the ventilation system. Access the 
Dormitory Comm System next, sadly there will be no answer. End Dormitory 
Lockdown to open the door behind you then log out of the console recienving
270XP for your troubles.

Enter the area that just opened and there will be a door to your right and
left. Choose one side and open the door. Opening the left door will leave
you face-to-face with a Mark II Mining Droid (150xp), follow the hallway to
another blast door and open it. Here is the West Dormitory. Checking the
console will reveal no holologs but the ability to play a log saved on a 
datapad, and a strange subspace flash sequence: (... -X.. -... X X..), what
this means you dont know yet. Exit the terminal and search the rooms for any
items. The Administration Officer's log can be plugged into the Terminal near
the door and find out that the flash sequence starts (3, 17, 13, ..., ...) the
last two digits were interupted by another person. This will give you some idea
on how to figure out the rest of the code. Head back to the intersection and
open the other door to the East Dormitory and be greeted by another Mark II
Mining Droid (150XP). Opening the other door will lead you to the East Dormitory
and another console. This one is broken but you can scavenge parts from it. 
Searching this area should get some decent stuff and the Mining Foreman's Log 
and the Dock Officers Log, both will need to be plugged into a console to view,
so you will have to head back to the West Dormitory to do so. Head back to the
West side and view the new logs you just got. Viewing the Foreman's log will
let you know the Maintenence Officer helped disable the station along with
Coorta and his group. Head back to the intersection and take a right back to 
the hallway and go left to where you fought the Suppression droid earlier.
Equip a ranged weapon and take out the Automated Fire Suppression Turrets. 
Surprisingly there is a Maintenence Droid in here that will repair the turrets, 
and there is also a Fire Suppression Droid that must be dealt with before any
of the others can be disabled. When the Carbonite clears you will have gained
525XP for your troubles.

When you enter here there will be a security door in front of you, a damaged
plasteel container to your right, and the Dormitory Mess Hall to your left. If
you can open the container do that first. Using a Mine on the security door 
will get you a fight with an Excavator Droid (125XP) and a Fire Suppression 
Droid (125XP). Only basic items are in this security area. Now head to the 
Mess Hall and deal with the droids. There will be 1 Fire Suppression Droid 
(125XP) and 2 Excavator Droids (250XP). The corpse will have a datapad that 
tells you in the Eastern Dormitory, room farthest from the main door, in the 
bottom bunk is some contraband. Head to the East Dorm and check the room out 
first. In the room you will find some grenades, a pistol and a medpac. Head 
back to the mess hall now. Once you enter the Mess Hall the door to your right 
leads you to the Turbolift and Coorta's body (someone didn't want him alive). 
On Coorta's body will be a log that needs to be played in a console (all this 
running back and forth is a little tiring), check the room to the left of the 
main enterence before heading back to the West Dormitory to read Coorta's log. 
There are some general components here and a breath mask and the Mess Officer's
Log. Now head to the West Dormitory and read Coorta's Log. The log is locked so
head back to the turbolift and access the console. Enter the code above... what
it doesnt work, watch the security holo and hear Coorta talk to someone, HEY 
that sounds like the HK droid in the Fuel Depot, what is going on here. Access
the turbolift controls again and this time reverse the sequence and the door
opens gaining you 250XP. Head up the turbolift to the Administration Level.

Head down the hall and the Blast Door will automatically open and Kreia will
be standing there waiting for you. She tells you your enemy is here and you
must leave post haste. Kreia informs you the door to the docking bay has opened
and that you must be careful. She now joins you as a Character that you can
control.

Head towards the Communications Blister and talk to Atton. He will join your
party and you all head toward the docking bay. On your way HK will get in your
way and get annoyed that you have not listened to him. You find out he was the
one that is behind the whole accident here at the Peragus II Mining Facility. 
He reproggrammed the droids and was the one who requested the sedative be used
on the Kolto Tank inhabitants. In the end you will have to fight him and 4
Floating Mines (700XP+500XP for the conversation). The remains of HK-50 will
have an HK vocabulator (for HK-47). Head right up the passageway and use Atton
to fix the droids for 120XP. Head over to the other passageway and enter the
Harbringer's Command Deck. When you enter the command deck a conversation will
start between your three characters on what to do next. Searching for the Drift
Charts is the consensus on what to do. *See Mission 7*

Behind you is another door, open it and head to the other door and open it.
Inside this room are 2 doors, head to the right one and be attacked by 3 Sith
Assassins (450XP). After the battle open the door and follow the hallway around
to another door to open. Use Atton to open the containers then open the door
at the other end of the room. Opening the door at the end of the next room will
get you into another fight with 4 Sith Assassins (600XP). Nothing is useful in
this room (Escape Pod Bay) so head back to main hallway and open the door 
beside the exit to the Peragus Administration Level. Head to the other door and
open it leading you to a passageway that leads to a + intersection. Before you
can go anywhere you will have to battle 4 Sith Assassins (525XP). After the 
battle head to the left to the Briefing Room. Accessing the Console will get you
some information on what the Harbringer was doing and 100XP. Head back out and 
go left and follow the passageway to another door needing to be opened. Opening 
the door will prompt a battle with 4 more Sith Assassins (600XP). Open the 
containers then head through the other door to the Harbringer's Crew Quarters.

You will start in a hallway with another hallway in front of you and a door on
both sides of you. The left door has a footlocker inside that Atton can open
without destroying the contents. Keep Atton as your primary character for this 
area and go to the door across from you and get the items from the canister to
your right. Leave here and take a right to the next hallway. You will get a 
conversation screen when you get to this area, one of the rooms happens to be 
the one your main character stayed in while on the Harbringer. Collect the items
and go through the door on your right, the one in front of you may not be able 
to be opened, but if it can enter here and collect the items. Through the door 
is a fight with 4 Sith Assassins (800XP). The door on the left leads to the
Medical Bay and possibly some answers on how you got aboard the Ebon Hawk.

Take the first door on the right into the Medical Bay. There are 5 Containers
that should have decent items, a medical droid that you can repair and use for
healing, and the Medical Console needed to use your Datapad on. You learn you
were given enough sedatives to kill a person when you were in for a routine 
examination. Watch the logs and camera recording for some information. If 
possible you can get some chemicals from the medical bay console, this nets you
100XP. If you choose to repair the Medical Droid it will heal you after battles,
this gets you 90XP. Leave through the door in front of you and check the corpse
to get some items. The door to your right is locked so go left and fight 4
Sith Assassins (800XP) at the intersection. Take the right and open the door
to a storage room and collect the items in here. Head to the right passing the 
turbolift on your right and go through door and head down the passageway to a 
security door on your right and prepare for a battle against 4 more Sith 
Assassins (800XP). Open the security door and check the fallen republic soldier.
Head to the right and open the door and follow the hallway around to a dead end!
Turn around and go to the turbolift you passed earlier and head to the Engine 
Deck. You will enter the Engine Deck and learn that Atton has a special Passive
ability to have feeling when something is wrong. Head straight to the door in 
front of you and open it and come to a cut-scene. Kreia leaves to face the new
enemy and leaves you and Atton to get to the ship alone.

Open the security door ahead of you and access the Maintenence console and 
repair/spike the console and open the door to the ion engine (250xp). Head to
the right to get a few items, then head out and go straight to the newly opened
Ion engine room. Just follow the passageway until you come to a room with a 
console to your left and access that console to open the door to the engine
maintenece room (250XP). Turn around and head left and go through the door to
your right to get back to Peragas II through the Harbringer's fuel line. You 
will see a cut-scene with Kreia and her former student.

Once you re-enter Peragas you will see your missing droid, and he will join your
group (100XP). After you get the droid you will find a concealed stash that
contains the missing hanger control conduit. In this section your levels of
Demolitions may be too low to recover the mines, if it happens to be too low
just disable them. Open the door and exit and fight 2 Excavator Droids (100XP),
2 Mining Droids (100XP), and 1 Maintenence Droid (75XP). Around the corner is 
another door that has an average mine that must be disabled/recovered, then you
will fight 2 Excavator Droids (100XP) and 1 Maintenence Droid (75XP). Do not go
up the ramp but head beside it to another blast door and fight the mining droid
outside the door (50XP). Open the door, disable the mine, and open the next
door and fight 2 Mark II Mining Droids (150XP). Now head back and go up the ramp
and access the Emergengy Field Console and disable the Energy Field (110XP).
Head up the ramp and go through the door and fight 4 Mark II Mining Droids for
about 750-800XP. From the ramp head right and take the turbolift to the docking
bay. Head straight and go through the door and take the left door in the next
room and prepare for a fight. You will fight 2 Mark II Mining Droids and 1 
Mark II Excavating Droid (700XP). Follow the passageway to the next room and 
head up the ramp and repair the console to open the other blast door (110XP).
Enter the newly opened door and fight 2 Mark II Excavating Droids and 2 Mark II
Mining Droids (200XP). Enter the door on the left and fight 2 more Mark II 
Mining Droids (100XP). Head down the ramp and either Disable/Recover the mines.
At the end of the ramp is a Mark II Excavating Droid (50XP). Down the ramp are
3 more mines and there is Mark II Environment Droid (50XP). Open the door and
access the Decontamination Console to Repair/Slice the console so you are able
to Shut-off the Venting and open the decontamination chamber (325XP). Enter the
Decontamination Chamber and follow it to the Hanger Bay holding the Ebon Hawk.
Open the door and enter the Ebon Hawk. 

You will have to fight some Sith Warriors, if any of them get passed you, you 
will have to fight them, but if none get passed Kreia appears and you all leave.
You will have some choices here on what to do. Either fire on the asteroids or
try and escape. The decision is your too make, afterwards you jump to Telos.
*Mission Complete*

5. Recent History (Bonus Mission): Find out where you are and how you got here.

Head down the hall to the door and open it to another hall. To the right is 
the Morgue, to the left is another door and down the hall is a broken door.
The Morgue door is locked right now, so open the door on the left to reveal
the Medical Station. The container on your right should have two Medpac's
inside it. The storage door behind the console is locked (how to open?), so 
your only choice is to use the console.

[Console] Medical console

1. Access Medical Logs. [A]
   Log 253-12 
   Log 253-15 
   Log 253-28 
   Access main console functions. 
   Log out

2. Access patient lifesigns. 

The other four people in the Kolto tanks are dead. Could they have been saved?

3. Access patient treatment. 

The final treatment given resulted in the deaths of all Kolto tank people
except for you.

{Treat Injury} Check last treatment request.
A lethal dose of sedatives was given to all tank members. No record of who 
ordered it is present.
{Computer} Attempt to track treatment request {1 spike} *See Mission 2*

 Access medical logs. 
 Access main console. 
 Access medical bay functions.
 Log out

4. Access medical bay functions. 
   
The final treatment given resulted in the deaths of all Kolto tank people
except for you.

   Access medical cameras.
   Access morgue cameras.
   Unlock morgue doors.
   {Computer} Unlock medical storage room [0 spikes].
   Access medical inventory.
   Access main console options.

5. Log out. [Obvious]

Around 210xp should be gained You cannot spike the computer just yet, as you 
have no computer spikes. Behind you the door opened so enter there and take all 
the items in there. Enter the morgue and proceed to the back of the room and 
examine the corpse and take the plasma torch and equip it as a weapon.

After taking the item, the other corpse will rise and start talking to you! She
is Kreia, and she thinks you are a jedi. (It is sorta obvious which choices are
the light ones and which are the dark ones, so i won't list choices unless it
either is necessary or you ask me to.) If you are going for the light side, when
the choice to talk about the Kolto incident comes around choose the Persuade
option not the Persuade/Intimidate. After your "wonderful" conversation you will
recieve your first Light Side Point. (Note: the more heroic deeds you do, the
higher your LSP will be, evil deeds will get you Dark Side Points instead.)

Head to the damaged door on the right of the hallway and attack it with the
plasma torch. It is the only way to open the door and you gain 100XP from it.
There is a corspe and a broken droid you can loot in this room. The Blast Door
on the right is locked (for now), when you are done looting the dead, head down
the passageway and open the door... only to be attacked by 2 Mining Droids.
Attack them with the vibroblade you got from the corpse or the torch, and gain
200XP, if there are any remains loot them and proceed down the corridor to 
another battle with 2 more droids. After 200XP more, open the Blast Door. In
the next room is a damaged droid that you can loot. To the left is an 
Emergency Hatch that is sealed, Kreia will say in her vision is was opened???
Instead go through the other door into the security office.

In the Security Office is a console that you can use to find out a little about
this place, and of a console that has been modified, and the location of a 
stealth field generator in the Security Storage Room. It will help get passed
droids if you have the Stealth Skill. Checking the security cameras will let
you know there are three droids in the security storage room, and there is 
someone locked up in the Holding Cells. The corpse will gain you a Security
Tunnler, while Bashing in the Locker will get you some broken items and 2 Ion
Grenades (Good against droids). Open the door in front of the Console to a 
hall with another door to open. Before you get to this door Kreia will 
Telepathically contact you warning you of danger behind the door. You gain
Precognition, a passive skill that should be heeded when it desides to help you
out. You gain 110Xp for this little chat, so open the door and prepare for a
fight against three mining droids. After you defeat the second of the three
Kreia will talk to you again and help you start getting a feel for the Force 
again. This message will open up the Force Abilities in the Level Up screen. 
Defeat the third droid to gain a total of 300Xp and enter the Level Up screen
to gain some new skills, feats, and/or Force Powers. The left Footlocker should 
contain the Stealth Field Generator, some Medpacs, and some more Ion Grenades.
The other Footlocker should contain even more Ion Grenades and possible a
broken item. Opening the door will lead to another door to open and access to 
the Communications Blister.

There are two choices in this area, either you can fight all the droids and get
the XP or make a run for the console and turn them all off. The choice is yours.
Once you enter there will be a droid to your right, fight or run, you must 
make your own choice, to the left of you will be another with yet another droid
across from that one. As you head towards the console you will have a droid
to your left as you pass the opening, and in front of the console will be the
next to last droid in the area. The final droid will be beneath and behind
the communications console. If you chose to fight the droids you will get a 
total of 600XP. Grab the items from the two Plasteel containers behind the 
console and then head up to the console.

The console is locked from outside use, but you can still press the switch to
open the Holding Cell's and/or deactivate the droids if you do not want to
fight them. You gain 100 XP for pressing the switch. Turn around and head to the
left. The door on the left wall will be the access to the docking bay, but the
door is locked right now. so head to the right passed the door you used to 
enter here and go straight to the door that was originally blocked by a force
shield and enter the Holding Cell. Kreia will tell you that you have nothing to 
fear from this person and that he might be able to help you. Talking to the guy
you find out that he is Atton Rand, and that if you shut off the security grid
he may be able to get you all out of here. During the conversation he figures
out that you are the Jedi, and asks you to let him out. At this point if you
have a point in Persuade you can try to get some information out of him about
someone trying to kill you, he does not know anything. You both head back to 
the Communications Console and he slices into the console but he cannot gain
access because it has been removed from the main hub of the computer system.
After a bit more conversation you get to try to contact someone to help get the 
level opened. By making the obvious conversation choice's you can gain a LSP
from this conversation. Go up to the console and access the Comm system, the 
Dormitory will have no response, but Hanger Bay 25 will have T3-M4 in there.
Gain his help to open the turbolift. * See Mission 3*

After your little adventure with the droid have your conversation with Atton 
and get a comm unit. After the conversation you gain 250XP and a LSP.
*see Mission 6*

From the Medical Room, head back to the room right before the Security room and
take the now open door on your left. At the end of this hall is a turbolift to
the Peragus Mining Tunnels.

Head down the hall and you will be contacted by Atton. After the conversation 
open the door. The Plasteel container will have some equipment for you to equip.
Atton will contact you again, he will tell you there is a "batallion" of droids
in the Tunnels and to be careful. The broken droid will have some items. Open
the next too doors and you will come to a room with 3 doors. I will orient the
door from whatever door you happen to be standing at at that moment. The door
on your right will have 2 mines that can either be disabled or recovered. With
a Demo skill of 7 (4 ranks and +3 Bonus) you should be able to recover the mines
and use them later. The broken droid will have some ok loot. The door to your 
right will only have a broken droid with some components and parts. The door
on your right will have a damaged droid, if you have repair parts you can try to
fix it, but with a low skill it takes quite a few parts.A t the end of the hall
are some mining droids to fight. In the first room are 4 mining droids and some
items to gather, for some decent loot and 400XP. To the right is another tunnel
and 2 corpses with nice loot plus 4 mining droids (400XP), 1 Maintenence Droid
(125XP) and 1 Excavating Droid (100XP). To the right is another tunnel, but 
before you enter it Atton will contact you and warn you of the heat and will
tell you to equip a Mining Energy Shield and turn it on so it will take some of
the damage. Equip and turn on the shield. At the end of the tunnel is a mining
droid (100Xp) and 2 mines you can recover. After you take care of the mines 
there will be 3 mining droids (300XP), 1 excavating droid (100XP), and 1
maintenence droid (100XP). From the enterence to this tunnel on the right are
some little side areas, the first one has nothing, and the second one has 2 
mines and the corpse has some nice stuff. Leave here and head to the right and
Atton will contact you and tell you that you are near the central shaft and that
there are mining droids here.

The central corridor has Mining Droids,  Excavating Droids, and a corpse with 
decent loot. The plasteel container has a broken item, another security tunnler,
some sonic grenades and a medpac. The console beside the container will let you
reprogram the droids if you have enough spikes or you can leave them alone. The
security cameras have a hidden security holo of Corta talking to someone about 
the Jedi in the Medical Bay. Access the Fuel Functions to shut down the 
containment fields in the corridor. With the shields down you will have to fight
some more mining droids. When all the smoke clears you will have fought seven
mining droids (700XP) and three excavation droids (300XP), and gotten some items
from the remains and/or the corpse. With the console to your left head forward
and go to the left and head down the corridor with the broken droid for some 
items, the door cannot be opened so head out and to the right to another opening
with 2 corridors. The first you come to is a high security door you cannot open,
while the other has two mines and many droids. There are only 2 passages that 
can be entered in the first room, the on across from the enterence has a mine
and the plasteel container is locked (you must have security to open with
security tunneler). The other passageway leads to another room with more droids.
In here are more droids and the exit turbolift. These two rooms will have a 
total of four mining droids (400XP), two excavator droids (200XP), and two
maintenence droids (200XP). Take the turbolift back up to the Fuel Depot.

You will come out of the turbolift just in time. When you get up you will be in
the Peragus Fuel Depot area. You see a body lying on the ground and go to check
on it, but sorrowfully the man is dead. A droid walks up to you and calls you 
"Master" is this droid yours?

The droid is HK-47, a protocol droid on its way to Telos. He will fill you in 
on some things that happened while you were incapacitated in the Kolto tank.
During the conversation you learn that some of the miners may still be alive and
you intend to try and rescue them. You also learn that the Maintenence 
supervisor "voice-printed" the airlock control console so you cannot open the
airlock to get to the miner's dormitory. There must be some way to get the
door open! You gain 100XP and a LSP from this conversation. *see Mission 1*

Go to the newly opened airlock and open the locker to get the Spacesuit so you 
can go outside the station. Open the door and head outside the station.
*See Mission 4* *Mission Complete*

6. Medical Bay Murders (Bonus Mission): Find out who tried to and wanted to kill
                                        you.

By using the Treat Wound skill you find out someone put a lethal amount of 
sedatives into each of the 5 Kolto tanks. You were the only one to survive:(

Head from the Communications Blister back to the Medical Console and use your
spike to access the treatment records. You find that the treatment was 
administered by remote from somewhere else (Console 34-103). Find this console
and maybe you can gain more answers. You gain 150XP for finding this out.
*Back to Mission 5*

The Maintenence Console's System ID matches the one that issued the command for
the sedative treatment. There is no record of who issued this command, a dead
end?

HK-50 is the culprit behind the Murders and all the problems with the facility.
HK-50 is dealt with in the end. *Mission Complete*

7. Orbital Drift Charts: Find the orbital drift charts that way you can leave
                         Peragus II on the Ebon Hawk.

From the hallway the door on the left cannot be opened, so head to the right and
open the door to the bridge. Dead bodies lie everywhere on the bridge, head past
them to the navicomputer and access it to get the Drift Charts and learn a 
little about what happened (350XP). *Mission Complete* *See Mission 4*
-------------------------------------------------------------------------------
C. On the Way to Telos

After you jump to hyperspace you and Kreia will have a 
conversation about the Sith and Jedi, and she will walk off to rest from her
ordeal. Now you and Atton will have a conversation about Kreia and going to 
talk to her about her wound and if she is ok (1000XP and a LSP).

To find Kreia, head down the hallway and when you get to the central room take
the right passageway and follow it all the way to the back and she shall be 
sitting there on the floor. You can take many roads with your conversation with
her. Most make you lose Alignment with Kreia, while if you talk about feeling
the Force you can gain Alignment with Kreia. No matter what you will get a LSP
or DSP or the discussion.

Head back to the Cockpit and have a conversation with Atton. When he starts 
talking about the lightsabers answer the questions on what lightsaber you
would have, the answers do not matter as of yet. When your conversation is over
access the galaxy map and choose Telos as your destination.
*Mission Complete*
-------------------------------------------------------------------------------
D. Telos

1. Arrested: Shortly after landing on Citadel Station you are put under house
             arrest until the destruction of Peragus II is investigated.

You will land on Telos and shortly later detained because of the explosion of
Peragus II. Lt. Grenn will escort you to a holding area until living quarters
can me made available (how nice of them not to keep you in jail). During your
stay in the cell a man will come in and tell you he took the place of another
security officer in hopes of killing you and getting the reward from the
Exchange. He will open the cells and you will have to fight (LSP and 1000XP).
The fight with the Bounty Hunter should go quickly and without incident. The 
security guards will come rushing in and you are ordered back into the cell, 
but you are able to get an explaination out and are showed to your quarters 
whenthe Lieutenent tells everyone that Batu Rem is on leave and the guy you 
just fought is an imposter. You are escorted to your apartment where the next 
few minutes of game take place.

While in your room you are contacted by an Ithorian named Moza and a Czerka
officer Jana Lorso. One is lightside based, the other is darkside. The choice
is yours, make a decision.

Open the door to your room and you will be greeted with a hallway of other
rooms. To your right is apartment C2, but there is nothing in there you can 
take. Again to your right is another apartment, this one is C1, but the door
will not open. Another door on the right, this one has no designator and will
not open. Acroos from this room is a similar door. Between these door is the
blast door that leads to the main hallway of Citadel Stations East Living
Quarters. To your right is the door leading to Apartment Complex B. Inside here
Room B3 will not open, Room B2 has a Duros inside that starts talking about
the Exchange. He will tell you he can repair droids and sells droid parts.
There are some good droid parts you may want to pick up later when you have 
T3-M4 in your party. Apartment B1 will have to be bashed open, but the room is
completely empty? Head back to the Main Hallway and the next door on your right
is Apartment Complex A. Room A3 will have a footlocker you can open for an 
item, Room A2 will have a medpac but a man will come in and start an arguement 
with you about coming into his apartment and taking his stuff. Apartment A1 
has a Twi'lek inside who works for Czerka as a data processor. He is in 
desparate need of credits to repay a gambling debt. He used is "girlfriend" 
Ramana as collateral and lost. He took this job to get enough credits to 
hopefully get her back. He needs 2000 Credits to pay Doton Het for Ramana. You 
can choose to help or leave him alone.

Starting from the Apartment A side of the Main Hallway and working towards the
end the doors are: Shuttle Bay, Bumani Exchange Corp., the enterence to the
West side of the Residental Complex at the end of the hall, Czerka Corp., an
unmarked door, Apartment Complex C, then Apartment Complex B.

 -----------    A: Apartment Complex A
|   WR      |   B: Apartment Complex B
|           |   C: Apartment Complex C
|         BE|   CC: Czerka Corp.
|CC         |   BE: Bumani Exchange
|           |   X: Unknown
|           |   WR: West Residental
|           |   SB: Shuttle Bay
|           |
|X        SB|
|           |
|           |
|           |
|C         A|
|     B     |
 -----------

Head to the Western Residental Complex and to your right will be the Ithorian 
Compound. Open the door and you will be greeted by an Ithorian, tell him Moza
sent you to speak with Habat and he will let you pass. Head around the corner 
to an open door that leads to a large room. On your left will be the Vivarium, 
and to your right is Habat's room. Head there and you will find Moza and Habat.
You can talk a little to Moza and find out a little about him, then start a 
conversation with Chodo Habat. Habat tells you he is a Force Adapt, he can feel
the Force but not use it the way a Jedi uses it. Your conversation will go on
and Habat will ask you to help protect a "new" droid intellegence that will 
take the place of one that was recently stolen. Accepting the offer will get 
you 100XP. As you leave there will be a little cut back to Moza and Habat, Moza
will say he felt great pain coming from you as you stood here, and he asks 
Habat if he has ever felt anything like it. Habat says the only time he felt 
something of that magnitude was when he first came to Telos and felt the 
suffering of the planet. Habat says you have the pain of an entire planet on
your mind and hopefully by helping this one your pain will lessen. The only 
other room on this side of Citadel is the Medical unit, and it only has a 
Medpac and a man from Onderon there. Head back to the East Residental side 
and take the Shuttle to the Entertainment Zone.

When you get to the Shuttle landing on your left are two ramps, one heading up
to a locked modular bay, and another heading down to the Entertainment Zone.
Take the left on heading down and head left past the Merchants to come to a 
Sullustan argueing with two mercs. Listen to the Sullustans side of the story
and try to end this peacefully. In the end you will have to fight the mercs
but they are not difficult (650XP and an LSP). When talking to the Sullustan
afterwards you find out Czerka hired too many mercs to add to the defense of
Citadel that the mercs have gotten out of hand and Czerka cannot control them.
Let him keep the reward and you will gain another LSP. Head to the left passed
the Cantina and take the passageway to your left to another shuttle landing.
Head straight and there will be a ramp to the right that goes up. Go left after
the ramp and the TSF office will be on the right. Talk to the droid about your
ship, items, and droid. SHAZBOT! Your ship and droid is missing, they are
somewhere on Telos? Get your items and on your right is a Blast Door, open it
and talk to Lt. Grenn. Talk to him about Peragus's destruction and he will tell
you Citadel only has enough fuel for the Restoration of Telos and keeping the
station in orbit. Talk to Grenn again and get youselg a job as a 
"Bounty Hunter". There are three jobs: Find Batono, look for some escaped cons,
and information about the real and fake Batu Rem. These don't need to be done,
but you get experience and credits for completing them.

Time to take care of some of the sidequests. *See Mission 2*

2. High Stakes: Harra would like to get his "girlfrind" Ramana out of the hands
                of Doton Het. 2000 credits is the asking price, try to change
                Het's mind.

After you talk to Grenn head to the Merchant room passed earlier and talk to
the first Duros you come to (Dendis Dobo) and buy all his Pazaak cards about
380 credits for the transaction. Head to the Cantina and be stopped by Benok.
He will talk about a person named Slusk, the head of Exchange on Citadel. Tell
him you are not looking for trouble and he will leave. Head right towards the
dancing girls and look for a green Twi'lek and you will find Het. Start a 
conversation with him and tell him you are here on behalf of Harra. Next ask
him if there is something he wants for in exchange. He will talk about credits
and tell you that if you pay 2000 credits you can have the girl. You can either
pay 2000 credits, Persuade him to let her go for 1500 or if you have the choice
play a game of Pazaak for 1000 Credits and the girl's freedom. You may want to 
exit out of the conversation first and save if you are going to try and win her
through Pazaak. When you win her you have the choice of taking her to Harra or
keeping her here and dancing, the second choice is a dark side choice and will 
get you DSP and credits over time. Take her back to Harra and she will say she
does not want to have anything to do with him and would have left on the first
shuttle had it not been for you. Let her go and Harra will yell but say it is 
for the best. You will get 350XP total and a LSP for this mission. 
There will be a cut-scene of a Republic Star Destroyer in pretty bad shape, 
then a cut-scene of a female with her face covered going to talk to a person 
in a white mask. Who are they, what do they talk about, these questions may be 
answered later. *Mission Complete* *See mission 3*

3. Replacement Restoration Droid: The Ithorians have ordered a new droid to help
                                  with the restoration of Telos, they want you
                                  to help guard it.

Head to the Entertainment Module and head towards the TSR office, but instead
of taking the ramp up to the office, take the shuttle to dock 126 that is in 
front of you on your left. Head forward and a Twi'lek will start talking to you.
He will tell you that you should talk to Executive Lorso at Czerka, she can
pay you better than the Ithorians can. Stay your course and he will leave. Talk
to the Ithorian in front of the Bay 2 door and he will let you in. Head inside
and open the door on your left by accessing the terminal beside the door. Head 
towards the shuttle and a TSF officer will talk to you, and then the droid will
chime in and let you know that there are some Thugs headed your way. A battle
will take place and 5 thugs will attack (875XP for the fight and 500XP extra).
The droid will show you a blaster that seems to have been modified. Someone must
know something about this blaster. Talk to the droid and you will automatically
go to the Ithorian compound. Talk to Habat and he will talk about Czerka and
the Exchange, tell him you will look into this (500XP and Infiltrator Gloves).
*Mission COmplete* *See Mission 4*

4. Suspicious Goods: You have discovered a strange blaster, maybe Lt. Grenn can
                     can shed some light on the weapon.

Leave the Ithorian Compound and head to the East Residental side and take the
shuttle to the Entertainment Zone. Head over to the TSF office and talk to 
Lt. Grenn.

He will tell you he has had suspicions about a "Black Market" on Citadel. Offer
your services and he tells you to show this "discreetly" to people and see if
anyone says anything. Leave the TSF office and head to the Merchants to see if 
they know anything. Dendis does not know anything, but says his brother may 
because he deals with unsavory sorts. Head to the other side of the room and 
talk to Samhan about the weapon. Tell him you think there is something he is 
not telling you, he will ask you why, so tell him you would like to get 
involved in the "Black Market" trade on Citadel. He will want you to steal 
three items, the first being the leaves from an Ithorian Bachani Plant. You
can either do what he says and be bad or tell Lt. Grenn and be good. Head to
the TSF office and inform Lt. Grenn about the smuggling and he will get you all
three items. Take the items back to Samhan and he will ask you to escort him to
the docking bay. Head over there and Lt. Grenn will be waiting for you. A 
battle will start between you and Samhan. After the fight Grenn will take 
Samhan to the Force Cell and Samhan will tell you that you have made a big 
mistake in helping the TSF (500 Credits, 300XP total, and a LSP).
*Mission Complete* *See Mission 5&6*

5&6. TSF Bounty Batono has vanished: Find out what happened to the informant
                                     Batono for Lt. Grenn.
     TSF Bounty False Batu: Find any information on the false Batu Rem.

Head down to the shuttle landing and take the shuttle to Docking Port 126. Go
through the door and head to the right to Bay 3. Talk to the Twi'lek guarding
the door and he will tell you to go talk to Jana Lorso at Czerka Corp. Next 
talk to the Duros behind the counter about a passenger and he will tell you
that he cannot release that information. Persuade him and he will ask for 25 
credits. Pay the Duros and he will give you what information he has. Now head 
back to the shuttle and take it back to the Entertainment Zone. From here head
to the East Residental Area and go to the Czerka Corp. office, once inside a
droid will talk to you, tell him you will be on your way and head to the left
and go through the door to a room full of mercs. Go right and take the next 
door you come to, through the next door and to your left you will see a person
standing behind a desk, go up to her. Well if it isn't Ms. Lorso, talk to her.
Start talking about Batono and she will go off about him and what Czerka must
do to remain profittable. Asking her where Batono might be and tell her the
reason you are asking is your own she will tell you Batono spent time with the
Ithorians and that if you do find him to let her know and there will be a 
reward waiting for you (100XP). Leave Czerka and head to the West Residental 
Area and go to the Ithorian Compound.

Head to the back where Habat is and talk to him about Batono. He will play 
dump, saying Lorso said he spent time here will cause him to play dump again.
Persuade him by saying Lt. Grenn sent you to find him and he will tell you 
where Batono is located. You will get the Apartment C1 keycard and 150XP. Go
talk to Batono and convince him to follow you to Lt. Grenn so he can tell the
Citadel Counsel what he knows about Czerka (200XP). On your way out you will 
have to fight 2 mercs (450XP), then you will automatically be taken to the
TSF office and to Lt. Grenn, you will recieve 300 Credits, 200XP and a LSP.

Talk to Lt. Grenn again and give him the information on the False Batu Rem, he
will give you an Armorphy Plating Mark II enhancement for Armor as your reward.
*Missions Complete* *See Mission 7*

7. Ithorian Diplomacy: Habat would like you to speak with Loppak Slusk of the
                       Exchange.

Leave the TSF office and head to the East Residental Area. From the Shuttle Bay
head left until you come to a Rodian, talk to him about talking to Slusk on
behalf of the Ithorians. He will tell you to talk to Luxa in the Cantina to 
get an appointment with Slusk (50XP). Head back to the shuttle to the 
Entertainment Zone. Go to the Cantina and save your game, if you want before
talking to Luxa you can participate in a swoop race. Talk to the Twi'lek 
behind the bar and he will tell you it is 100 credits to race, you can Persuade
him to let you race for free. Before you race you should take a few practice
races to get a feel for the course and the swoop controls (Right Trigger is
speed, A is shift gears up, and B is jump). Once you can get a few practice 
races under 41 seconds you can tell the Twi'lek you are ready to race. Be 
careful of the mines on the field because they will stop your swoop. Finish a 
race in under 41 seconds and you will be the Citadel Station Swoop champ and you
will recieve 500 credits. Look for Luxa near the bar, and start a conversation
with her. She will want you to take care of Slusk so she can become the leader
of the Exchange on Citadel, and for your trouble she says she will get the
bounty off of your neck. Accept her deal and head back to the East Residental
Area.

Head to the right when you get to the East Residental Area and talk to the 
Rodian again. Tell him that Luxa sent you and he will have the door opened for
you. Enter the office and talk to the female Vula behind the desk on the left.
Either Persuade or Force Persuade her to open the door, neither gives you a 
Light or Dark Side Point. Head to the left and open the door, inside on your
right will be an Ithorian in a Force Cell, talk to him. He says he was 
imprisoned by two Gamorreans and not told why. He would like to be freed, but 
the Cell is operated remotely. Tell him you will get him out. Head back to the
large room and go across to the other door and open it. Head right and open the
other door and you will encounter a room full of mercenaries. Slusk will ask 
what you want. In the end you will have to fight Benok and all the Merc's in 
the room (975XP). Use Atton to open the door Benok was standing by and talk to
the Gamorrean Boss standing in front of a console. He will get the door open
for you and you will have to fight 2 bodyguard droids before you will be able
to get inside (450XP). You will next have a conversation with Slusk about why
you are here. Tell him you want him to leave the Ithorians alone and he will
be surprised that is what you want. Luxa will interrupt your conversation and
you have a choice to make on what you want to do, you can fight Slusk and Luxa,
or you can only fight Luxa. It is your choice there is no Light or Dark answer.
When the smoke finally clears you will have 2050XP for fighting only Luxa or
2635 for fighting everyone there. Open the footlocker for some grenades and a
few other items. The plasteel cylinder will have some nice items inside it too.
Access the security terminal and access the camera feeds to release the captured
Ithorian from his Force Cell. Do not forget to check the remains for any items.
Leave here and head to the West Residential Area and go to the Ithorian Camp.
Talk to Habat and he will be saddened that the Exchange could not be dealt with
peacefully. He will then tell you that Czerka's misdeeds must be brought to 
light and there is a Czerka employee in the Cantina that may help you. Ask 
Habat if he has tried bribery on the employee and then Persuade him that it can
be tried. He will give you 500 Credits to try and bribe the Czerka employee 
with. When the conversation is over you will recieve 500 Credits, 700XP, and
a Lightsaber Energy Cell Fixture. *Mission Complete* *See Mission 8*

8. Czerka Mainframe: Habat would like you to help finally bring Czerka to its
                     knees.

Leave the Ithorian Compound and head to the East Residential Area and take the
shuttle to the Entertainment Zone. Head to the Cantina and go to the Dancer's
Stage. You are looking for a man named Corrun Falt. During the conversation you
learn that only Lorso and B-4D4 are the only ones allowed to enter the computer
terminal room. You find out you need to go talk to Chano in the East Residential
Area room B2 to get his credentials so B-4D4 will follow you (100XP). Leave the
Cantina and head back to the Residential Area.

Head to room B2 and talk to Chano about getting his credentials. He will say he
cannot let you have his credentials because he has a debt to the Exchange that
must be repaid. Offer to pay his loan (2500 Credits) and once you pay him he 
will gladly give you his credentials. You can also decline his offer to pay you
back to gain a LSP or let him repay you and not recieve the LSP. With the
credentials in hand head over to the Czerka room and talk to B-4D4. Show him the
credentials and he will follow you back to Habat's room. They will reprogram the
droid so it will gain the information for you and if it is caught it can wipe
its memory banks and leave no trace of the Ithorian's work (300XP).

Now you are in control of B-4D4, leave the Ithorian Compound and head back to 
the East Residential Area and go to the Czerka Headquarters. Once inside head
to where you talked to Lorso earlier and to the left of here are 2 guards next
to a door. Talk to Lorso so she will open the door and let you in. Walk in and
head to the back and T1-N1 will ask you a question. During the conversation 
you find out Chano reprograms the little droid so it will not learn that it has
been acting against its core programming not to harm organic life. After your
conversation the little droid will leave and start firing on the guards, giving
you time to access the database. With the data in hand head back to the West
Residential Area and go back to the Ithorian Compound. Talk to Habat and you
will be let go to do as you wish.

When given control back to your characters talk to Habat and he will thank you
for helping get rid of Czerka from Citadel. He will offer his help in finding
your missing ship. He tells you of a Zebrak named Bao-Dur who is on Telos. He
helped set up the shield network and is a friend of Habat's. When the talk of
Bao-Dur is over ask Habat about his promise to heal you and he will start 
talking about the great pain he feels in you and that he can try to help you
just like he is trying to help Telos. When all is said and done he will raise
your maximum Force Points by 5 (500XP). *Mission Complete* *See Mission 9*

9. Ebon Hawk Stolen: With the Ebon Hawk gone you cannot leave the Telos system.
                     The TSF cannot help you but the Ithorians have sent you
                     in the direction of your missing ship.

Head over to the East Residential Area and head toward the Shuttle Pad. Moza
will contact you saying Mercs are attacking the compound. Head back and you 
will have to fight mercs and battle droids (1200XP). In the next room are some
more War Droids[5] and some mercs[3] (1850XP). From the main door head left to
the Vivarium to save Moza and the plants. You will have to fight more mercs[4]
and war droids[1] (1050XP). Talk to Moza to get the passkey for Habat's room.
Head to Habat's room and fight more mercs[3] (1375XP). Head to the Shuttle Pad
in East Residential Area, now head to the Shuttle Pad to Docking Bay 126. Head
to Landing Bay 2 and talk to the Ithorian behind the desk. Tell him Habat sent
you and he will let you pass. Access the Airlock Terminal to open the Airlock
door. Once inside head to the rear of the shuttle and enter to be transported 
to the surface of Telos.

A cut-scene between Lt. Grenn and a Republic Admiral will take place and you
will find out the Republic is not going to arrest you. Grenn learns the truth
about you and is surprised but is cut short.

The next cut-scene is of your transport taking off from Citadel and heading
towards Telos. It is shot down on approach and crashes.

When you get up a Zebrak will be standing above you and call you "General"?
Ask him why he is calling you General and you find out he was on Malachor during
the Jedi Civil War. The other members of your party will awaken as you and
Bao-Dur converse and as usual Kreia and Atton will get into an arguement over
his abilities as a pilot. Atton will mention seeing and Air-Defense turret as
he flew in... what do scientists need with an AD Turret?

The scene will cut to a little droid watching your group and then leave and go
to an encampment of some sort. Bao-Dur will join your group, you will have to
choose who you want as your third member. Choose either Atton or Kreia and head
to your left and fight some Cannoks[3] (750XP). From the Cannoks head right 
and you will come accross some more Mercs[3] and a Sentry Droid[1]. You may 
have to use Bao-Dur's Shield Breaker to take down the Energy Shields of the
Veteran Merc (750XP). Behind you next to your Landing Craft are some frag mines
surrounding a Merc Stash. Disable or recover the mines and take the merc stash.

Head back to the merc encampment and head behind it and follow the valley to 
the left. You will come across another Sentry Droid (200XP). Keep following the
valley until you come across some more mercs[3] for 375XP. Head towards the 
beach and you will fight two more Cannoks (400XP). On the beach beside the 
rocks will be a bag with a shielding visor and some chemicals. Walk along the 
beach and Bao-Dur will start a conversation about the serenity of this place.
Then Bao-Dur will notice a merc encampment and warns that if you stay near the 
beach or the cliffs you should be safe. Follow the beach and you will have to
fight some Cannoks[3] for 600XP. Check the plasteel cylinder for a few items.
Follow the cliff wall closely and you will not have to fight the mercs. If you
fight the mercs you will have to fight 4 mercs and 1 veteran merc (700XP). 
Follow the cliff and you will come across a mine field, pass the mine field for
now and cross to the right to another open area and fight some more Cannoks[3]
for 600XP. Search the Bag and Backpack for some grenades, a dark padawan robe,
and a few other items. Follow the cliff to the right for another Merc stash 
surrounded by mines. Recover/Disable the mines and search the stashs for some
very nice weapons and healing items.

Head back to the minefield and enter solo mode with your character and recover
or disable the mines. Then head back to your party and disable solo mode. Head 
up the hill and attack the two Heavy Defense Turrets (400XP) and head to the
Czerka Excavation Site.

There will be another Sentry Droid in front of you when you enter this area. 
Take it out(250XP) and follow the valley forward until you come to a female
Twi'lek. She and her two Warbots will attack you, the only problem is she is
protected by mines, the quick and easy way is to enter solo mode and let them
blow up, but you can also send in one member to disable/recover them one at a 
time. Once the mines are dealt with take care of the droids and the Twi'lek for
875XP. Continue following the valley and you will come to some Czerka buildings
and some mercs[4] guarding the way in. A conversation will start with the
leader of the mercs saying Corrun Falt hired them to protect this area. The 
mercs will end up attacking and you will have to deal with 2 mercs, 1 commander,
and 1 veteran merc, this battle will not be easy because the commander and the
veteran merc both have shielding but with Bao-Dur's shield breaker it will make
the battle go faster (875XP). There are mercs[7], turrets[2], and merc
veterans[2] guarding the entire base. An easy way to deal with all of these 
people is to take out the first merc on the left by himself with Atton's 
sniper attack, the use Ion Grenades on the two turrets, attacking the veteran
mercs and his regualr mercs next, followed up by attacking the two mercs 
guarding the door on the left in the back, and finally attacking the 2 mercs
guarding the console on the platform (1950XP). The plasteel cylinder near the
veteran commander should have a set of Massassi Armor, a pair of Infiltrator
Gloves, some chemicals and components. Once the mercs are dead and the remains
have been looted, access the console and Bao-Dur will try to find your missing
Ebon Hawk. Bao-Dur finds that there is an "anomaly" in the shield network, 
energy is being diverted to a mesa in the polar region of Telos, that is the
best lead you have on the Hawk and you take it. The only shuttle is in the
research facility, but Czerka teams that have gone in recently have not been
coming out of there...

Head down the ramp and back to the area where you fought the 2 veterans and 
disable/recover the mines blocking your way into the Old Military Base. Head
inside and start your search for the Shuttle and any possible information on
the "Lost" Czerka teams.

Once inside your main character should reach level 11 if he hasn't already and
he should gain the Shi-Cho Lightsaber Form of combat.

When you get to the base do not step on the big panel in front of you or your
characters will get poisoned. Head to the right around it and try to open the
force field. Bao-Dur will step in and use his arm to break the shield down.
Head to the next room and there will be more turrets[4] to fight (800XP). The
panels in this room are also booby-trapped with poison, you should easily
be able to take out the turrets before your characters succumb to the poison.
The plasteel container at the enterence should contain parts and a Sith
Disruptor pistol. Select Bao-Dur and access the terminal to get a map of the
facility and/or deactivate the turrets (For this walkthrough I am not going to
deactivate the turrets!). The salvage pack on the next to last panel has only a
computer spike inside. Using Bao-Dur, disable the Shield and proceed to the 
next room and fight a Telos Military Droid (200XP). When you get to the 
intersection you will have two more Droids to fight for 400XP. The left 
passageway contains a backpack with an Administrative ID inside, the right 
passage has a door that cannot be opened, and heading straight leads to an
open room with 2 more trap panels inside. Open the Blast Door at the other end
of the room and be greeted by a Military Droid on your left and 2 on the 
right (600XP). The salvage pack here contains about 50 credits. Ahead of you
are two metal cases with some components and a melee shield, the left passage
has an unopenable door, and the right passage has another force shield Bao-Dur
can open for you. Down the hall and into the next room will be a few more 
Telos Turrets[4] and some Military Droids[2] to occupy you (1200XP). Thre is
another Force Field in this room for Bao-Dur to handle. In the next room is
the shuttle Bao-Dur told you about. A conversation between you and Bao-Dur will
let you know that you need to find the hanger door controls and the shuttles
ignition codes (Guess we aren't leaving yet kiddies). To your right is a 
deactivated Telos Military Droid and a Military Blast Door that you cannot
hack into. Head to the left (there are 2 more trap panels on the floor) and 
hack into the Bay Door on your right. Access the terminal and try to open the
hanger doors... whoops is the reactor off-line, guess it has to be turned on.
Bash the Force Shield to turn it off and Access the secutiry controls and shut
off the security gas vents. Open the 4 lockers to your left for some very nice
items. Head out of here and open the Security door on your left that leads to a
passageway. At the intersection there will be a Military Droid on your right to
fight (250XP). Search the pack for some credits and head back down the hall and
go through the opening on the right. Inside will be another Military Droid to
deal with (250XP). Open the door at the back of the room and there will be a 
person standing opposite of you. The Twi'lek will talk and ask if you are
part of a rescue team, the obvious light and dark side answers are here. After
the conversation take care of the Military Droid on your left (250XP). Lead the
Twi'lek back to the enterence to the base and he will thank you for your help
this will get you a LSP. Head back to where you got the Twi'lek and on your 
right is a damaged cylinder, set a sonic mine on the cylinder to open it and
gain a few medpacs. Head down the tunnel and have Bao-Dur take care of business
with the Force Shield in your way. Two Military Droids will be waiting for you
so take care of them (400XP) and open the security door on the other side of
the room. Inside will be some more Military Droids[3] that you will have to 
take care of (600XP). From the enterence access the terminal on the left of 
the room to find it is inactive, so access the terminal on the other side and
overload the droid recharging stations (500XP). Open the security door to your
left and have Bao-Dur take care of the Shield in the next room. Head down the
hallway and at the intersection head right and open the door. In here is a 
damaged HK droid you can reactivate to follow you. Head back to the 
intersection and... the HK suddenly blows up! Well head forward and open the
door. At the next intersection head left for a few basic items and go back and
take another left and open the Force Shield with Bao-Dur. Inside here will be
some turrets you cannot play with :(, have Bao-Dur do his thing on the Force
Shield and access the reactor control terminal to restart the reactor. Head 
back to the other room and the turrets[4] that were not play-toys earlier would
like to have a word with you, do your thing and get 800XP for showing them
what happens when "Good Turrets Go Bad". Head back to the lab where you 
overloaded the droids and open the security door on your left. Opening the
metal containers and the footlocker will get you some nice items plus the 
ignition codes for the shuttle. Leave here and go left down the corridor back
towards the shuttle. When you get outside the shuttle bay you will see a droid
walking around this Droid Tank is not too difficult as long as you turn on your
energy shields. Enter the room on the left first and access the Hanger Terminal
to open the Hanger Bay Doors, now exit and wail on the Droid and it will fall 
(625XP). Head to the other side of the Hanger Bay and enter the room where the
droid came from and there will be 4 metal boxes, 2 on each side, and 3 out of 
the 4 lockers that can be looted for some very nice stuff. Head now to the rear
of the shuttle and take it to the mesa in the polar region of Telos. 

There will be a cut-scene with the shuttle taking off and then seeing some HK 
droids in the hanger bay looking for you. They dispatch a squad to the polar 
region and one of them shoots you down.

When you get control the HK droids[3] will start talking to you. They will tell
you in not so short of an answer that no matter where you go they will be there
waiting for you. You will have to fight the three droids and you should turn on
your energy shields again for this battle (1125XP), looting their corpses will
get you some nice droid armor and equipment, plus the HK Control Cluster.

Head towards the downed shuttle and you will see Bao-Dun unconcious, if you 
find refuge from the elements he should get better. As you look away from the 
shuttle you should see a little "dimple" on the plateau, head there and on the
back side is the enterence to the plateau. A cut-scene will appear and you will
see two people walk up to Bao-Dur and stand there. What do they want?

Once inside the Plateau a female will talk to you. She will not answer you, she
will only repeat that you must disarm. Kreia will tell you to do it because she
senses no harm will come to your group. Another cut-scene will happen, this one 
between Atton and Kreia. Their conversation is not a very nice one. Kreia knows
that this place is a training ground for Jedi. She seems to know more than she
is letting on. She senses fear coming from Atton about the Jedi here and she 
probes his mind and finds the source of his fear. She finds something hidden
deep within "Atton" and it has to do with a male Jedi, possibly the Exile. She
promises to keep his secret as long as he follows you until she says otherwise,
if he doesn't do what she says she will not keep silent and the punishment she
can dispatch on you is far worse than anything the Jedi can think up. (I have a
strange feeling Kreia is not the at all a good person at heart, i feel some 
blackness coming off of her).

The next scene will be between the Exile and Atris. She is surprised to see you
and did not expect to see you after the Council stripped you of your Jedi title
and cast you out as an Exile. There are many choices here, some dark, some 
light, some even neutral... The path i chose was to tell her i am looking for
my ship to get off of Telos, and that the destruction of Peragus was an
accident. Have her tell you what you have done and ask her what she means the
destruction of Citadel will echo across 20 other worlds. It was also not your
intention to harm other planets and now you are getting blamed for the actions
of the Sith. Tell her you encountered them on Peragus and that they believe you
to be the last Jedi. She will tell you because you are an Exile she is the last
Jedi. She believes you were let go so they could follow you, let her know you
are offering your help to her. Persuade her to believe she cannot do anything
alone. She will charge you with finding others and bring them to the remains
of Dantooine so she can call a Counsel. This will end the conversation and the
Handmaidens will remove you from the room. You will gain a LSP for this 
conversation.

Talk to either handmaiden next to you and you can learn some things about Atris
and this place you are being kept. You will find where your ship and your 
friends are being kept. You will also find out that the Handmaidens believe 
that Atton has had some special Echani. You can even spar with a handmaiden and
see how you stack up against one. (For the walkthrough i will proceed as if you
choose to fight). Your first match is a one-on-one match with a handmaiden with
no armor, weapons, Force Powers or stimulants of any kind, if you use one you
will automatically loose. The second battle is another one-on-one match and 
this time you can use a melee weapon but nothing else. I find fighting unarmed
easier unless you are focused on melee combat. The third match is again 
another one-on-one match but you may use any weapon, item or Force Power you 
wish, but still no armor. The fourth match will be against a pair of handmaidens
and you can again use any weapon, item, or Force Power. I lost here so i decided
to go find my allies. Take the door behind you and in the next room open the
door on your left next to the two handmaidens. At the end of the hall open the
next door and your allies will be inside their cells. Kreia will start talking
and the Lightside answers seem pretty obvious. When you lower the shield 
Bao-Dur will come around and appologize for falling unconscious. Again the
Lightside path is obvious and Bao-Dur will tell you he can travel with you or
meet you at the Ebon Hawk, the choice is yours. Open the Plasteel container in
here for some nice items. Head back to the room you sparred the handmaiden in
and switch to Bao-Dur and open the doors surrounding the ring for some handy
items. You can continue fighting the handmaidens again, you have Kreia in your
party (i have her as my healer) she can heal you between matches. Using a 
Melee shield in battle is necessary when fighting two opponents. The final 
battle is against 5 of the handmaidens! You only get to do this match once. I 
would wait until later in the game that way you have better weapons at your
disposal to spar with these women. Head back to the room you got your allies 
from and open the other door in the room, follow the hallway and open the door
on the other side. In this room open the door on the left and again open the
door on the left and you will find T3-M4. After your conversation (gaining a 
LSP and Influence for T3-M4 from this), open the plasteel cylinder in the 
upper-left for a blaster Atton might find useful. If you head back the way you 
came and take the right passage, now open the door on your left and open the
plasteel containers[3] for some armor[belts]. Now head back to the room you
rescued T3-M4 at and take the door on the right. Follow the passage to find
the Ebon Hawk. There is one container here you can open with a decent item.
Board the Ebon Hawk and a cut-scene will ensure that shows you leaving. The 
next scene will let you know that one of the handmaiden's has stowed-away on
your ship for some reason. *Mission Complete* *All but Fuel complete for Telos*
-------------------------------------------------------------------------------

E. Aboard the Ebon Hawk after Telos

Aboard the Hawk, T3 will become agitated for some reason. He will tell you that
he downloaded Atris' archive files while she was downloading his memory core. 
He has a holorecording of your Jedi trial and Exile.

I am not sure if the choices here have any affect on the game in the present,
but here is my path. 

You have called me here to answer for my crimes on Malachor V.
I realize that following Revan to war was in violation of the Jedi Code-and i
broke it, knowingly defying the wishes of the Council.

You will be cast out as an Exile and your Lightsaber taken from you. After you
leave an interesting conversation will ensue between the Council members. They
feel something different about you, not truly the Dark Side, but what they do 
know is that the Dark Side is the cause of that rift. You also learn that of
everyone that left there was one common thread, a female "teacher" seems to
have turned anyone she taught to the dark side (Kreia possibly). They also 
discuss that one day they may have to tell you why they made you an Exile, but
for now you must walk this path.

After the video T3 will tell you he has a list of the missing Jedi and where
they are located. Funny thing each of them was on the Council that Exiled you.
Now a handmaiden will enter the room and tell you she is here to help you, and
that Atris thinks you will need it. Another conversation will ensue about her
living quarters, be careful what you say here, you can possibly make Atton mad
at you.

In the next scene Bao-Dur will ask you about your lightsaber. He will tell you
that the lightsaber you once had was one of a person who served Reven and Malek
and it does not represent the person you are now. He tells you that you can 
build another. You are not afraid of building one if that is what he is trying
to say. Bao-Dur says he knows that but without it you are not complete. With 
the enclave destroyed you don't know where to get the parts to create one. He
will tell you he knows how to find the parts you will need.

After that conversation you will overhear Bao-Dur wanting to give T3 a memory
wipe because over time droids will behave erratically without one. Let T3
know Bao-Dur knows what he is doing and T3 will get a permanent +2 bonus to
Constitution. 

Head to the Cargo Hold and talk to the Handmaiden. She has some interesting 
thoughts on Atris, you, and the Dark Jedi Reven and Malek. You can also learn
why she is different from the rest of her sisters. She will also teach you some
of the Echani way of fighting (LSP and Influence Gained:Handmaiden). By choosing
to learn her way she would like you to tell her about the Force (it is unknown
to the Handmaidens). I am not sure which is a good one to pick but the Darkside
answer is very obvious, i will leave this choice up to you.

You can talk to Kreia and Atton and try to gain Influence with them, with Atton
be careful how you word your questions because he will get defensive, he is
holding something back. Talking with Kreia will get you knowledge of the 
Handmaidens past, use it how you like.

Now you have a choice to make, where you want to start your search for the
missing Jedi. The list is not that long because there are not many left. 

Master Vrook- Dantooine
Master Vash- Korriban
Master Zez-Kai-Eil- Nar Shaddaa
Master Kavar- Onderon

The choice is yours where you want to start your search, but I have chosen
Nar Shaddaa to start my Jedi Search. But lets take a quick detour to Telos and
talk to Lt. Grenn. He will inform you that even though you violated the terms
of your house arrest by heading down to the planet's surface, the Republic has
found that you are clear of any wrong-doing in the destruction of Peragus and
Lt. Grenn isn't going to arrest you. After this head back to your ship and see
a scene between the Handmaiden and Atton, more questions than answers come from
this encounter. Time to head to Nar Shaddaa.
-------------------------------------------------------------------------------

F. Nar Shaddaa

Underconstruction.
===============================================================================
VII. Glitches

Any new game is bound to have them.

Major
1. Force Aura does not give the bonus to Defense like it says :(
2. Burst of Speed also does not give you the defense bonus at the first or 
   second tier.

Minor
Some times during the game a character will get stuck behind a container or a 
wall. This is not bad during normal movement, but in a battle this is a serious
problem (Tank Droid on Telos).
===============================================================================
VIII. Copyright

Copyright 2004 LucasArts and Obsidian Entertainment Inc. All rights reserved.

===============================================================================

This FAQ is for personal use only. It may not be altered or used for commercial 
use. Websites may use this without permission, but proper credit must be given 
to the author and not alter it in any way shape or form.
===============================================================================

Copyright 2005. All rights reserved.

This author is in no way, shape, or form affiliated with any of the Lucas 
brands, Obsidian Entertainment Inc, or anyone on the Star Wars: KOTOR II
development team.