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*Star Wars: Knights of the Old Republic: FAQ/Walkthrough* by ATesta </features/recognition/23249.html> Version 1.

7, Last Updated 2005-03-06 View/Download Original File <http://dw.com.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http %3A%2F%2Fdb.gamefaqs.com%2Fconsole%2Fxbox%2Ffile%2Fstar_wars_kotor_a.txt> Hosted by GameFAQs </> Return to *Star Wars: Knights of the Old Republic (PC) FAQs & Guides* </computer/doswin/game/516675.html> Liked this FAQ? Click to recommend </computer/doswin/file/516675/24575?rec=3579951680> it to other GameFAQs users. =============================================================================== ------------------------------------------------------------------------------Star Wars: Knights of the Old Republic for the Xbox FAQ/Walkthrough Version 1.7 Last updated 03/06/05 Written & Compiled by TestaALT TestaALT@aol.com This file is Copyright (c) 2005 Andrew "TestaALT" Testa. All rights reserved. ------------------------------------------------------------------------------=============================================================================== +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ T A B L E O F C O N T E N T S +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 1. Author's 1.1 1.2 1.3 Forward Version History Introduction Dedication

2. Basics 2.1 - Story 2.2 - Controls 2.3 - Overview 3. Light Side Walkthrough 3.1 - Endar Spire 3.2 - Taris 3.3 - Dantooine 3.4 - Tatooine 3.5 - Kashyyyk 3.6 - Manaan 3.7 - Leviathan 3.8 - Korriban 3.9 - Unknown Worlds 3.10 - Star Forge 4. Dark Side Walkthrough 4.1 - Endar Spire

4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 4.10

Taris Dantooine Tatooine Kashyyyk Manaan Leviathan Korriban Unknown Worlds Star Forge

5. Walkthrough Lists 5.1 - Quests (Light Side) 5.2 - Quests (Dark Side) 5.3 - Romance Options 6. Appendices 6.1 - Quest Items 6.2 - Equippable Items 6.3 - Utility Items 6.4 - Shop Lists 6.5 - Characters 6.6 - Vehicles 6.7 - Worlds 7. Frequently Asked Questions 8. Footer 8.1 - Credits 8.2 - Legal Disclaimer 8.3 - Contact Information Quick Navigation ================ Five easy steps to jumping to the section you want. 1. 2. 3. 4. 5. Highlight the Press Control Press Control Press Control Press Enter. section name and letter (as seen above). and C. and F. and V.

You should now be at the section you desire to be at. =============================================================================== --------------------------1. Author's Forward --------------------------=============================================================================== Skip the introduction and dedication. =============================================================================== ------------------------------1.1 - Version History ------------------------------=============================================================================== Version 1.7 (03/06/05): Added JPaterson's Item Guide to make this guide much more thorough.

Version 1.6 Version 1.5 Version 1.4 Version 1.3

(02/05/05): Walkthrough and appendices are completed! (02/03/05): Just Korriban, Unknown Worlds, and Star Forge left walkthrough-wise. (02/02/05): Walkthrough before Krayt Dragon on Tatooine. (02/01/05): Started (and finished) Korriban sidequests.

Version 1.26 (01/30/05): Sidequests up to Manaan complete. Version 1.25 (10/16/03): Added a lot of Dark side things to the guide. Version 1.23 (08/08/03): Put in some descriptions in the basics section. Version 1.12 (07/25/03): Did a snippet of Dantooine's walkthrough, and all of its quests. Also did 10 FAQs. Version 1.11 (07/24/03): Finished Taris walkthrough and quests, at the very beginning of Dantooine. Version 1.01 (07/24/03): Middle of Taris's Black Vulkar walkthrough. Changed guides format and table of contents. Version 1.00 (07/20/03): Initial version of document. Up to Taris on the walkthrough, no appendices done. =============================================================================== ---------------------------1.2 - Introduction ---------------------------=============================================================================== Welcome all to my Star Wars Knight of the old Republic FAQ/Walkthrough. I need to get back to writing the walkthrough, hence I don't have time to give you a proper introduction. This guide is incomplete, and if you have anything you wish to add please, don't hesitate to email or AIM me. Email address: TestaALT@aol.com and AIM: TestaALT. So, without further ado, I bring you this very incomplete guide! =============================================================================== -------------------------1.3 - Dedication -------------------------=============================================================================== To... episode IV, V, and VI, for being very enjoyable. And Deflux, for helping me with that damn puzzle in the sith trial. I would of never got it with my low IQ (130). He also made perhaps the best FPS guide ever made. Just take a glimpse at his Metroid Prime guide. It is a very good piece of work. Now he is going to make a guide for KOTOR that will own mine... Oh, and Trace, just for you to know, this was a pathetic attempt to make these sections look less lazier. ;) =============================================================================== ----------------2. Basics ----------------===============================================================================

Basics of the game. If you don't know how to read, this section is for you! =============================================================================== --------------------2.1 - Story --------------------=============================================================================== [As taken from the instruction manual] A long time ago in a galaxy far, far away... Four thousand years before the rise of the galatic empire, the Republic verges on collapse. DARTH MALAK, last surviving apprentice of the Dark Lord Revan, has unleashed an invicible Stih armade upon an unsuspecting galaxy. Crushing all resistance, Malak's war of conquest has left the Jedi Order scattered and vulnerable as countless Knights fall in battle, and many more swear allegiance with the new sith master. In skies above the Outer Rim world of Taris, a Jedi battle fleet engages the forces of Darth Malak in a desperate effort to halt Sith's galactic domination... =============================================================================== -----------------------2.2 - Controls -----------------------=============================================================================== [As taken from the instruction manual] Left Thumbstick...Controls movement of the selected character. Right Thumbstick..Camera control. Press LEFT or RIGHT to rotate camera. ..Click for free look. Directional Pad...Use to cycle through action menu. A Button..........Default action. B Button..........Cancel. Y Button..........Delete action from action queue. X Button..........Add action to action queue. Black Button......Cycle through characters. White Button......Combat pause. Start Button......Access in-game menu. Back Button.......Toggle solo mode/ Left Trigger......Cycle through targets or cycle through menus. Right Trigger.....Cycle through targets or cycle through menus. =============================================================================== -----------------------2.3 - Overview -----------------------=============================================================================== Star Wars: Knights of the Republic has a pretty basic battle system. I am told that it is a 'd20' system, which is what they used in the Dungeons and Dragons series. To most people, who happened to come across this video/board game, you would already know how the system plays. Basically, the roll of the dice determines how much your attacks hurt. It is very rare that someone gets a high

roll. Anyways, you do not see these rolls because they are "under the hood." Meaning, if you press start you will go to the pause screen menu. From here, if you go to one of the tabs it will tell you all about your rolls, how much was subtracted, gained, lost, et cetera. This system may seem boring, and when I bought the game I had my doubts. I was never really into the D&D system. In fact, I did not even know much about D&D at the time (and still don't), just the fact that some "tranced" students in my class played it incisively. At any rate, I don't want to list all of the basics like other guides; I learned how to play the game by myself. The manual seems like good information. Hey, it is! I should of *used* it. Hehe, I think my point has been made. ^_^ =============================================================================== --------------------------------3. Light Side Walkthrough --------------------------------=============================================================================== Now it is time for the meat of this guide; the walkthrough. I will try my best to walk you through the game. If you bought the Prima strategy guide, and found out it was a complete waste of trees, this walkthrough should do you good. I will attempt to find the easiest way to defeat enemies, as well as the bosses. Quests will be listed IN THIS WALKTHROUGH AS WELL AS IN THE APPENDICES. This is to help you, the reader, find your way to whatever quest you like quickest. If any of you fellow writers think I am a "KB whore," go load up JChris's StarCraft walkthroughs. And, without further ado, start walking! This walkthrough will cover the light side. It will tell you to make decisions that will give you light side points, along with how to talk to other people (ei; don't act elitist to other people, et cetera). These walkthroughs were split because it would be easier. If you want to be on the light side, read this walkthrough. =============================================================================== --------------------------3.1 - Endar Spire --------------------------=============================================================================== You start off at the character generation class screen. Choose whatever class you want from the three. Scoundrel is a stealth-heavy character, and does the worst out of the three in battles. It also has low vitality points, and I see no reason at all to choose the scoundrel unless you want to make the game difficult. Going further along, the scout is the even of the two, he can go into stealth mode and can fight. This would be a pretty good class if the game played right, but usually, you want to fight the monsters to level up. This brings us to my favorite class, soldier. As a soldier, you will not be able to go into stealth mode or open things greatly and whatnot. Of course, your party members are able to things like that. A soldier is fighting heavy, and is great on his attacks. He is for beginners, hence the game is pretty easy if you use him correctly. Note that the gender *does* matter. There are romance quests, and if you are a female, you will have to lug around a pretty useless character to advance. For this, I advise you become a male, and this walkthrough will cover your male romance. After picking your race, you will be at the character generation main screen. From there, you *can* just press quick character and the game will make one. However, it is unadvisable. The computer is not a living human being, and it makes crappy recommendations sometimes. If you do decide to create your

character customly (which I highly recommend), go through the face you want your character to have. The first time through I picked a face that I did not like, and restarted the game. After you are done picking, press the A button to accept what you have done. Now, go to the attributes screen. You will see 6 attributes, and they will have 8 points each. The game gives you 30 points to deplete among the 6 attributes. Now, you *could* split it evenly, but some of the attributes are not worth it. You also could hit the recommend button (Y), and they will give you good numbers for all of the attributes. I also advise you do this, as the game makes it even for your class (I think). So, after you get your attributes done press accept and go to skills. You will see that there are a lot of skills here, but only a handful of points. Just press the recommend button (Y) and it will through all of your points into treat injury. Likewise, you will almost never use any other skill, hence your team can do a better job because the game leveled them up to do it. This may sound confusing, but it is correct. Hit the A button again to accept and you will go to feats. The game gives you two feats to begin with, but they are just armor. Please, DO NOT LET THE GAME DECIDE WHAT FEATS YOU GET. It is practically suicide. The game usually gives you feats for blasters, which does not make any sense at all. It is a very bad idea to go through this game with a blaster, because it does not compare to a lightsaber. Therefore, I want you to choose this. I will tell you which feats I want for every level, so do not worry. Pick the toughness feat, it will be one of the ones on the bottom. Press X at this feat then press A to accept. After this, you have to think of a name. Now, I have been browsing the boards and there is not "good" way of doing this. I just put my first and last name in. You can do whatever you want with this, just make it a respectable name (ie; no slang/cussing) because you will have to stick with it throughout over 60 hours of gameplay, not to mention if you are slow at RPGs (^_^). Anyways, hit the accept button. If you like everything you choosed, then hit the A button again to start playing. However, if you are having second thoughts, press the B button to go back to where you want to. After the class is taken care of, it will be time to play! The classic Star Wars opening, where the letters are floating away. Please, READ THIS. The story is beautiful, and you want to understand everything, don't you? In the next screen, you will see a ship taking a heavy beating by fighters, and you are in that ship. Then, you will wake up and Trask will walk through the door. He will tell you everything you need to know about Bastila and the story, for now. He will tell you how to get your gear and equip it; just go over to the footlocker behind you, open it and take all the items. He will tell you how to equip it. Equip the shortsword and clothes. You will be the melee man, while Trask shoots his blaster from behind. Just remember, if you are low on health, heal yourself with a medpac! Then, walk back to Trask again and there will more tutorial talk. After you learn how to open doors, go up to the only one in this room and attempt to open it. It will be locked, and you will have to switch to Trask to open it. So, press the black button to be Trask. Then, walk over to the door. You will see a small blue circle on it. This is what you use to know which object you are highlighted on. At any rate, this should be the door. If not, then redirect yourself so you are facing the door. Now, go to the D pad and press right once. On the bottom the screen you see 6 boxes, the second to last one going right is where you should be. It will say "security" above these boxes. Press the A button and Trask will unlock the

door. From here, he will tell you to take the lead. Then, walk down the hallway a little ways. The screen with change to Carth, who will tell all hands to go on deck. He was contacting you via the communicater. If you do not know how to roam about the screen, say to Trask that you need to know how to get to your journal. Then, walk down this hallway to the following door. Walk up to it and press A to try'en open it. Trask will say that he does not have the codes to unlock this door, but he might be able to slice through it. So, switch to Trask, then go to the security box and press A. The door should now be open. The screen will change to a republic soldier firing at two sith soldiers. The sith soldiers will fire back and kill him. Then, Trask will yell "For the republic!" and you will be in fight mode. For your first fight, press A to engage. Then, go up to one of the sith. Kill him. If you are having trouble doing this, try to use one of your feats. Press the D pad to the right once and you will be on a red blade. This is a feat and special attack that you can use an infinite of times. Press A and you will use this special attack, which should take a big chunk of the sith's life. Then, fight the other one the way you did the first. Trask will start to talk to you again, so, if you are low on health, use a medpac. Don't know how? Trask will give you the option to find out how. Afterwards, open to the door to the far end of the hallway. You will see two sith, and you will lock onto the one of them. The good part about this room is that the other sith will be to occupied by Trask to fire at you. So, kill the soldier you are dueling with. Then go around behind the others back. Then, use the special attack to kill the sith from behind. After this, go around the room highlighting things. You should be able to get items from: A republic soldier, a metal box, and a footlocker. Remember to *always* check the entire room, looking for things to loot. If you cannot use it then you can definantly sell it. Go through opposite door. The screen will change to republic soldiers fighting the sith. The sith will kill all the republic soldiers, which is bad. The screen wil change to you. Now, heal if you have not already. Then, walk around the corner to the sith. Through a frag grenade at them. To get to your frags, press the D pad left until you find it. There should be a couple soldiers left from that blast. The ticket here is to follow Trask over to the soldier he is fighting. Then, use the special feat to kill the soldier. Trask is good cover (^_^). Kill the remaining two sith soldiers, using the special feat to the fullest extent. Then, loot all of the remains. You will find a lot of items off these men. Walk down the north path to the door. You will see the droid blow up, which is bad. Take some parts to the right on the ground. Then, walk back to the four-way split. Go to the path to the left. Walk down the hallway to the door. You will start to hear lightsabers. Open the door to see a Jedi and a dark Jedi battle it out. The light side one will kill the dark, but then die from a explosion. Of course, you *could* of possible aimed your blaster at the dark Jedi to get him distracted. But, Trask said to get out of the way. Two sith soldiers will then walk up to where the Jedi were. Kill them both, then loot them, along with the two Jedi. After this, walk east to a door. Open it and kill the two sith soldiers. They will be a piece of cake. Then, Trask will tell you Bastila is not on the bridge, meaning she already escaped to the escape pods. He then tells you that, with Bastila gone, the sith can destroy the Endar Spire at any time. So, get moving! By the door you walked through will be a backpack. Look inside to find a blaster pistol. Then, switch to Trask and go to the menu. Switch to the equipment screen, using the trigger buttons. Then, unequip Trask's blaster for a short sword. Trask will be leaving us shortly, and we want to sell the blaster for more money!

Walk over and around the control desk. You will see a door. Try to open it and Trask will tell you to level up. He will tell you how, so do as he says. Press the start button, then toggle through the menus using the trigger buttons. Once you reach a menu that has your full body in it, stop. You will see all of your statistics, along with how you are with the light/dark side. You will be at par now, because you have not done anything to make the game give you points yet. You will see "A LEVEL UP" over your character. Press A and you will be back to a character generation screen, but, it is now the level up screen. You do not get to choose every option again, hence the game tries to make it harder. Go to skills and put them in treat injury. Then, go to feats. Scroll down until you find "empathy." This will boost your persuade, awareness, and treat injury skills by one. Press X and you will now have the feat. Then go to accept and you will be done! After this, get out of the menu. Then, open the door ahead of you. This will bring you to a semi-hallway leading to *another* door. Open it and Trask will run to the door ahead of you. He will open it, only to see a dark jedi. Trask sacrifices himself for you, going through the door with your short sword to face a dark jedi. It is basically suicide, and we all know it. After this, go look back and you will see a door. Open it and go to the starboard section. Carth, talking from the communicator, will tell you that Bastila's escape pod is away, and that you are the last remaining crew member. Walk down the hallway until you hit a sith. Kill him, using the special feat power attack to your advantage. Then, take the upper path to a door. Open it to find two sith guards. Kill them both. Run up to one of them, and before he takes his sword out use the power attack feat on him. This will severely hurt him. Then, kill him using a regular attack. Go over to the other sith guard and do the same to him, using the power attack quickly so it inflicts damage while the sith still has his blaster equipped. Carth will come up on the communicator again, and tell you that there is a whole sith team on the other side of the door. And that you will have to thin there numbers somehow. He suggests you reprogram the droid or slice through the computer terminal by the door. I *always* choose using the droid, because computer spikes are somewhat difficult to come by, and you will not reprogram a droid for a long time. This droid is combat, which is very good. Before you reprogram him, loot the sith guard and the footlocker. Then, walk up to the droid, and press A. You will now be at another screen, which has a couple options on it. Choose droid repair tutorial to find out a little about repairing droids. Then, hit reactivate droid. Then use eight repair parts to fix the droid. There should be two options, both with four parts. Press A and you will fix them, costing you the repair part. The droid will now walk around, so it is time for you to open the door. Open it while the droid is near the door. You will be asked to engage in the battle, but press the pause button to continue and not fight. The droid will be at the door. He will take out his blaster rifle and kill all the sith in that room. Walk inside the room and loot all the remains. There should be four or five troops that have items to give you. After this, open the door to the west. You will see Carth, and you guys won't exactly have a chance to chat it up. Instead, he will introduce himself and tell you there is only one escape pod left. Walk up to it, it should be the second pod when you walk forth. Go up to it and press A. Then choose that you want to use the escape pod. From here, the escape pod will shoot out and right after the endar spire will blow. Why does it always have to blow up right after? ^_^ ===============================================================================

--------------------3.2 - Taris --------------------=============================================================================== =========== Main Quests =========== 1. Getting to the Lower City 2. Gadon's Deal 3. Getting to the Under City 4. Zaalbar in the Sewers 5. Black Vulkar Base 6. Back to Gadon 7. Swoop Race 8. Rescue 9. Canderous's Deal 10. Sith Base 11. Davik's Mansion 12. Ebon Hawk =========== Side Quests =========== 1. Rapid Transit System 2. The Duel Ring 3. Pazaak Rules 4. Dia's Bounty 5. Largo's Bounty 6. Selven's Bounty 7. Matrik's Bounty 8. Bendak's Bounty 9. Infected Outcasts 10. Rakghoul Serum 11. Rukil's Apprentice 12. The Promise Land =================== M a i n Q u e s t =================== ============================ 1. Getting to the Lower City ============================ The next time you see your character he will be on a bed and will be thrashing about. He will then change to a dream (which might be something else, but no spoilers here) of a women and a man fighting with lightsabers. Interesting. Anyways, Carth will come in and ask you a few questions. Tell him about the "dream," or "vision," and he will tell you that you took a major blow to the head in the escape pod. He will also tell you that he was conscious, and he took refuge at this abandoned apartment. Talk to him more, learning more about yourself along with your mission here on Taris. Walk to the door and apartment door and open it. The game will automatically put Carth into your party. Once you are outside you will see three sith soldiers raiding aliens. He kills one of the men with his blaster, and then realizes that you are behind him. He then tells his troops to attack. Time to fight. Change who are going to attack

by pressing the right or left triggers. This will lock onto one of the sith soldiers, instead of the sith leader. This is better because the other alien will beat down the leader while you take care of the other two soldiers. Dispatch of the two soldiers, using your jump attack to kill them. The alien will kill the leader. The alien will then speak to you. Tell him you are glad to help, and he will respond that he will take care of the bodies. It is now time to level up. In skills, choose putting all your points in treat injury. This will only be one point. Next, is feats. Choose to the flurry technique. This is a great special attack, that will soon override your power attack special. After you choose flurry, accept the changes. Then, loot the bodies for some blasters. Now it is time to loot every apartment in this area. Start going down the apartment circle until you see a low security door. Change to Carth and use his security ability to open the door. You should see a women inside the room. Her name is Dia. If you wish to do Dia's quest, look in the sidequest "Dia's Bounty." Anyways, loot her apartment. There should be a bag by the entrance of her little room. Open it to find 18 credits, a computer spike, and a medpac. Take the items, then continue down the apartment circle. You won't go long before a merchant stops you and talks about his shop. Be polite, and ask everything you can to him. After this, don't buy anything. His prices are not the best. Continue going down the apartment circle. You will see another low security door. Change to Carth and have him open it. There will be a Twi'lek in the room. Just go past her and to a bag on the ground. Take everything that is inside of it, which should be 16 credits, a part, and a medpac. From here, go down to the next door. This will be the entrance to the upper city. Do not go through the door, instead go past it and to the next security door. Open this door with Carth's security skill. There will be a Ithorian in this room. Loot the bag by the door to find some credits and parts. Follow this apartment circle more to a little droid room. There will be nothing there, so continue onto the next room. Again, use Carth's security skill. There will not be anybody in this room but a footlocker at the oppposite end of the door. Open it, take everything, and continue onto the next room. The next room will be your apartment. Go inside there to regain all of your health. To the opposite end will be a footlocker that has some medpacs and computer spikes. Take them, then leave again with Carth. From here, go down to the upper city door that is the most southern door in the circle. Now, go to the menu and use the triggers to find a map. This map will have "Return to Hideout" on the bottom. You will also see the X button by it. This means that if you press X now, you will return to the hideout. Do so, and you will complete the Rapid Transit System Quest. Then, walk back out to upper city south. Walk straight over past the water fountain circle. The game will tell you to speak to Carth. Just choose the nice guy options, and learn more about Carth. After this, continue north until you find the equipment shop. You should go north until you hit a wall with computer screens on it. From here, go right and you will see a door. Open it and you will be at the equipment shop. Sell your Prototype Vibroblade, two regular vibroblades, two blaster pistols, one adrenal stamina, and one of your blaster rifles. You should now have around 300 credits. Buy one Vibrosword, then leave the shop and go back to the main area where the water fountain circle is. Walk down the huge walkway due east. You will come up to another water fount circle. Walk around it to the northeast to come up to two bounty hunters trying to get money out of a poor old man. They will talk to him, and the bounty hunters will decide to kill him. Before they do, though, they see you, and see

that you are a witness. You can now talk, and talk you will. Tell them to leave the man alone, or they will have to deal with you. The bounty hunter's won't like that, and you will be in a battle. Kill both of the bounty hunters using your flurry technique. They are pretty weak, and one flurry combo will take care of them. You will gain light side points by killing them. Then, the old man will thank you, but still say he owes Davik money and that more Bounty Hunters will come until he is dead. Say that maybe you can help, and give him 100 credits. He will be very thankful, and run off to pay Davik. You will gain even more light side points for doing this, and is a bargain for a mere 100 credits. Plus, after you loot both of the bounty hunters, you get your 100 credits back. ^_^ Walk down from where you killed the bounty hunters and you will come up to a medical facility. Open the door and look for Zelka. Talk to him about the Rakghoul disease, and ask if there is a cure. Then say that maybe you could a serum from one of the sith guards. Then tell him that you will get the serum. Start to leave the medical facility and one of the people in there will stop you. He will tell you that Davik wants his hands on the serum, also. Just tell him that you want to give it to Zelka, so he could help more people. Then you will be on your merry way. Walk north of the medical center to upper city north entrance. Go through and you will be at an almost same place, but with different shops and whatnot. Walk directly north to a standard door. Open it and go inside the apartments. Go up the apartment circle, looting the first two apartments for item. Walk up more and you will see a sith by the door. The sith will tell you to move along, but when do you ever listen to the sith? You will see another sith inside the apartment interrogating a alien. He will ask about sith uniforms, and the alien will say he doesn't know what he is talking about. Ask what is going on there, and the sith soldier will *again* tell you to move along. Just continue the conversation, being subtle, telling the sith soldier that maybe the alien does not know anything. The sith will start to get mad, and tell you to stay out of it if you know what is good for you. Say that you won't let them kill a defenseless prisoner. You will then start a fight, where you will have to kill three sith. No worries, dispatch of them. Then the alien will tell you that he really did steal the uniforms, and he also gave them to Gadon. Well, isn't that something? Just ask about Gadon and he will tell you that he is undercity. From there, leave him be and he will run out of the apartment. Loot the bodies for a sith uniform amongst other things. You will also see a locker, which is another thing you should loot. Continue your looting spree until you come to a apartment with Largo in it. Talk to him, and he will tell you about his bounty. Do not kill him, instead tell him that you are not going to hurt him. Then give him 200 credits, and you will gain lightside points. Walk back outside to Upper City North. Then, walk west on the walkway over to the end. Go north and you will be at an elevator. This elevator will bring you down to the lower city. Walk up to the elevator and the sith guard will stop you, stating that you have to be a sith to go down the elevator. Pause the game and go to your equipement screen. Change your body armor to the sith armor. The guard will now let you pass. Once you get down the elevator change back to your regular combat suit, and give Carth the armor for the time being. Walk out to the walkway and you will see a gang fight. The Vulkar's verse the Bek. The Vulkar's will take care of the three Bek's easily. They will then see you and start attacking. Kill all three of them, they should not be that tough. Use your flurry like you are addicted to it. After, loot all there bodies. Change Carth's uniform back to clothing. Then walk down the walkway due west.

Go inside the Cantina, it will be the first door to your left. Once inside you will see a powerful display of Calo Nord. Walk around the Cantina to see Mission Vao talking bad to some aliens. The conversation ends when she gets her wookie friends over to the aliens. They then leave. Talk to her to learn a little about her, then they will leave. Go outside the cantina again, and walk north to the Bek base. =============== 2. Gadon's Deal =============== Talk to the guard. Tell her that you need Gadon's help. Then tell her that you could be an ally against there enemies. She will then let you in. Go inside, and open the standard door. Then walk north to a desk with a man behind it. This man is Gadon. When you walk near him his body guard will stop you, but Gadon will fend her off. Talk to Gadon about the escape pods, and continue the conversation. He tells you about Bastila, but stay calm. Ask him what happened to her. Continue this pretty long conversation, learning about how Bastila is a prize in the Swoop Race. Ask for his help, and he will tell you to find Mission Vao. She is in the Under City, and can get into the Black Vulkar base. Tell him you have a sith uniform to disguise yourself, and he will tell you that the guard by the Under City elevator means business, and you will have to get papers. Luckily, Gadon has them. Trade your Sith uniform for the papers. Then you are done here, next stop is the elevator. ============================ 3. Getting to the Under City ============================ Walk down the walkway, killing the Vulkar's as you go along. They should be a little threat at first, but that will change. Just remember to loot them after you kill them. On the way you will see one of Davik's agents get money from one of the Vulkar's. You will then see Canderous come in and Vulkar's will give the money right up. Canderous is powerful, and he will be your ally later in the game. Once you get to the end you will see a sith guard. Talk the guard and tell him you have your papers. He will then let you use the elevator. Once you are down the elevator two outcasts will tell you that you have to pay 5 credits to use the elevator. Give them 20 credits, and you will get a light side bonus. They will run off, and another outcast will run up to you. She is a woman, and is very kind. Just continue the conversation, trying to be nice to her. Talk about the promise land and everything else. Walk over to the north and Igear will stop you. He will ask if you want to buy something. Be nice to him and ask him about his store and whatnot. Then go over to the north east part of the village, where there will be a gate. A woman and a man will be arguing. The Rakghouls would come in and kill everyone, the gatekeeper says. The woman will then ask you for help. Do so by having the gatekeeper open the gate long enough for you to come out. From here, fight off the Rakghouls. You won't gain any light side points for doing this, but it is the right thing to do and it will boost your prestige among the gatekeeper. Walk around Rukil. They they wander the sewers. the little village and talk to people. Namely, talk to Gendar and will both be very kind. Gendar will tell you about mission, and how the sewers. He will also tell you to go through the gate to get to Rukil will talk about the promise land, and how is apprentice is

lost. Tell him you will find his apprentice. Then walk back over to the gate. Igear will stop you, and tell you if you give him the journals that he will reward you. It is not worth giving the journals to Igear, and you get dark side points if you do give the journals to Igear. So, just don't, m'kay? Once you are at the gate, open it and go out. After walking a couple steps mission will come running over to you, stating that "they took him." Find out Mission's situation, and she will agree to help you get into the Vulkar base in exchange for you getting Zaalbar. Equip Mission with a blaster rifle, and you will be set. From here, go north east and wrap around the village walls. You will see Canderous with his men, again. Ask who he is, and one of his men will say he is Canderous. The conversation will go on until an unwelcome group of Rakghouls decides to join in. Help the soldiers kill the Rakghouls. Once all the Rakghouls are gone Canderous and his men will walk off. From here, you should now be at a new level. So, go the the level up menu. From here, give a point to strength. In feats, go to Toughness and get the second level of it. Then, fight off all of the Rakghouls to the northwest of you. There will be a lot of them, but they are good for leveling up and practice. Walk over to the light in the northwest. Kill the Rakghouls there (if you already haven't). By the light pole is a outcast body. Take the items in it. Namely is the promise land journal! This is what the old man was looking for. Go back inside the village and over to Rukil. Tell him about the apprentice, and he will tell you that you now have to continue the promise land quest. This is a quest, obviously. Go south to the a cage and women. She will tell you that the outcasts keep people that are infecte by the disease in this cage. Ask for healing, then go north to Igear. On the way to Igear, talk to Carth more. He will talk about how you were a last minute pick to be on the Endar Spire, and that you just happen to be one of the survivors. Don't get mad about his suspitions, just answer them calmly. Then, go over to Igear. Igear will tell you that he will buy the journals off of you. Don't listen to him, because if you do give him the journals, you will gain dark side points and only gain 100 credits. From here, go outside the gateway. Go east of the gateway to some sith. They will tell you that it is a restricted area. Tell them you have there papers, and he will tell you about a patrol that they lost contact with. He will say that they were in the south area. Could this be a hint? Could those dead sith have a Rakghoul serum? You bet! What I want you to do now, though, it walk this area and kill EVERY Rakghoul. Why? You get good experience for it. Mission and Carth should level up. Just press the recommend button for them, as the only person you care about is yourself. I am so self-centered sometimes... ^_^ You will find a lot of things around this area. Namely, there are a lot of dead bodies. If you go to the southeast corner by the sewer entrance that is locked, there will be a sith soldier that is dead. You will find the serum in his body. Now, go back over to the undercity town. Mission and Carth will start talking, and soon the talking will turn into arguing. Just tell them to settle down and do not take sides in the matter. Go back over to the cage where the healer is. You now need to use the serum on the people that are infected. Go inside the cage, ignoring the healer. Once inside, a couple of the people will turn into Rakghouls. Kill them. Then go over to the two remaining infected people. Talk to them and give the serum to them. They will be healed! You get light side points! And, better yet, you have enough left for the medical doctor to make the serum for every person who gets the disease! Have the healer heal your disease, then walk back over to the gate. Talk to

Mission, and ask about her life and whatnot. Be kind and sensitive. Now, go outside the gate position yourself so you are directly northwest. You will come up to the sewer entrance, go inside. ======================== 4. Zaalbar in the Sewers ======================== Walk down the railing a little ways and, sure enough, there will be a mine planted right in the middle of the path. Switch to Mission, and have her disable the mine. This will happen a lot, so get used to it. Switch back to your main character, and open the door. There will be five Rakghouls that want to mingle with you. Kill them, using your flurry attack. Then, look around for a skeleton body. Get the credits, and use the door by the body. This should bring you to a room that goes southwest. Walk down this room and the path will change north. Once it does, you will see a Gamorrean Patrol. Kill it using flurry. Then, open the door to the right. There should be a couple Gamorrean's in this room. Kill all of them. They might be a little tough, so heal when neccesary. If you die when you fight them, go down the path where you killed the Gamorrean and open the door. This will bring you to a centered area with a lot of enemies. Kill all of them. Keep going to different places until you level up. When you do level up, hit the recommend button for skills. When you get to feats, go down to improved furry and add it. Then go back into the room with the Gamorrean's again, and show them who is boss. Go over to the doors. At one of them, Mission will tell you that it is a old lock, and she knows how to open it. Once she opens it, Zaalbar will be inside the locked door. They will talk, and then you will introduce yourself. Just talk about the lifedebt kindly, and tell him that you honored to accept the vow. Continue the conversation, learning about how there is a rancor guarding the Black Vulkar base. Don't worry, though, I got a way that can get you passed him easy. Add Zaalbar to your party and take Carth out. Then, equip him with a Blaster Rifle. From here, walk back to the entrance of the sewers, to the first middle room. You most likely do not know what I am talking about so here are the directions. Go out of the center room where Zaalbar was back to the long walkway. Then go north up the walkway. It will turn northeast and you will be at another room. This is the room you started at! Take the only door you have not explored yet. This door will be at the southeast of the room. Open it and you will see a mine. Switch to Mission and have her disable it. Then go over to the force field's controls. They will be right ahead of the mine. Mission will then tell you that she has the codes for the force field. She will turn off the force field. Now, go through the door that the force field was blocking. This will bring you to the upper sewers. Now, open the door to the circle room. There will be a lot of enemies. Specifically, four Rakghouls and two Gamorrean's. The Rakghouls will be fighting the Gamorrean's. Just ignore this, and kill everything in the room. Then, take the northeast door. Go down the walkway and kill the Gamorreans. Open the door at the end to find yourself at another circle room. Kill the robot in this room. Pass the mine along the way. Keep hacking at it with flurry until it is done for. Now, take the door to the southeast. Switch to Mission and disable the mine. Then follow the walkway down to the end. You will lock onto a severed arm on the ground next to the door. Get the synthesized odor in it. Then, open the

door and run over to the dead bodies on the ground. Lock onto one and take the items. Then, lock onto it again and look to see what is in it. There won't be anything. Press X and you will choose from your items. Go down to the synthesized odor you just picked up. Put that and a frag grenade in the body. Remember to put the frag grenade in first, as when you put the synthesized odor in, it will go the cut-scene automatically. Alternatively, you can just throw your grenades at the beast until it dies. After it is gone, go through the door at the end of the room that Rancor was guarding. Kill them both using flurry. Then, open the door to the elevator and use it. You will now be inside the Vulkar base. ==================== 5. Black Vulkar Base ==================== This is where the fun begins! Walk over to the door and open it. Kill the patrolling robot. You will now be able to level up Zaalbar and Mission. I advise you do. Just mash the recommend button for them. After this, explore the the two doors to the north. They will have items in both of them. One of them will have a mine, but Mission can take of that. After raiding both of the north rooms, go through the middle room facing south. There will be two patrolling droids and one Black Vulkar in this room. Take care of them, and take the standard door to your right. Inside there will be a patrolling guard. Take him out, and take the items in the footlocker beside him. Then go into the little room to the north to find the Black Vulkar's chef. Make mice meat out of him, then go back into the room you were just in. You will see a person. Talk to her to find out that she is a prisoner. Be kind to her and find out information abotu Bastila and the swoop engine. Then, let her leave. You will gain light side points for doing this. Go through the door she went through, and take out the two guards. Then go west to a huge room. Take out the Vulkar to the south, then go around the little room in the center. There will be two droids there with guns. Kill both of them. Change to Mission and have her use her lock picking skill to pick the door they were guarding. Inside will be some good equipement. Equip yourself with the military suit, and give mission the heavy combat suit. Now, go back out of this little room and head east. You will see a security door soon enough. Open it, and hit the Black Vulkar in there a couple times. He will surrender. Ask him who he is and he will tell you that he is part of the Black Vulkar gang but he hates Brejik. Tell him you will let him live, and he will run off. Go over to the desk he was at. Beside the desk is a locker. Open it to get some grenades and a medpack. Now, go back outside and open the door by the one you just were in. You will have to kill 5 or 6 Vulkars in this room. They are not that tough, so just hack away with flurry. After they are all dead, loot all of there bodies. One of them will have a very handy passcard. Take it, and backtrack all the way back to the kitchen. Now, your main character should be at a level up. In skills, press the recommend button to add one point to treat injury. In feats, add two-handed weapons level one. The two handed weapon feats are great investments, as when you get your lightsaber, you can use two with a small penalty. Now, from the kitchen, go out east and follow the hallway until you hit a security panel. A door will be next to it. Press A at the security panel to log on. From here, insert the passcard. The turrets will automatically log off. Don't know about the turrets? Open the door by the security panel to see three turrets lined up against the wall. You would of been toast if you didn't turn them off. Take the elevator to the right.

You will now be on the second floor. Walk west past the swoop racers, and you will engage with a sercurity droid. Run up to it, dodging his blaster, and hack away with flurry. Then, walk past the loading deck and go down the stairs to the west. Kill the two enemies that are at the hallway near the stairs. Then, walk west back up the stairs and take care of the garage head and the two Vulkars. Then, walk back over to the stairs and walk down the hallway. Switch to Mission and have her disable the two mines. Take care of the Vulkar welcoming party, then go east until you hit a door to your left. Open it and take care of the two Vulkar guards. Try to open the door at the end of the room and you will find out that it is locked. This means that you will either have to find a passcard, or you will have to find a computer terminal. Go back up the hallway and stairs to the swoop racer room. From there, take the most southeastern hallway. This will bring you to two standard doors. Take the first one, and kill both of the Vulkar's. Get the items out of the footlocker then open the door to the north wall. This will bring you to an empty room. There will be a desk in front of you and a computer terminal to your right. Get the items out of the desk. Then, go over to the computer terminal. You will see a barrel next to the computer. Take the items in that, also. Then, log onto the computer. Now, slice into the computer using two computer spikes. Then go to commands and three options will come up. The first one should say "Open all security doors. (3 spikes)" Choose that option, using three spikes. Then, log off the computer terminal. From here, go all the back over to that locked door. You will need to go to the main room. Then, walk down the hallway in the south part of this room. Take a left at the fork, then another left inside a room. At the end of this room will be the locked door you tried to open before. Heal yourself if you need healing; you are in for one heck of a fight. After you got everything you need ready, open the door. There will be a lot of Brejik's men in this room. They will start the conversation. You will continue is sanely, not starting a fight. After a while, Brejik's men will ask you to join the Black Vulkar's and kill Gadon. Refuse, as it is dark side points. They will get frusterated and attack you. This will be one hell of a battle. Take out the bodyguard first. Then take out the green alien that you talked with. He will be the toughest, hence he is hard to hit. After you take care of those two, the rest of them should be a piece of cake. Once you are finished with them, loot the body of the bodyguard and the green alien to get some good stuff. Then go over to the mine at the other side of the room. Change to Mission and have her disable it. Passed the mine is the prototype accelerator; your ticket to victory. ================ 6. Back to Gadon ================ Now that you have the prototype, backtrack all the way to the elevator you came up from. If you forgot where that was, look on your map. Once you are at the first floor, go all the way to the huge room with the armory. If you go directly around the armory and look south you will see a hallway. Go over to it to find the exit from the Black Vulkar base. Take it back to the lower city. Now that you are back to the lower city, it would only be fitting that you get attacked by the Vulkar guards. Kill both of them, and the three other Vulkar's that decide to play. Now that you are back to the Lower City, run on over to the Hidden Bek's base. You will fight more Vulkar's along the way, but don't worry; they cannot match your strength anymore. Once you get to the Hidden Bek's door, walk on in.

Go over to Gadon and tell him the good news. He will then say he will let you use the prototype. Of course, somebody cannot be that nice unconditionally. Gadon will say that, with the prototype in the racer, it might blow up. Don't worry, though, it won't. Or at least, I hope not. Anyways, Gadon will let you spend the night at the base. When mourning arrives, one of Gadon's men will bring you over to the swoop track. ============= 7. Swoop Race ============= An Ithorian will talk to you about the swoop bike. Just continue the conversation to learn that the bike will most likely not explode. Also, learn all the basics of swoop racing from him. When you are ready to go, walk over to the desk in the front. Tell the alien that you want to race one of your heats. He will then let you. The next screen will be of a swoop bike. This is you. There will then be three lights, red, yellow, and green on the top of the screen. When the green light lights up, hold A to accelerate. Now, I *would* tell you try your best here. However, if you do good you will have to top your own time again. Therefore, just stay in the first gear and try to hit all the accelerator pads. Do not beat the 36 second time. Doing bad is good, so for your second heat you will not have to beat your first time. After the first heat, go on over to the alien again. Ask him to race on your heats. When the light turns green, go! Try to hit as many pads as you can. Switch gears when, on the bottom of the screen, it says so. With no luck at all, you should be able to beat the small time of 36 seconds. Just remember to hit the pads, and don't hit any items other then that in your path. Once you are finished, you will go back to the Ithorian and he will tell you that no one will beat that time. Now all you have to do is wait to claim your prize! ========= 8. Rescue ========= You will be at the winner's circle, where Brejik will come up to you. You will be awaiting your prize. When you hear Brejik tells you that you "cheated," you better tell him he is a liar! Then, Bastila will open her cage and kill the guard! She will take the sword that that guard had, now ready to fight! Brejik will tell his guards to kill you and Bastila, but you both know that is better said then done. Take out the guards by Bastila's cage, first. Then go over and hack on Brejik with flurry. It won't be long before he keels over in agony and dies. After the onslaught, search Brejik and his guard's bodies for items and such. Then go over and talk to Bastila. She will tell you that you cannot take her as a prize. She will then figure out that you were somebody from the republic fleet. Try to be modest when you talk to her, not saying that you full out saved her. Then, tell her about Carth and she will start to act better. The next scene will be of Bastila and Revan fighting. Bastila will yell out an oh so boring "You cannot win, Revan!" I just had to say that, because if the actor could of put a LITTLE more emotion into it, I might of gotten into the moment. Well, in the following scene you will be in an apartment, where Bastila starts to berate you and Carth. Just tell her the truth, and be modest about it. Carth will do all the debating for both of you, and he is right. Bastila will then ask if something is troubling you. Tell her about the vision you had. She will say you are force sensitive and whatnot. Just be modest and tell her everything you can, m'kay? Now, leave the apartment, and take Carth and Bastila with you.

=================== 9. Canderous's Deal =================== Once outside, an alien look-a-like of Padon will come running over to you. He will ask if you were the one who won the swoop race. Say yes, and he will tell you that someone named Canderous wants to meet. He will be in the Upper City Cantina; your next stop. Now, pause the game and go to the character level up menu. Switch to Carth and mash the recommend level up. Bastila is a different story, however. She is a jedi, and will be used throughout the game. Therefore, you will have to level her arse up properly. For now, however, just hit the recommend button for all of her skills, feats, powers, and whatnot. Once that is done, go to the equip menu for Bastila and equip her lightsaber. Then equip her the cardio-regulator belt. After this, go to your main character menu, and equip Brejik's belt, arm band, and gloves. After all this is done, go over to the Cantina. Along the way you will have numerous conversations, one between Carth, and one between Carth and Bastila. Just try to keep the peace, m'kay? If you do not know where the Cantina is, walk straight out from your apartments. Pass the equipement place and go up tot he doors a little ways further. You will now be there. Once inside, go past the long table and into the center room. There, you will meet Canderous, the tough mandolorian. Continue the conversation to learn that he wants you to get the suith quarin-blah codes. The deal is, you get him those codes and he will get you a ship to get off this rock. He will tell you to go to the droid shop to get a droid. After the conversation with him, it is time to break into a highly lucrative base. Before you go to the droid shop, you will two thousand credits to buy the damn droid. Talk about a lot! I advise you do some of the quests. Dueling pays good, as does bounty's. And remember to take back that serum. Once you have 2000 big ones, go over to Janice's droid shop. On the way there Carth and Bastila will have a conversation about her escape pod crash. Just be polite to Bastila and all war won't break out. Also, there will be a conversation between you and Bastila. She will tell you about everything you have done on Taris. Just be modest and tell her that you had a lot of help. She will then tell you that a Jedi could of done what you did, but only drawing heavely upon the force. Continue the conversation, learning that you are to old to become a jedi. Soon enough, she will tell you that the counsel will decide if you are old enough, and that you should get back to your mission. Continue on to the droid shop. One there, Tell Janice about Davik's droid and she will offer you 2000 credits for it. Persuade for 1500 credits and she might agree. If not, agree anyways and switch T3-M4 in for Carth. Equip the droid with blasters and whatnot. Then, go over to the elevator that you used to get to the Lower City. If you go on passed the elevator you will hit a door. This is where the sith base is. This door wil be locked. Switch to T3-M4 and he will open it for you. Remember to level up T3 if you haven't already. Then walk inside the Sith base. ============= 10. Sith Base ============= You will be at the main office where the secretary will tell you what you are doing here. Bribe her 50 credits and she will keep her mouth shut. Then, go through the door behind her. Walk down the hallway, ignoring the first door to your left. For the second door to your right, open it and destroy the two droids. Then, disable the mine that is in the way to the computer panel. After this, switch to T3-M4 and have him log onto the computer. Go to camera and then to the elevator camera. Have T3-M4 use 10 computer spikes to: disable the assault droids shield and open the elevator. Now that that is over with, go

back to the hallway and open the door at the end. You will find two droids ready to fire at you. Deactivate them both permanently by slicing away with flurry. Once that is done, look right to see yellow tubes. This is a torture tube, and one of the alien's you helped out is in it. He will beg that you help him, so do so. The panels behind you all need to be to red "off." This is very simple to do and does not need explanation. Well, if you really must know then I will tell you. The middle panel, the one that is in the middle, needs to be turned to red. This will put the two on each side yes or "on." From here, go to the ends of the each of the panels and turn them off. This will turn all of them to red and the alien will be free. You will gain lightside points for doing this, also. After you do that, take the door to the east. Open it, destroy the droid, and walk down the hallway until you come up to a door to your right. Open it and destroy the two droids. You should now be leveled up! Do recommend for everything except feats. In feats, choose the second level for two-handed weapons. Then, walk back out to the hallway and go south to the door. Heal if you need to, you will have to fight that huge droid. Open the door to find the droid in the center of the room. Go up to it and use special attack on it. This will inflicted about 15 points of damage. Keep doing this until it is history. Bastila should take care of the turrets. If she doesn't, after you are done with the big droid take the two turrets out. Now that this is over with, take the elevator to the second floor. At the door, get ready for a big battle! Have Bastila use cure do heal you and her. Then, open the door to see the sith governer. He will start by saying that you interrupted him, then he will say that you are a force adept. Tell him to turn away from the dark side but he won't listen. Instead, he will say that he will get a lightsaber for killing you. The battle with him might prove to be tough. Run up to him and hack away with flurry and special attack. He might stun you, at that point you cannot attack. Just hope that he doesn't do that. When you get low on health, heal yourself. Also, he heals himself when he low on health. So, if he is low, try to finish him off quickly. After the battle, check his remains for the Taris launch codes amongster other things. Take all of that, then loot the two strong boxes at opposite ends of the room. After you get the codes, leave the sith base and go over to the Lower City elevator. From here, talk to the guard and tell him you have your authorization papers. He will let you through. From here, walk over to the Lower City Cantina. Go insider to meet up with Canderous. Canderous will tell you that he knows it was you who got the codes and that you two can work together. Canderous can get you into Davik's estate, where his proud smuggling ship the Ebon Hawk is. Before you say that you two are going to join, make sure you have done all the sidequests you want. Then, say you want to join and there will be a little more conversation. Namely, near the end Bastila object's the plan, and Canderous says "why Davik is checking you out." Now, he was saying that to you, but it seemed like he was saying it to Bastila (^_^). Canderous will join the party along with Bastila. A cutscene will occur where Malak's ship will fly over Taris. Malak will then talk to a admiral, and Malak will tell him to destroy the entire planet. Wow, looks like you are going to have to leave faster then you thought... =================== 11. Davik's Mansion ===================

Conversation will occur with Davik and Calo. Just tell Davik that you interested in joining Davik's exchange. Then Davik will give you a tour of the whole estate. Of course, you will just skip to the Ebon Hawk, where Davik reveals some information about it. Then the next place you will be at is the guest area, where Davik gives you a nice goodbye (^_^). Now that you are in and have control of your character, walk out of your room and turn right to the standard door. Open it to be in the main area. From here, walk to the northwest corner of the room to see a door. Open it and kill the bounty hunter that is walking around in the hallway. Check his remains, then walk down the hallway north until you hit a standard door. Open it and destroy both of the security droids in that room, they should not be that hard. The only bad part is there flamethrowers. After they are done for, there will be a torture tube at at the northeast corner of the room. At the northwest corner will be a cage release control panel. Press A at it to release the torture cage so the guy in there can get out. Be kind to him and tell him that you will not kill him. In return for you being kind, he will give you the security codes for the Ebon Hawk's security door so you can get into its hanger. After you have acquired those, go back to the main center room. From here, take the door on the south wall. Go down the long hallway to another door. Open this and kill the three guards in this room. After they are done for, go over to the security panel at the north end of the room. Log on using the acces card you found, and go to commands. Then, go down to disable hangar security. This will disable the security and you will be able to get to the Ebon Hawk! Log out and open the standard door in the south part of the room. Once this door is open, turn left to the hangar bay door. Before you proceed, make sure you have full health. Then, open the door to the hangar. There will then be a scene where Davik and Calo are walk around the hangar, and have a conversation with you. Davik will then tell Calo to take care of them. You will now be engaged in a battle. Lock onto Davik and run up to him. Then, hack away with flurry and special attack. That might miss and if it does, use your regular attacks on him. Heal when you need to. After Davik is done for the Calo will whip out a thermo detonator and say that he is bringing you all with him. At that moment, part of the hangar will fall on Calo. If you are lucky, you will be able to get to Davik's remains to get his equipement. Then, go over to the Ebon Hawk and board it! ============= 12. Ebon Hawk ============= The next couple of scenes will show Taris get blown up to bits. Then, the Ebon Hawk will fly off and dodge Malak's fire. Six fighters will come out and start to attack the Ebon Hawk. Bastila will tell you to man the gun turrets. You will then run over to them. The next scene will be of the fighters coming out. Then, they will fly over the ship. Don't let them just fly over the ship shooting you the first time, fire at them. I atleast destroy three fighters while doing this. The other remaining fighters always come back firing at you after a while. Shoot them why they are doing this for a easy win. Then, you will be on the Ebon Hawk and will have ploted a course for Dantooine. Bastila will say that even the sith would think twice before destroying Tatooine like they did Taris. Carth will object. I would go with Bastila on this one. Then, Bastila will say that she needs to learn about "recent developments." This means you, bub! ===================== S i d e Q u e s t s =====================

======================= 1. Rapid Transit System ======================= Once you are outside you will see three sith soldiers raiding aliens. He kills one of the men with his blaster, and then realizes that you are behind him. He then tells his troops to attack. Time to fight. Change who are going to attack by pressing the right or left triggers. This will lock onto one of the sith soldiers, instead of the sith leader. This is better because the other alien will beat down the leader while you take care of the other two soldiers. Dispatch of the two soldiers, using your jump attack to kill them. The alien will kill the leader. The alien will then speak to you. Tell him you are glad to help, and he will respond that he will take care of the bodies. It is now time to level up. In skills, choose putting all your points in treat injury. This will only be one point. Next, is feats. Choose to the flurry technique. This is a great special attack, that will soon override your power attack special. After you choose flurry, accept the changes. Then, loot the bodies for some blasters. Now it is time to loot every apartment in this area. Start going down the apartment circle until you see a low security door. Change to Carth and use his security ability to open the door. You should see a women inside the room. Her name is Dia. If you wish to do Dia's quest, look in the sidequest "Dia's Bounty." Anyways, loot her apartment. There should be a bag by the entrance of her little room. Open it to find 18 credits, a computer spike, and a medpac. Take the items, then continue down the apartment circle. You won't go long before a merchant stops you and talks about his shop. Be polite, and ask everything you can to him. After this, don't buy anything. His prices are not the best. Continue going down the apartment circle. You will see another low security door. Change to Carth and have him open it. There will be a Twi'lek in the room. Just go past her and to a bag on the ground. Take everything that is inside of it, which should be 16 credits, a part, and a medpac. From here, go down to the next door. This will be the entrance to the upper city. Do not go through the door, instead go past it and to the next security door. Open this door with Carth's security skill. There will be a Ithorian in this room. Loot the bag by the door to find some credits and parts. Follow this apartment circle more to a little droid room. There will be nothing there, so continue onto the next room. Again, use Carth's security skill. There will not be anybody in this room but a footlocker at the oppposite end of the door. Open it, take everything, and continue onto the next room. The next room will be your apartment. Go inside there to regain all of your health. To the opposite end will be a footlocker that has some medpacs and computer spikes. Take them, then leave again with Carth. From here, go down to the upper city door that is the most southern door in the circle. Now, go to the menu and use the triggers to find a map. This map will have "Return to Hideout" on the bottom. You will also see the X button by it. This means that if you press X now, you will return to the hideout. Do so, and you will complete the Rapid Transit System Quest. ================ 2. The Duel Ring ================ Time for some fun! The duel ring is a place where two combatants duel it out. What would the prize be? Money, of course! Talk to Ajuur in the Upper City Cantina about dueling. He will hook you up with the first fight. Your name will

be... well, Ajuur thinks of a weird one that you have to choose. Once you are ready, tell him you want to duel. Ajuur will then place you against Dead-eye Duncan. Dead-eye Duncan --------------Dead-eye gets his name because he acts worse then a blind man in the ring! Run up to Duncan, dodging his blaster shots. When you get up close and personal to him, mash away with improved flurry. This is an extra easy way to win against Duncan. Only one flurry shot will bring him down! Boy was this a short fight. When I did my flurry, 10 points of damage inflicted on him did it. After you are done with the battle, go over to Ajuur to get 100 credits, chump change! Gerlon Two-Fingers -----------------He gets his name because of a critical accident in the ring, where he lost his fingers! But he is still here, and he won't leave the duel ring until he loses his hands! Gerlon is another easy one. Run up to him, avoid his blaster shots. Once up to him, hack away with improved flurry like you did Duncan. After inflicting 30 points on Gerlon, he will be done for. Go over to Ajuur again to get 200 credits. Ice --She gets her name because her blood is stone cold! She is tough, she is fierce, and she comes to kill. Ice is no pushover, but, then again, she isn't really tough at the proper level. Start off by running up to her and hacking away with flurry. This is the usual choice for almost every fight because of it's power. She will actually survive a couple hits of flurry, so mix it up with your jump attack if you like. Fifty points of damage will leave cooling off on the ground. Ajuur will give you 300 credits for this one. Marl ---Marl is a nice guy, but he is getting pretty old at this. You will have to show him that the newer generation will prevail! Start off by running over to him, dodgin his blaster shots. Then, hack away with improved flurry like your previous three fights. Marl will go down after 80 points of damage. Ajuur will push over 400 credits for this victory. Twitch -----"Shoot first! Shoot last! Party with me, we'll have a blast!" This is always Twitch's motto, and he just very well might be crazy. Twitch is the champion in Taris, and you have to dethrone him. Twitch is a fast freak, and you will actually have to do different strings of attacks to kill him. If you just mash away with improved flurry, you will miss. Therefore, do a regular attack and then flurry. Then repeat the proccess until 100 points of damage is taken away from him. Then he will fall to the ground, making you the victor. Run on over to Ajuur and get your 500 credits. Now all you have to face is Bendak Starkiller, but he left the ring ages ago. =============== 3. Pazaak Rules ===============

Talk to the old Pazaak player in the Upper City Cantina. One of the other players will forward him to you, saying that he wants to sell his deck. Talk to him, and he will sell his deck for some credits. After the sale, ask him to teach you Pazaak. Learn the ways of this money-making game and this quest will be completed. =============== 4. Dia's Bounty =============== Talk to Dia in the upper city apartments. She will tell you that she slashed Holdan with her Vibroblade, and now he has a bounty on her. Light side points will be gained if you tell her that you will try to take care of it. By take care of it, I mean go over to Holdan and bribe him 200 credits. That's right, go over to Holdan in the Upper City Cantina. He will tell you that he will not take the bounty off of her unless you slip him some dough. Two hundreds will do good. Then go over to Zax to get your 300 credits back for completing the bounty. So you have a net-gain of 100 credits, not bad for gaining light side points. ================= 5. Largo's Bounty ================= Largo is located in the Upper City apartments. You will have to pick a door to get to him. Once inside, tell him that you will not kill him, and instead help him. He will say that there is no way to help him unless you have 200 extra credits you can give away. Give the credits to him, and he will go over to Davik to pay him back. You will gain light side points for this. Better yet, go to Zax and lie about Largo's bounty and you will get 300 credits. You won't gain dark side points by doing this, and you will have a net-gain of 100 credits ================== 6. Selven's Bounty ================== Selven killed many people in her days, so it is right for you to kill her. She is located in the Lower City apartments. You will have to pick a door to get to her. Once you do, she will ask you to leave or you will have a sword through your head. Tell her you will not leave, and you two will fight. She is rather easy, just hack away with flurry. Get the remains in her body and report back to Zax. He will give you 300 credits for you deed. ================== 7. Matrik's Bounty ================== Matrik is located at the Lower City apartments. Pick the door and talk to him to learn how he has a bounty on his head for no good reason. Tell him that you will help him by stagin his death. He will have you go back to the equipement shop in Upper City to get a Permacrete detonator. Go back up to the shop and get it for a mere 50 gold. Then go back down to Matrik and he will get everything ready. He will set everything and both of you will run out. The bombs will then explode and his death will be stages. From here, he will thank you and run off. Now it is time to go back to Zax and claim the bounty. Lie to him to get it. You will gain light side points for doing this. You will also get 250 credits.

================== 8. Bendak's Bounty ================== There is no way to get Bendak's Bounty unless you want to gain dark side points. ==================== 9. Infected Outcasts ==================== You will find a lot of things around this area. Namely, there are a lot of dead bodies. If you go to the southeast corner by the sewer entrance that is locked, there will be a sith soldier that is dead. You will find the serum in his body. Now, go back over to the undercity town. Mission and Carth will start talking, and soon the talking will turn into arguing. Just tell them to settle down and do not take sides in the matter. Go back over to the cage where the healer is. You now need to use the serum on the people that are infected. Go inside the cage, ignoring the healer. Once inside, a couple of the people will turn into Rakghouls. Kill them. Then go over to the two remaining infected people. Talk to them and give the serum to them. They will be healed! And better yet, you have enough left for the medical doctor to make the serum for every person who gets the disease! ================== 10. Rakghoul Serum ================== After you get the serum from the above quest, go over to the medical place and talk to Zelka. Give him the serum and he will say that it is enough to make it a full-fledged antidote. This means that anyone that gets the Rakghoul disease can now be cured for a mere 50 credits! Refuse the reward Zelka gives you to gain light side points. ====================== 11. Rukil's Apprentice ====================== Rukil is the oldest man in the Undercity, and he wants you to find his apprentice, Mayla. She will have a promise land journal. So, walk out of the gate and go northwest. At the wall in the northwest area will be some Rakghouls, kill them. Look in the outcast body near the pack of rakghouls to find the promise land journal. The weird part is that if she died by the Rakghouls she would of turned into one. Isn't that weird. Anyways, go back to Rukil and tell him the bad news. He will then bring you to another quest for the other two promise land journals. See below for that quest. ==================== 12. The Promise Land ==================== Now Rukil wants you to find two more promise land journals. Both Journals are in the sewers. The first is in the room across from where Zaalbar was held. From the entrance, take the southwest path. The first door to your left should have a pack of Rakghouls in it. Kill all of them, and explore the outcast body to find one of the journals. For the second journal, from the entrance, take the southeast path down to a circle room. Kill all the enemies and open the door to the room to the east. Once here, there will be two rooms. One has a some Gamorrean's and the other has some Rakghouls. Go inside the Rakghoul one,

disable the mine, and kill the Rakghouls. Then another journal. Now that you have done all of over the journals and he will say he now knows whole Undercity will leave for it tonight. You this, but no credits. -_-

look in the other body to find this, go back to Rukil. Hand where the promise land is! The will gain lightside points for

=============================================================================== ------------------------3.3 - Dantooine ------------------------=============================================================================== =========== Main Quests =========== 1. 2. 3. 4. 5. 6. Meet and Training Jedi Code Constructing a lightsaber Corruption in the grove Fighting Juhani Star Forge in Ancient Ruins

=========== Side Quests =========== 1. 2. 3. 4. 5. 6. Mandalorian Raiders Missing Companion Murdered Settler Dead Settler Sandral/Matale Feud Crystals in the cave

=================== M a i n Q u e s t =================== ==================== 1. Meet and Training ==================== The next scene will be of Bastila telling you to come with her to the Jedi counsel. Carth will object, but Bastila will get her way. Follow Bastila all the way to the Jedi Enclave. Once you reach the center room, a Jedi will stop you, asking why you do not wear the customary robe of the Jedi. She thinks you are a Jedi. Tell her that you are not a Padawan, and that you are not a Jedi. Then say that you are not a Jedi, again, because the Jedi thinks it is a joke. After this, go left around the tree and walk down the east room. Turn left once down the hallway to see Carth. He will tell you that the Jedi counsel is waiting for you. He will point to where the counsel is. Walk over to it, and the counsel will start talking. They will introduce themselves. Just go with the flow, and continue the conversation. Soon enough they will start arguing about Revan, the dark lord, and they will ask you to go back to your ship. The next scene will be of Revan and Malak, at an ancient ruin. They will talk about something called a Star Forge, and Revan will open the door. They will continue on the room, and finally, the screen will change back to you and Carth. After the short conversation with Carth, you will have to select party members.

I advise you choose Carth and Zaalbar, as they are the strongest. Level them both up if you need to. Then, go back to the counsel room. The conversation will start about the dream you just had. Tell the truth about what you saw. Continue the conversation, learning that you and Bastila share a special bond. Just don't lie in the conversation and you will do good. Once it is over, you will learn more about the Sith, and the Jedi counsel. Then, the counsel will accept you for training and tell you that you will go to the ancient ruins that Revan and Malak went at, it is here on Dantooine, and see what corrupted them. Just don't lie in the conversation, m'kay? End the conversation with agreeing with the masters. The next couple of scenes will be of you training on how to become a Jedi. Soon enough, you will master your training, and be fully accepted. Now all you have to do is three trials to become a full blown Padawan, the lowest rank among the Jedi. ============ 2. Jedi Code ============ Walk over to Zhar, who is located adjacent of the big center room with the three Jedi Masters. He is in the training room to be exact. Once there, talk to him and agree to take the first test. He will prompt you with a statement, and you have to complete it. Here are the answers: There is no emotion... There is peace. There is no ignorance... There is knowledge. There is no passion... There is serenity. There is no chaos... There is harmony. There is no death... There is the force. ============================ 3. Constructing a lightsaber ============================ Now that you know the Jedi Code, it is time to construct a lightsaber. Run back over to the center area with the three Jedi Masters and talk to Master Dorak. He will talk a bit about the different lightsaber colors and there effect on the character, then you will get to answer a series of questions. If you want to be a Guardian, choose all the aggressive options such as "Smash the Door" and "Attack The Thugs." Do the same for the other two, if you want to be them. It doesn't really matter, however, because you will get to choose what type of Jedi you want to be, anyway. After choosing, you'll have a level up. It's no different then before, besides the fact that you have to choose force powers now, too. Just choose the most useful powers of your alignment. After that, walk back over to Master Zhar and converse with him. Choose to assemble the lightsaber and converse with Zhar again. The two of you will talk about lightsabers for a minute, and then he'll tell you about the corruption in the grove. ==========================

4. Corruption in the grove ========================== It seems that the Jedi Masters have no guidance for this quest; you are to go to the grove and find out for yourself. So, go to the central area with the tree and over to the droid in the eastern hall. Talk to him and he'll open the door to the courtyard; enter through it. Once outside, walk east and then north up the stone path. Soon, you will reach Jon, who is a side quest. Just keep the conversation as per your alignment, being blunt or nice. After the conversation, go east of Jon and you will be on grass. Follow the grass southeast a little ways and a pack of Kath Hounds will decide to attack you. These Kath Hounds should be *extremely* easy to defeat. After the battle, go south and east the first chance you get. After going east a little ways, you should see another pack of Kath Hounds with a couple Horn ones, too. They shouldn't be very tough to defeat, and this is good experience. After the fight, go east and over to some rocks. In those rocks lies a lot of Kath Hounds. They shouldn't be very tough to defeat, however. Just remember to face them with all three characters and not just you, so the Kath Hounds won't gang up on you. After that, continue east and, at the first chance you get, go south and into the Matale Grounds. When you first enter, the game will pause because Kath Hounds will be near. They should be easy to defeat, however, because there are only two of them. Just Flurry your way through and things should work out. After that, kill the lone Kath Hounds north up the hill and the Horned Kath Hound to the east. Your other characters should automatically attack these enemies, however, so just follow their lead. Once this part of the area is rid of monsters, go to the south part of it and into the Grove. In here, there are a lot of monsters and hills blocking the way. Just hack your way through and it shouldn't be very tough. After the battle, only heal yourself because the other two characters you brought along won't participate in the upcoming battle. ================== 5. Fighting Juhani ================== Anyway, go to the most eastern part of this area. If you look south, you should see a little shrine of pillars. Walk over to them and you will meet Juhani. She will stun the other characters you brought along and it will be a one-on-one battle. Juhani isn't very tough; use Power Attacks to defeat her quickly. After about eight-tenths of her life is gone, the battle will stop. Juhani will start conversing with you. It is advisable that you KEEP THE CONVERSATION NICE, EVEN IF YOU ARE A DARK PLAYER. This is because if you are nice to Juhani she will join your merry band. And Jedi joining the party is rare, so take this opportunity to have her join. Here are the options (in order) that you should choose: "Who are you?" "You embrace the dark side? Why?" "You sley Quatra, your master?" "I was sent by the Council to cleanse the taint from this grove." "I do not hold anger torwards you, Juhani. I wish you peace."

"The first step on the path of true knowledge is knowing that you are ignorant." "Even in death, the Force will allow her to live on." "Anger? Show them that you have freed yourself of this base passion." "Your inner peace and harmony will show them your sincerity." After the conversation, Juhani will run off to the Jedi Enclave, leaving you here. It is now time to loot the two Mandolorian corpses around this small shrine. After that, choose to return to the Ebon Hawke via the map screen. Back at the Enclave, walk to the round area with the three Jedi Masters. In here, go to the adjacent training room area and talk to Zhar. ============================== 6. Star Forge in Ancient Ruins ============================== He will talk about how great you are, blah blah blah, and he promotes you to Padawan. Go over to the three Jedi and talk to Master Vandar. He will tell you about your next quest, and you can quiz him on everything now. Do so if you want to learn a little more, and then Mr. Matale will enter. After the conversation he has with Vandar, the Jedi Master will assign you to that quest, as well. It's time to rock 'n' roll. Leave the Jedi Enclave to the Courtyard (the place outside). Once there, follow the grey path as it swings north. At Jon, turn right and follow this small path to grass. From here, walk east across this entire map. Soon, you will reach what looks to be ruins. Enter the strange ruins through the door. Inside, head south down to the door and open it. Walk a little inside and mingle with the droid for a little while. Just go with the flow and learn about the Star Forge and this place. Afterwards, pilfer both items off of Nemo's body, which is located in one of the corners of this room. Once that is complete, enter the west door and it will time to fight. Make sure you equip an ion rifle on one of your fighters before you enter. Don't put it on your character or Bastila, obviously - put it on the third character, which will probably be a mix of ranged and melee. Once that is complete, start hacking away at the droid with flurry. He will go down slowly but surely. After the fight, use the ancient terminal behind it. Talk to the terminal and then put your datapad into it. Once that is done, speak to it. The terminal will start to speak in your language! It wants three death-giving worlds, however. The answers are Desert, Barren, and Volcanic. Once you have done that, go back to the middle room with the droid and take the opposite door. Inside here, kill the droid the same way you did before and use the terminal in the same way to get another question up. This time they want three life-giving worlds. The answers are Oceanic, Grassland, and Arboreal. Once you have done that, look directly behind you to find a broken droid. Take its parts and go back to the middle room. In here, go south and through the door. Then walk over to the weird looking thing on the other side of the room. Just go with Bastila in the conversation; she will fill you in on her guesses. Now that you have found what they were looking for, head back to the Council. Walk outside the courtyard and use the "Return to Ebon Hawk" option on the map screen in the pause menu. From the Ebon Hawk, walk north and down the hallway until you reach the center tree room. After that, hang a left and talk to the Council. Keep the conversation according to your alignment unless you want a

swift change. After the chat, head back to the Ebon Hawk. Deesra will stop you and tell you about the terentatek. Scary beast. Continue with the conversation to find out other interesting things such as the great hunt. Once you have extracted all the information that you want from Deesra, head to the Ebon Hawk. Use the Galaxy Map at the front of the ship and choose Tatooine as your destination. It seems Calo is on the Sith train as well, and you had another one of those dreams. ===================== S i d e Q u e s t s ===================== ====================== 1. Mandalorian Raiders ====================== When you first walk out of the Jedi Enclave, to find the corruption in the grove, you will come by a settler names Jon. Now, Jon is not happy with the Jedi, for one reason and one reason only. They took his beloved family member. By "they," I mean the Mandolorians. These Mandolorians are fierce, and pretty damn strong. I would advise you complete all of the main quests for Dantooine before doing this quest. You should also try to gain a level or two by slaughtering Kath hounds. When you think you are ready, you will have to dispatch of four Mandolorian groups. The first group is near the center of the grove area, the second group is just west of the Matale mansion, and the third is in the southern middle area of the Sandral grounds. All of these groups consist of about 5 men each. Two of the men will be fit in Mandolorian armor and be tough to defeat. The other three men will be easy to slaughter. Remember to check the remains of the bodies, there is some valuable stuff in them. After you slaughter the three groups, return to the center of the grove. You will see another Mandolorian group. This group is the most fierce. There leader is Sherruk, and he is unhappy with what you have been doing. Y'know, killing all of his men? Anyways, you will fight him. And he will be very tough. Just hack away with the improved flurry/attack combo until they are done for. I would switch to Bastila so I could use her healing technique in the battle. After the battle, check all the bodies for some valuable items. Namely, a lightsaber that the almighty Sherruk has. After you slaughter all of these groups, go back over to Jon by the Jedi Enclave. He will be very happy wih what you have done, and will happily reward you. If you refuse the reward, you will get lightside points. Of course, the reward is actually pretty good. ==================== 2. Missing Companion ==================== A woman named Elise needs your help. She is located by a speeder, when you walk out to the grasslands. She is to the east of Jon, if my directions suck. Anyways, she wants you to get her companion back. Ask her a lot of questions, and you will find out that the door was not damaged. Ask her if her companion left without getting captured, and she will say that he is not programmed for it. Ding ding ding, we have a winner. Little miss Elise is looking for a droid. A personal assistance droid, that is very valuable to her. Agree to this task, and start looking for the droid. He is located in on the east side of the Sandral grouds. The kath hounds will be on him. Run up to the hounds and slaughter them. Then talk to the droid, C8-42. He will tell you that the woman, Elise, tried to treat him like her dead husband. He will also say

that it was not "heathly" for her so he decided to run away. There is no lightside option, but there are two options that will evade getting dark side points. The first one is to agree with C8-42 and destroy him. Then go back to Elise and tell her that you had to destroy him, she will run off crying. If you go back to the Enclave, in one of the rooms Elise will be, with a new man in her life. This is the happiest result, in the end. Alternatively, you can convince the droid to go back to Elise and they will live there life again as before. And well, that's that. =================== 3. Murdered Settler =================== The alien Jedi named Bolook is located on a bride, around the west side of the groove. He will ask for your help in a murder that happened today. Agree, and you will be brought to two suspects. One is Handon and the other is Rickard. Ask both of them everything that occured today at the murder. Both will say that they did not kill him, yet they are the only suspects Talk to the protocol droid, then speak to Bolook again. If you answer three incorrect answers in this case, Bolook will yank you out and you won't get experience points. Therefore, I will tell you the answers to what you have to say to him. The order of what you do is, question both of the suspects, talk to the protocol droid, then talk to Bolook. Keep doing this until you are finished with the quest. You will have to question them various times. These are the statements you need to say to Bolook: First Second Third Fourth Rickard is lying. It was a cloudy - there was no sun glare! Rickard is lying. They had a fight over business matters. The blaster was Handon's. He lied about it being stolen. It didn't belong to the victim. It's Handon's blood. He is clutching his side. Fifth Answer: No, they are both guilty. Handon admitted that Calder was having as affair with his wife. Answer: Answer: Answer: Answer:

This is the best result in the case. Both men are guilty, as you get the most experience points for doing it this way. If you have one man be guilty, you get less, and you have to live with knowing that it could of been either. You get a ton of experience points for doing this, and it is very well worth it. You will not gain lightside points for having any solution, however. =============== 4. Dead Settler =============== This one is easy. Once you pass all the Jedi Trials you will be aloud to leave the Enclave. Once you do, explore the east side of the Matale grounds to find the body of Casus, Sandral's son. He was killed by Rakghouls, though the Sandral hard-head will not admit it. Take the datapad and go over to the Sandral grounds and talk to the droid. Tell him that you found Casus's body, and he will let you see Mr. Sandral. Talk to him about this incident to complete this very simple quest. ====================== 5. Sandral/Matale Feud ====================== This is a long arse quest, so get ready! After you pass all of the Jedi trials, go back to Mr. Matale will barge in, stating that the Sandral's stole his son. The masters will assign you this quest, also. Now, go on over to the Sandral

estate. Once you are there, talk to the droid. Tell him that you are here on behalf of the Jedi counsel, and he will let you. Once you are in, Mr. Sandral will tell you to leave. After this, Sandral's daughter will come out. Her name is Rahasia. Be nice to her and she will eventually say that her father captured the Sandral's boy. She will also give you the key to go inside Sandral's house from the back. Now, walk back out and go over to the back of the house. There will be a lot of droids and a lot of rooms. After you are done raiding the whole house, killing droids and looting all the footlockers, look in the rooms. One of them will have Rahasia in it. Talk to her, and she will tell you where Shen, Matale's son, is. Run on over to it, locating it easily by the map. One you reach the door, bash it open. Talk to Shen and he will tell you that he won't leave hence Rahasia will have to see her father's "wrath." He will then say that if Rahasia would leave that he would also leave. Run on back over to Rahasia and tell her this. She will say that she will meet him outside the front of the house. From here, go back over to Shen and tell him this. He will then leave with you. The game will automatically throw you to the next scene, which is of Rahasia and Shen. After a short reunion, Ahlan Matale and Nurik Sandral will march on to them to break of the reunion. They will argue a little. You will have a say in the conversation. Try to preserve the peace factor. Then, persuade. What will most likely happen is the two kids will run off, and the Matale and Sandral's will be furious about you. They will say they will tell the Jedi counsel about what happened. Don't worry, though, nothing will happen. Of course, the really good result is when your persuasions are successful. This will lead to the Matale/Sandral supporting there kids. This will most likely not happen. Anyways, here is the dialogue to get the good result: You two just need to calm down. Both of you calm down now! [Persuade] Shen is capable of making decisions on his own. [Persuade] Children grow up and leave eventually. If the persuasions are successful, you will get the good ending. Of course, will most likely will not happen, and you will get the normal ending. ======================= 6. Crystals in the cave ======================= Well, once you become a Jedi you will learn all about crystals, and how they affect your lightsaber drastically. Well, here on Dantooine you might of heard of a crystal cave from one of the Jedi counsel. He will tell you that it is only a rumor but we can all see the twitch in his eyes... Well, maybe not, but there is a cave with a ton of crystals in it. So, once you find this out, run on over to the Sandral grounds. From here, go over to the east side of the lands. At the very east point will be a cave. If you are not at a respectable level, then please, do not go inside. If you have, however, learned about the Star Forge and whatnot, then go inside the cave. Once you are inside, there will be a welcoming party of kinrath spiders. These little... er... spiders are pretty tough. So, kill them all with improved flurry. Then, go down the cave, killing spiders as you go along. At the end of the cave will be tons of crystals. Loot them to find crystals. And we are not talking those crappy ones, we are talking about the good stuff. These crystals are not only vital to attacking, but you can sell them and make a good buck (or more!). After you loot all the crystals, bash the kinrath eggs to find even more crystals. You should now have an arsenal of them, so go back

to the Ebon Hawk and read my lightsaber section to learn which ones to equip. =============================================================================== -----------------------3.4 - Tatooine -----------------------=============================================================================== =========== Main Quests =========== 1. 2. 3. 4. Hunter's License The Desert Sand People The Krayt Dragon

=========== Side Quests =========== 1. 2. 3. 4. 5. 6. Sharina's Husband Swoop Racing Nico's Agency Iziz the Jawa Trapped Tanis Sand People History

===================== M a i n Q u e s t s ===================== =================== 1. Hunter's License =================== When you first arrive, Bastila will talk about the dream. Just keep things helpful and you will learn more about the location of the star map. After that, leave the Ebon Hawk and select Bastila and Juhani as your party members. This will make life a little easier for you considering the three of you are Jedi. Even at the arrival these people want money! Pay the 100 credits and talk to the man about the planet. Once you have gathered enough information, tell him that you are done asking questions and walk passed him over to the door. An alien will automatically talk to you about a shipment. Stay cool and further the conversation to learn about the creatures that are now stowaways on your ship! After the alien leaves, head through the door into Anchorhead. From here, it's time to fight some Jedi - so make sure your battle ready. Walk south passed the buildings and people and east when the opportunity arises. Soon enough, you will meet up with some Dark Jedi. They are simple enough to defeat, amazingly. You can really slice through them with Flurry. The only thing to watch out for is Drain Life; just make sure to focus on one target at a time so they can't heal with it (because they will already be dead). Once they fall to the ground, pilfer all the items they have; the lightsabers are useful to your Jedi. Anyway, it's time to get to some real business so go to the Czerka Offices. After settling the small dispute, talk to the Protocol

Officer to your right. She will say that you cannot get a Hunter's License, but if you push her enough on the matter, she will give you passage to Dune Sea in exchange for your help with the Sand People. Outside, the alien will basically tell you what to do, so don't tell him to leave. He will say that you need a droid to communicate and that you can get robes from the Sand People found in Dune Sea. First of all, even if you are going dark side and are going in by force, you still want HK-47. He's pretty awesome, and has some fantastic commentary that will make you cry laughing. Now that we have that taken care of, it's time to get the money for the droid. Look on the map for "Swoop Registration" and walk over there. Talk to the Hutt and do the races - see the side quests for more information on how to win the races. They are fairly easy and shouldn't pose much trouble. Save before you race and reload if you lose to save money. Once you have the racing bonds and have completed the three tiers, I also suggest you help the Hutt sign Nico. Look in the side quests section for more detail on how to do that. Now that you have done everything swoop-wise, leave this house. Outside, someone will want your autoprint. Just keep it nice and let him have it. Now it's time to pick up the droid. Look on your map for the droid shop; it's on the eastern side of Anchorhead, near the gate to Dune Sea. Walk over to the shop and enter through the door. Inside, talk to the merchant and HK-47 to find out some interesting things. It seems that the merchant will sell the droid low if you use some "aggressive bargaining." God, I love this droid. Of course, aggressive bargaining will give you major dark side points. Remember to sell your racing bonds with the droid merchant before you purchase HK-47, or you won't be able to buy the droid. Once you have the money, it's time to negotiate with the Ithorian. He will go down to 4000 credits without even blinking, so ask him to lower the price from 5000 credits and he'll do it with no dark side points attached. If you want, you can say you will kill him, and he will bring the price down really low, but you'll get dark side points for your bad deed. Now that you have bought the droid it's time to tell him the good news. Tell him to follow you and it will chance to the character selection screen. Choose Bastila and HK-47 - subbing out Juhani for the time being. Equip HK-47 properly and be sure to level him right there. Now that you have your droid, it's time to go into the Dune Sea. Run to the gate, which is located near the droid shop. Walk over to the left of the gate and you will find the only named Jawa in this area, Iziz. Keep the conversation happy and you will find out that some of his people being held captive by the Sand People. Additionally, you get the great quote by HK-47: HK-47: Translation: 98% probability that members of the miniature organic's tribe are being held by Sand People, master. Doubtless he wishes assistance. You: What about the other 2%? HK-47: Translation: 2% probability that the miniature organic is simply looking for trouble and needs to be blasted. That may be wishful thinking on my part, master. I'm sure at one point in everyone's life they wished they had a droid like HK47. Anyway, it seems Iziz knows about the star map, and won't say anything

until you recover his lost buddies. I'm sure at one point in everyone's life they wanted to strangle a Jawa. Talk to the guard to enter Dune Sea. ============= 2. The Desert ============= Marlena automatically talks to you when you enter the Dune Sea. See the side quest on Tanis for more information. Anyway, walk directly southeast to the Sandcrawler and talk to the mining captain. After some chat, Sand People arrive by the dozen. Don't be frightened, they are extremely easy to defeat. One or two flurries and they are down for the count. Try to use a crowd control ability (like force whirlwind) to thin their numbers. After killing three waves of Sand People, talk to the captain again. He will tell you that the Sand People use turrets and kill anyone that isn't wearing Sand People Robes on sight. All of the alien's predictions have been true thus far. Anyway, pillage the refuge pile near the miners and we will be on our merry way. Walk around the Sandcrawler and head directly southeast again. Yes, that is a lot of Sand People. Yes, we can kill them. I started off with my crowd control (force whirlwind) and started hacking with flurry on each one. Reuse force whirlwind as necessary. Bastila can heal you up just fine with her cure spell and HK-47 will give you some good ranged firepower. Once all the Sand People here are dead, loot all their corpses to find a substantial amount of robes and sticks. Additionally, loot the two corpses (dead non-sand people) to get other items. Equip the Sand People Clothing on all your characters besides the droids - they don't need the clothing. You should get way more than two robes from slaughtering those ten Sand People. Anyway, now that you are a Sand Person, enter the area through the entrance southeast. Stay Sand Sand side clear of the mines and run south to the actual village. Stay clear of the People as you make your way to the wooden structure. This is actually the People Enclave. After entering it, this is where the light side and dark paths fly apart.

============== 3. Sand People ============== To get light side points, tell HK-47 to say we are no threat. After that, apologize for being here. The guard will present you to the cheiftain. Keep the conversation nice with him or he will attack you. Ask him what he wants and he will reply that he needs vaporators. He will kick you out after that. Use the return to Ebon Hawk function on your map screen to be teleported back to Anchorhead. From here, walk over to Anchorhead (the main place) and finally to the Czerka Corporation. Inside here, talk to Greeta at the counter. After telling him that you want a moisture vaporator, continue by saying that you want to help the Sand People. Greeta will concure with you and sell the vaporators for 400 credits. Now that's my type of businessman! Now it's time to make the long walk back to the Sand People Enclave. Think happy thoughts. When you get back, tell the guard near the door to the enclave that you have the vaporators and you will again be presented to the cheiftain. In this conversation with the cheiftain, give him the vaporators and keep it polite. Also tell HK-47 to talk about captives and Iziz and the cheiftain will say that they are of no use to him anymore.

Now we have to get the Jawas. First, get to the periphery of the enclave. Second, walk east to the other side of the Enclave. Open the door that faces outward and you will find the Jawas. Tell them that they are free to leave. Now it's be time to blow this popsicle stand. Head forth to the door on the western side of the Enclave and leave to the Dune Sea. Fresh air! Nice clean, crisp, desert air! Use the map function to teleport back to the Ebon Hawk. Go inside the Ebon Hawk and quickly leave. Change your party so Juhani replaces HK-47. After that, go into Anchorhead and over Czerka Corporation. Talk to the Protocol Officer about Gaffi Sticks and hand over the Cheiftain's stick. Engage in conversation a second time to get all the Gaffi Sticks out of your inventory, as well. Now it's time to meet Iziz. Head to the eastern side of town and talk to the Iziz near the gate. He will tell you that the Star Map can probably be found in the Eastern Sand Dunes and gives you a map to the area. Nice guy. Before we leave to the new Dunes, however, go back to the Docking Bay (where the Ebon Hawk is at) and buy Bantha Fodder from Mic'Tunan'Jus Orgu. He's the Ithorian located south of the Ebon Hawk. Once done, exit to the Dune Sea. =================== 4. The Krayt Dragon =================== It's time to kill a Krayt Dragon! Walk southeast to the Sandcrawler. From here, go around to the northern end of the Sancrawler and walk directly east to the peaks in the distance. Once there, enter through the peaks to the Eastern Sand Dunes. Now that we are in the right area, walk directly south to the cave. Ignore the Dewbacks along the way; they are friendly creatures. When you reach the cave, try to walk up to the lone alien and it will show a small cutscene where a man bites it. Oh well. Talk to Komad, who should be directly in front of you. Just choose the first options in the dialogue to receive the most competent answers from Komad. When the dialogue option is "I don't need you," choose that you have the Bantha Fodder and Komad will tell you to go find a bantha. Even though it may seem like you are doing most of the work, all you have to do is lure the Banthas - which are close to the cave - to the cave. Walk southeast and south when the opportunity arises. You should see three Banthas off in the distance. Run up to them and try to converse with them. They will follow you but a couple Sand People will decide to attack. They are simple enough to defeat because of their small numbers. After slaughtering them, converse with the Banthas again and they will walk to Komad. Talk to Komad and the Krayt will come out. He will be bombarded with mines and die. Tell Komad the first option to receive the Krayt Pearl and no dark side points. After this, go inside the cave, looting everything along the way. You will receive a couple crystals and a Jedi Master Robe, which you should equip right away. When you are done looting, try to use the Star Map. After some dialogue, leave the cave. ...only to be greeted by Calo Nord and his five friends. Choose the latter two dialogue options to start up the fighting quicker. Calo is, suprisingly, easy to defeat. Use your crowd control ability on one of his thugs and hack away at another. Once all the thugs are gone, slash away at Calo Nord. After

slaughtering, loot Calo Nord's body to find some good loot. Sadly, you cannot use the "Return to Ebon Hawk" feature right now, so leave to Dune Sea and use it then. Enter the Ebon Hawk and choose your next destination. ===================== S i d e Q u e s t s ===================== ==================== 1. Sharina's Husband ==================== This quest becomes available when you first enter Anchorhead. It starts outside the Hunter's Lodge, on the western side of Anchorhead. Once you arrive there, you should see Sharina Nal just outside the door of the lodge. Talk to her and she'll tell you what happened to her husband. To make things short, her husband ate it and she now has a Wraid Plate, worth 500 credits, that she cannot sell because she does not have a hunter's license. This is where you come in; since you have a license, or will shortly, you can sell the plate and give her the dough. Light side points, of course, will be obtained if you buy the plate from her. If you want more light side points, you can donate some credits to her as well as buying the plate from her. Remember, afterwards, to sell the plate to the Hunter's Lodge. =============== 2. Swoop Racing =============== Make your way to the Czerka house in Anchorhead. In here, you'll find Motta the Hutt, who enjoys hiring new racers and taking most of the money they earn. It doesn't matter, though, as you'll earn a bundle even with the greedy Hutt. You'll have to partake in three races where you'll have to beat best times. It's just like Taris, but the times are more challenging along with the course. There's no real strategy; keep racing until you know the location of most of the accelerator pads. They are the key to victory, as you might have already known. It might take several times before you beat the third race, but it's completely possible if you hit enough accelerator pads. Motta, being the slime ball he is, doesn't actually pay you in credits. Instead, he pays you in racing bonds, which can be sold at any non-respectable Tatooine store. ================ 3. Nico's Agency ================ Motta the Hutt wants to sign Nico Senvi to a racing contract. After you get the lowdown from Motta, walk over to Nico, located in the same room. Before you can negotiate with Nico, you have to beat the three races that Motta the Hutt offers, to prove to Nico that you know what you're talking about. Once done, engage in conversation with Nico. He'll tell you, in short, that he doesn't like the money part of the contract with Motta. You can't really blame Nico; Swoop racing is a dangerous sport, and it's not like Motta is doing much besides sitting on his perch. To finish things up goody-two-shoes style, persuade Motta the Hutt to give Nico a better contract. Go back to Nico and he'll accept the new contract with little fuss. ================

4. Iziz the Jawa ================ Iziz the Jawa is located by the gate to Dune Sea. He'll tell you some of his fellow Jawaiians (is that the word?) are currently being held in the Sand People camp. He wants you to get them out of there. To complete this quest, follow the main walkthrough until you are in the camp. Then, while talking to the cheiftain, persuade him to let the Jawa's leave. ================ 5. Trapped Tanis ================ Marlena, Tanis' wife, will automatically talk to you when you try to go to Dune Sea with your hunter's license. She'll tell you to say "hi" to Tanis when you see him out in the desert. Journey out into Dune Sea and walk southeast from the gates. You should see four droids in the air soon enough. Walk up to them and you'll see Tanis in the middle. Talk to him. It seems the wife is a little mad at Tanis, so she made the droid's automatically explode if Tanis moves or if someone hampers with the droid's incorrectly. Okay, maybe more than a _little_ mad at Tanis, but whatever. If you want light side points, you'll have to hamper with the droid's correctly. It's fairly simple, but I'll list the answers here. Droid A: Node 2 is reporting correctly. This is because two have to be incorrect, and since the other two are reporting the same node, it has to be the only other one. Droid B: Seven is the missing prime number. It's a prime number... Droid C: One-hundred-and-twenty (120) large pulses. This is, again, simple logic. One-third of the small pulses is 100, while one-third of the large pulses is 60. So, in this question, 100 small pulses is equal to 60 large pulses. If 100 small pulses have already been used, then that means 200 small pulses are left over, making 120 large pulses, since 100 = 60 and 200 = 120. Droid D: 31-13-12-14 * 23-41-12-14 =============================================================================== -----------------------3.5 - Kashyyyk -----------------------=============================================================================== ========== Main Quest ========== 1. 2. 3. 4. 5. Wookiee Chief Jolee's Request Star Map Freyyr Chuundar's Gambit

=========== Side Quests =========== 1. Eli and Matton 2. Lost Wookiee 3. Mandalorian Shadows

=================== M a i n Q u e s t =================== ================ 1. Wookiee Chief ================ After exiting Ebon Hawk, choose Bastila and Zaalbar as your party members, respectively. Pay the docking fee (or use your force powers) and tell the Ithorian to be off. Next, walk east and follow the ramp as it turns north. Zaalbar will stop you; just tell him you'll find out soon if he's still considered a "Madclaw." When the road forks, take the north path. At the guards, tell them that you will pass because you paid the landing fee. After going through the door, slaughter the four spiders. They are easy enough to defeat - use your crowd control or area of effect spells to kill them quickly. After the fight, walk east and the Wookiee will *again* interrupt your walking. Just tell him we'll get to it. Walk east a little ways and we find three guards that have killed a wookiee. You can either kill them or persuade them to abandon their post. Afterwards, follow the path as it curves south. Kill the spiders when they pop up and continue south. Soon enough, you will reach an open area. Kill the spiders here while going east. When you hit the wall, go north and follow this path. Soon enough, you will meet up with three Jedi. They are of the same brand as the ones you fought on Tatooine, so they should be extremely easy to defeat now. Be sure to loot their remains after killing them. Continue following the path until you reach a wookiee guard. The guard will talk about a "taint" and you will have to pick a new party member to replace Zaalbar. Juhani is always an excellent choice. Anyway, you'll have the conversation with Chuundar; keep it nice or bad, you won't get any light or dark points for either choices. Looks like we have to find a madclaw. Damn wookiee. Anyway, go north and enter the Great Walkway. From here, follow this path west and south. From the center area with three forks, take the southern path. Follow this path and take the south path whenever possible. After a minute or two, you will reach some wookiees fighting spiders. Kill the spiders and be rude, snide, or nice to the wookiees - it doesn't matter. After "helping" them, follow the path and you will finally reach Gorwooken. He'll lower you down to the Shadowlands, as per your request. ================== 2. Jolee's Request ================== It's time to meet Jolee, the last playable character. Walk north of the elevator and fight the creatures which should go down fast. After that, walk north and you will have a small cutscene where Jolee kills four creatures in succession by himself. Go him! Follow him to his hole and talk to him. He'll tell you where the star map is located (and join your group) if you wrangle up some Czerka guards for him.

Fair enough. Walk north of Jolee's hut and go east at the fork. Follow this path until you reach the poachers. Since we're dark, just talk to a guard and say that you will slaughter them all. They are all fairly easy to defeat. Once you have done your dirty work, go back to Jolee and tell him the good news. After some chat, Jolee joins your party. Go back to where the Czerka was (northeast) and follow the path. It will reach the the forcefield, which Jolee will disable. =========== 3. Star Map =========== At the southwest corner of Lower Shadowlands you will find a holocron computer. The walk is long, but you shouldn't have much trouble killing the creatures. At the first junction you'll find a wookiee trying to kill some Mandalorians, which is a side quest all in its own. Anyway, continuing to go to the southwest corner, just try to stay on the western wall while going south. When you reach the holocron, start conversing with it. The answers to all his questions are below: I'm unsure what Zaalbar would say. I would accuse him to be safe. I prepare my forces to attack in ten days. I do nothing in the city. That's right. The death of those people would spur my forces on. I let the attack happen. Answer all the questions incorrectly to receive light side points. The machine will call two other machines to attack you. These bad boys are pretty tough, but with a couple well-places heals you should be able to manage. After the fight, take the star map. ========= 4. Freyyr ========= To find Freyyr, go north back to the lift. After that, go back south and go east at the fork. Follow this path, hugging the eastern side, and you'll swing around to Freyyr. He'll incite a small attack. After knocking off one-third of his health, he will surrender. Agree to help Freyyr get a blade. He needs a Kinrath Viper body. These are found throughout Lower Shadowlands; I didn't kill some south of Freyyr so I killed them now. Take the body and go to the southeast corner of Lower Shadowlands. Tie the Kinrath Viper to the dangling vine and a big beast will arrive. Kill the beast and get the blade. Next, go back to Freyyr and he will run off to the Chieftains. You should go there as well. ==================== 5. Chuundar's Gambit ==================== Back at the Chieftains, follow the conversation, supporting Freyyr, and kill the Chieftain. You will get the sword and a lot of happy light side points. After that, go back to the Ebon Hawk and plot another course. ===================== S i d e Q u e s t s =====================

================= 1. Eli and Matton ================= In the center of the landing port you'll find Starsky and Hu- err... Eli and Matton. Matton's ship left one day and now he has to pay off Eli for his lack of services. Matton works for Eli as an engineer to pay off his debt, so you have plenty of time to get to the bottom of this. This quest is fairly straightforward; you have to find the evidence that backs up Eli or Matton. And you'll find that evidence, too, by looking south of Jolee's house. A malfunctioning droid, in fact, is the key to this little conflict. See, the droid will replay its memories to you, showing you that Eli took Matton's ship and sold it. What a greedy little bugger, that Eli! Take the droid's head and go back to Eli. For light side points, tell Eli to run away. Sadly, you can't kill Eli if you are going for the light. However, Matton can take over Eli's shop, though, if you let him. =============== 2. Lost Wookiee =============== Inside Woorwill's home, you'll find Woorwill and Jaarak. Speak with both of them about Rorworr and they will say Rorworr disapeared in the Shadowlands, and that they are too young to enter the Shadowlands themselves, so they don't know what happened to him. Enter upper Shadowlands and walk over to Jolee's house. In between his hut and the Czerka camp you'll find Rowrorr's corpse. Take the datapad and bowcaster bolt and go back to Jaarak. After questioning him, he'll demand you go to the Holder's house and speak with Worrozner. Show the wookiee the evidence and he'll decide to let the courts decide this matter. The fate of the trial rests in your hands. To get mucho light side points, explain that Jaarak's crime was self-defense. You don't get any money, though. :( ====================== 3. Mandalorian Shadows ====================== When you first enter Lower Shadowlands you find a wookiee named Grrrwahr (I think the name's trying to tell you something) that is fighting a group of Mandalorians. After defeating the Mandalorians, heal the wookiee with your cure spell or a medpac. Once he's all better, he'll give you the quest. It's time to hunt us some Mandalorians. Disarm everyone in your party and walk around Lower Shadowlands. Soon enough, Mandalorians will engage you in battle. After defeating them, get the datapad off one of their corpses and repeat the process again. Once you have two datapads, go to the swoop bikes located in the southwest corner of the map and replace the missing signal device. This will call up more Mandalorians, which you'll cut through easily. Afterwards, go back to that Grrrwahrr guy and tell him the good news. =============================================================================== ---------------------3.6 - Manaan ---------------------===============================================================================

========== Main Quest ========== 1. 2. 3. 4. Republic Base Sith Base Hrakert Station In The Water

=========== Side Quests =========== 1. 2. 3. 4. Sunry Murder Trial Selkath Mystery Swoop Races Mercenaries

=================== M a i n Q u e s t =================== ================ 1. Republic Base ================ Yeah, yeah, yeah, another dream. Leave the Ebon Hawk and choose Bastila and Juhani as your party members. Open the two doors that lead out of this Docking Bay. Walk a little ways inside the hallway and a Sith and Republic soldier will be fighting. It seems things are very equal here because of the Selkath. Quiz the Republic soldier to find that, go to your map and look for need to go. Walk west through the "West Central Courtyard." Open it out more about Manaan, if you like. After "Manaan - West Central." This is where we hall until you come to the door labelled and enter.

This city is very weird, considering it is entirely buildings. Walk south down the hall and open the door. Walk around the pool of water and open the door on the other end. After peeking through another door, talk to the Selkath at the counter. Pay the 100 credits and go through *another* door. In this area, go south until you hit the bottom of the area. Next, head west, open the door, and head down the hall to Ahto West. Head down this hall until you reach a center area. In here, opt to take the northeast hall. Follow it until you reach a bar. Try to walk around the bar and Shaelas, a Selkath, will automatically talk to you. Keep the conversation nice and he'll pay 500 credits if you find young Selkath that have disappeared. Now that we have that quest, talk to Nilko in this room to get an additional quest. With these two quests, backtrack to Ahto Central. From there, walk east around the pool of water and open the door to East Central. Next, run east a little ways and you'll see more arguments between the Sith and Republic. Ignore this stupid argument and walk north through a doorway. Choose the right door (which is labelled "Republic Embassy") and go over to Roland, the person behind the desk. Engage in conversation and he'll tell you where the star map is located only if you recover a droid in the Sith Base. The second way, decrypting the passcard, is the easiest, so I'll list that here. Open the door to the left of Roland to reach what looks to be a torture room.

Take the door on the eastern side of this room to the computer room. After talking to the Republic Soldier, use one of the computers in this room. Choose to decrypt a passcard. The answers to these questions are simple, but I'll give them to you anyway. 1, 2, 4, 7, 11, 16 - "22" 21, 18, 16, 15, 15, 16 - "18" 1, 2, 4, 8, 16, 32 - "64" 128, 64, 32, 16, 8, 4 - "2" 1, 32, 81, 64, 25 - "6" 1 0 . 8 3 . 32 5 . 128 - "7" Once you have the encrypted passcard, leave the Republic Base the same way you entered and go to the southern part of this area. Next, go east and open the door. After entering Ahto East, walk down the hall and open the door. Dodge the "fee" by saying that it is a public street, then walk east until you hit a wall. Finally, go north through doors and you will reach the door to the Sith Base. Just enter through the door, ignoring the Sith. ============ 2. Sith Base ============ It doesn't matter what option you choose, the Sith guard *will* call for some security. They are simple if you like to hack and slash through, however. Remember to use your crowd control abilities (Stun, Force Whirlwind) to make their numbers even smaller. After the fight, take the northern door and follow the hallway until there is a door to your left. Once you have opened that door, follow the new hallway until you arrive at three doors. Take the door to the "Disassembly Room" and open the adjacent door. The enemies in this room are, again, pretty easy to defeat. Loot the footlocker to receive some items, and then the Broken Droid for a Data Module. This is what we came here for. Go back outside to the hallway and backtrack to the other hallway. Follow this hall as it goes north and east. After opening the door, destroy the three Jedi in the room. Don't even think about using your force powers on them; it doesn't work on them. Once they are toast, loot their corpses for some good Jedi equipment. After that, open the "Flow Control" door and follow the hallway to a big room. Kill all the guards in this room, making sure to use your crowd control as much as possible. Once the room is clear, it is time to open the water doors in the correct order. Here is the order: Left Room 1 - flow Left Room 2 Right Room 1 - Flow Right Room 2 - Flow Left Room 1 Left Room 2 - Flow Left Room 3 Left Room 4 Door out Now that we are out of that Sith troopers in this room. the hallway to the training you - and then it's time to mess, head north through the door and kill all the After, head through the opposite door and follow room. A Selkath Apprentice will open the door for kill him. Open the footlocker in this room, also.

Next, head out into the center room where you'll see four rooms. Take the northwestern room and do the Mysterious Selkath side quest, located below. Once you are done with the side quest, take the northeastern room and clear all the easy droids. Open the opposite doors and kill the Dark Jedi. He's actually a pretty tough fight. Heal as necessary and watch every party members health. Kill the Selkath first and then work on the Dark Jedi. He will dodge a lot of your attacks, so it's better for you kill the Selkath first, that you can two-hit. After the fight, loot the Dark Jedi's remains along with the two footlockers. Open the door in the western room and take the Datapad. Finally, leave the Sith Base the same way you entered. Nice greet squad, the Selkath have. Now we have to play the courts. Be nice to the Arbiter, even though he won't do anything during the trial. Speaking of the trial, start it as soon as the dialogue option appears. Anyway, the first chance you get, interrupt the Arbiter and say that you want to defend yourself. Here is the way the conversation should go after that: Not guilty. The sith lured me inside. I was there for diplomatic negotiations. The Selkath don't have enough to charge you, so you are set free. From here, head west to Ahto West Central. In here, head east to East Central and finally to the Republic Enclave. Talk to Roland about the Data Module and he'll spill about the kolto. After the conversation, go north into the torture room and west through the now unlocked doors. Save the game and take the submersible down under. ================== 3. Hrakert Station ================== From the start, walk through the door and you will find a mercenary. He is in shock from all the insane Selkath. Just listen to what he has to say. The directions I will give you about the station are fairly straightforward, and don't include the tons of battles you'll have to fight. I'm going to say "door" ten thousands times so get ready. Move east, passed the door, and over to another door. Open this door and the door adjacent in this room. Go south down the hall until you see a door to your right. Open this door and the adjacent door in this new room. In here, go through the door on the opposite side. Take the south door in this room and get the sonic emitter from the footlocker. Backtrack to the last room and follow the rooms east until you have to go south. In this room, take the envirosuit from one of the lockers. Now that you have both items, take the western door in this room. Next, take the south door in this room and do the same for the next room. This is the room that leads to the water. In this room, use the pressure door to go outside. =============== 4. In The Water =============== Too bad we can't swim. You go really slow in the envirosuit and your only form of attack is the sonic emitter. Anyway, go south until you hit a wall and then go east. Soon, you will meet up with someone else in a envirosuit. After some conversation, follow the mercenary out to the ocean floor. He will quickly eat

it, leaving you to do part of his plan. Walk east the first chance you get. Use the sonic emitter of the Firaxa's when they get close. It's an insta-kill so don't worry about the time it takes to use it. Keep killing Firaxa's with the sonic emitter until you reach a fork in the road. One Firaxa will be on each path; kill them both. Afterwards, take the northern path to the pressure door and open it. Inside here, kill the four Selkath. Next, go to the door to the east and, after opening it, take the southern door. Kill the three Selkath in this room and loot all the chests. Go back to the center room and SAVE THE GAME. Afterwards, talk to the people on the other side of the forcefield. They will lock you in the center room and put on pressure. You will be dead in one minute. To get through this small obstacle, I merely bashed through the forcefield. Once done, you will have a little chat with the scientists. Quiz them on everything to find out more. It seems you can give the shark a poison (dark side) or reprogram the harvestor (light side). Take the pressure door on the other side of the two scientists to the water. In the water, walk east, killing Firaxa along the way, until you reach the control panel. This is where things become really light or really dark. Since we're light and want to do this the nonviolent way, here are the steps: 1. 2. 3. 4. 5. 6. 7. 8. 9. Access the fuel tank pressure control. Fill injector to max pressure. Transfer gas from injector to container Fill injector to max pressure. Transfer gas from injector to container Empty container pod. Transfer gas from injector to container Fill injector to max pressure. Transfer gas from injector to container

pod. pod. pod. pod.

And viola, you have done this the light way. The Kolt Guardian will calm down after this, and let you pass. Walk east over to the end of this area and get the star map. After that, backtrack to the Republic Base, where you will be captured by Selkath again. Tell them the good deeds that you did and they will be delighted. Use the Return to Ebon Hawk feature and fly to another planet. ===================== S i d e Q u e s t s ===================== ===================== 1. Sunry Murder Trial ===================== ================== 2. Selkath Mystery ================== Save yourself a lot of hassle and pick up this base. I don't like the idea of going back into can pick up this quest in the northern part of hallway in the center room and follow it as it Selkath named Shaelas in a corner. quest BEFORE you enter the sith that base, either. Anyway, you Ahto West. Take the northeastern loops around into a room. Find a

He'll tell you about the "mystery" with young Selkath disappearing. After he's done ranting, it's time to take action. Continue in the main walkthrough until

you are deep into the base. In the most northern part of the base, you will find the training room. After entering, you'll be in a room with a lot of angry Selkath. Since we're light side people, tell Shasa and her band of Selkath about the sith betrayal and you will get light side points. After the talk, leave via the right door and you find yourself in a room with a lot of doors to choose from. Take the northeast room and dispose of the Jedi and Selkath inside. Once you have taken out the garbage, go back to the center room and take the southeast room. Lots o' unconscious Selkath in here. One of them will give you a ceremonial pin. Coolio. Anyway, kick it back to Shasa in the southwest room and let her see the pin as proof. You will get even more light side points for this! ============== 3. Swoop Races ============== Same ol', same ol'. This one is interesting because a green guy threatens you. Anyway, you can find the swoop races in Ahto East - the swoop registration building, to be exact. Inside, you'll find the usual swoop setup. Talk to the Selkath behind the counter to get the ball rolling. It costs twenty credits to practice so I'll suggest you do that until you feel confident enough to race. When you win a race you'll get 300, 600, and 800 credits, in that order. For the last race, Qweedle wants a word with you. Remember to keep things light in the conversation. And by "light," I mean good-no-killing style. You'll be rewarded with light side points, too, for your restraint. ============== 4. Mercenaries ============== This is a very simple quest; just remember to pick it up before you go underwater. Anyway, it's located in the same place as the mystery quest (northern Ahto West), take away looping around the corner. The Selkath, Nilko, wants to find out why the Republic is on a shopping spree for mercenaries. To find out, continue in the game until you get off the submarine. The Twi'lek will specifically say that the insane Selkath have been eating mercenaries for breakfast, lunch, dinner, and midnight snacks. Go back to Nilko with this newfound information to complete the quest. =============================================================================== ------------------------3.7 - Leviathan ------------------------=============================================================================== ========== Main Quest ========== 1. Getting Freed 2. To The Bridge 3. Darth Malak ================ 1. Getting Freed ================

Nice, long cutscene and some good dialogue to start us off. Anyway, it's time to choose someone to rescue you. I'm picking Jolee, because he has the power of the force and can downright destroy even without a lightsaber. This guide will focus on Jolee, too, but I'm sure all the others are very similar to Jolee's escape. After choosing Jolee, the bad guys will drag you into the docking bridge. It is time to play a small game of question and answer. Answer as per your alignment, please, we wouldn't want unnecessary light or dark side points ending up on your permanent record. Once done, Jolee will do a switcheroo on the guard to get out of his cell. Get ready to rumble. Open all the cells and get an unlocking device from one of them. Next, go west and get the items in the footlocker at the end of the hall. After, go back east and north up the hall. Kill the guard and continue north. At the fork, opt to go west. Follow the hall until you meet up with three guards. Show them the power of force lightning and loot their corpses thereafter. If you don't have a key by now go back to the footlocker by the cells. To the south of it will be a door that has five sith in it. Force Lightning will own their souls. They key should be in one of those chests. After getting it, go out of the door, east down the hall, north up the hall, and west until you reach a door. Open it and use the terminal to unlock the cell door. ================ 2. To The Bridge ================ I, for one, think that this is a bad feasible option, so we have to stick stuff back from the lockers and them in this room. Reequip and we will be idea. However, it seems to be the only with it. In the storage room, get all your some with all the other storage containers ready to rock.

Get out of the storage room and start backtracking to Jolee's cell. However, instead of going south to the cells, continue east to reach an elevator. Choose "Bridge" and you will be transported to the level with the bridge on it. In this area, wipe out ALL the Dark Jedi and Battle Droids - they are tough but the rooms hold useful items. When you are done ransacking the place, exit to the bridge in the northeastern corner of this area, tucked in a room. In this room, get all the stuff in the storage containers, then proceed to the following room. In here, go through the adjacent door and you'll be outside in your spacesuits. Go east until you reach a door. Open it to get back inside. Reequip your weapons and go through the door to the south. Use Force Wave as crowd control in this room to thin it to a one-on-one battle. After the fight, open the eastern door and follow the hallway. Peek through the door at the end of the hall and we will be with Saul, my homie! Good dialogue! The fight against Saul and all his friends isn't as suicidal as you might think. Everyone in the room is vulnerable to Force Wave, so spam it every 8 seconds or so for some great crowd control. They will all be incapitated and won't be able to attack! After killing Saul, he will tell Carth something that makes him very mad. ============== 3. Darth Malak

============== ...but what is it? No time to explain, Malak is arriving! Open the docking bay doors with the computer. Leave the Bridge the way you entered and tear through the "backup." Go down the hall and west through the doors until you reach the Command Deck. From here, go back to the elevator you arrived at earlier. It's on the western side of the Command Deck. At the elevator, select to go to the Hangar. After popping out of the elevator, Canderous will say that everything is ready to go - we just need to arrive. Go east down the hallway and open the door to the north the first chance you get. Dispose of the Sith in this small barrack and loot the cylinders to get some decent healing items. Backtrack to the hall and head east. Through the blast doors you will find a small group of troopers and Dark Jedi. Spamming Force Wave every 6 seconds is key to victory. Once they are gone, loot everything in this room. If you look out the window, you will see the Ebon Hawk waiting. So close. Take the opposite blast door (eastern one) and run down the hall. Then we meet Dark Malak. Oh. My. Gosh. OMG!!1! What a titantic revelation that was! It's now time to fight Darth Malak, Lord of the Sith. Surprisingly, Darth Malak is somewhat a pushover. Just slap him with Flurry and try to use your best stuns on him. When he gets to half health, the loser will use Force Whirlwind and run away! It's not over yet, however. Take the north or south doors around to the opposite side of where Malak locked himself in. On the other side, open the door and you'll have another "go" at Malak. Same swing, same thing. Again, he goes down pretty easily. Stun him and Flurry away. Another cutscene and it's time to roll. Head east through the doors and you will reach the Hangar. As the ship leaves we have a classic dogfight with the guns. After that, it's time to roll out of here. In the ship, Carth is on your back like a sea monkey because you were the one that destroyed his planet. In the end, though, everyone sides with you to kill Malak! Group hug! =============================================================================== -----------------------3.8 - Korriban -----------------------=============================================================================== Why did I choose Korriban last? Well, that's easy. This place has big, ferocious animals that will make you soil your pants. Seriously, this place is pretty tough. But, most importantly, I think, is that you cannot use Bastila anyway for this planet, so you might as well kill two birds with one stone and have no Bastila on one planet instead of two. Yes, I love Bastila that much. ========== Main Quest ========== 1. 2. 3. 4. 5. Sith At Last! The Academy Prestige Lightsa-STAR MAP! Uthar y Yuthura

=========== Side Quests

=========== 1. 2. 3. 4. 5. 6. 7. 8. 9. Sith Code Lashowe Revolting Sith Double-Double-Cross Kel's Doubts Hermit Jorak Mandolarian Weapons Lost Droids Ajunta Pall

=================== M a i n Q u e s t =================== ================ 1. Sith At Last! ================ Yes, we finally get to become Sith! Hooray! Anyway, choose your best party members and we are off. After the landing cra-- err... stuff, go down the hall and you'll see some Sith torturing recruits. Boohoo. Go down farther and you'll have another talk with Sith that want to hurt you. Great. Follow the hallways to the doors that leads to the outside. It is at the end of all the halls, near the Cantina. Outside, go down the ramp, across the bridge, and talk to the Sith guard. He'll say you don't have a medallion so you can't enter. Time to get one. It's time to get the medallion the light way. Go back to the Cantina and walk down the hallways. Soon, you'll be challenged to fight a group of Sith. Say no and continue down the hall, only to see one Sith murder a student and threaten another. Take down the Sith and get the medallion. ============== 2. The Academy ============== Talk and concur with Master Uthar about everything; in turn, you will learn about most things. It seems you need prestige to continue on your path to becoming a true Sith. Leave your room and try to go south; Yuthura will talk to you about some business. Agree if you want to make things a little easier. Besides that, learn the code and be off. =========== 3. Prestige =========== Here is where getting prestige breaks off into a lot of side quests. See all the ways to get prestige in the side quest section (below). It's a lot easier to do quests and get dark side points than it is to get light side points, but I guess that's the way it is in Korriban. Whenever you finish something prestigious, go back to Master Uthar and tell him the good news. Soon, you will have enough prestige. Go back to Uthar and everyone will sleep. Make sure your main character has the best equipment possible. If you gave a better lightsaber to Juhani, make sure to equip it on yourself. If you equipped Jolee with a better robe because you felt sorry for him, pilfer that and equip it on yourself. When you are ready, talk to the Master Uthar again. After

quizzing him, decide to go. ==================== 4. Lightsa-STAR MAP! ==================== A couple more explanations and we're off to find the Star Map, the wonderful Star Map of Revan! This place might be tough because it's just you, but if you have embraced the right spells it will be a piece of cake. Walk south down the hall and open the door. Engage the three creatures; try to use Force Wave to get them off you. Now you have three path choices. Choose the west path first, as it requires the least intelligence (and I'm tired right now). Pilfer the items from the corpse and open the door. Inside, you'll find two tarentaks that pose quite a fight. If you are on your toes, and use crowd control abilities, they should be a lot easier. The absolute worst thing you can do is let both of them beat up on you at the same time. Use Stun or Kill to fight one. Once room from This will they are in the history books, walk over to the southwestern corner of the and pull the lever. Open the door next to the lever and take both grenades the two pillars. Afterwards, return to the center path with three choices. time choose the eastern path. Open the door at the end and go inside. It automatically lock you in. Loot the corpse in this room.

Now it's time for a "fun" minigame. Use the computer terminal and it will tell you the specifics. You have to get all the systems over to the right side. =( Here are the directions for doing this: Top system from left to middle. Mid-upper system from left to right. Top system from middle to right. Mid-lower system from left to middle. Top system from right to left. Mid-upper system from right to middle. Top system from left to middle. Base system from left to right. Top system from middle to right. Mid-upper system from middle to left. Top system from right to left. Mid-lower system from middle to right. Top system from left to middle. Mid-upper system from left to right. Top system from middle to right. And we're done. Go through the door and pick up the sword. Now go back to the center chamber and take the south path this time around. You are stopped by an acid pool. Choose to throw the special cold grenade at it to freeze the pool. Go down the newly formed path and through the door. Yay, another star map! Get the Sith Lightsaber from the Sith Statue and try to exit. ================== 5. Uthar y Yuthura ================== You'll be greeted at the pool by Uthar and Yuthura. They will have a small conversation and it's time to show them your plan, if you have one. You can kill both of them or just one of them, but both yields more dark side points. They are really easy to defeat - even if you fight both of them. Just use your crowd control and they are toast.

Once you are done with them, exit to the valley. If you killed both people, it's time to fight your way back to the Ebon Hawk. Even in the Academy, it's really easy with Force Wave. Once you are back to the Ebon Hawk, it's finally time! ===================== S i d e Q u e s t s ===================== ============ 1. Sith Code ============ Yuthura, located on the western side of the academy, will tell you the Sith code. It's all about slicing up people and feeding your grandma the leftover organs. Yikes. Anyway, this is one of the quests that rewards a prestige point, if you choose to recite the code to Master Uthar afterwards. The code is located here, for your convenience. Peace is a lie. There is only... passion. Through passion, I gain... strength. Through strength, I gain... power. Through power, I gain... victory. Through victory... my chains are broken. I don't know what type of chains he's talking about. Like, the ganster chains, or the chain to my watch? Anyway, Uthar will throw you a curveball after you recite the code, asking one more question. Here are the questions and answers: Nothing worse than love (False) Victory is always desirable (False) Passion fuels the force (True) You get a DARK SIDE POINT for reciting the code, but it's not like you also gain a disease that will eat at your brain until one day you fall over and die. This is a easy prestige point here, people! ========== 2. Lashowe ========== Yuthura will hint this sidequest in one of your later conversations. It seems Lashowe has found a Jedi Holocron that, thankfully, is guarded by a beast. Of course, giving Uthar a holocron will surely boost up your prestige points by one. Anyway, Lashowe is located on the northwestern part of the academy. Once you find her, use your persuasion skills to allow yourself in on this once in a lifetime opportunity. Then kiss butt and she will go off to the lair. Go to the northern side of the valley to find Lashowe again. Talk to her and fight the beast that will come thereafter. Afterwards, she'll take the holocron and say she'll give you credit. But she won't, that lying ho- person. Since we're good people, just let her take the credit. You get light side points for it, and you don't want massive dark side points, do you? ================= 3. Revolting Sith ================= To start up this quest, talk to Yuthura about the renegade sith that fled to

Shyrack Caves. They will fill you in on all the details, but it seems that pretty much covers it; some people opposing the sith are in Shyrack Caves. You can enter the cave in the southern part of the valley. Once inside, hit the south wall and then follow the wall east. Soon, you'll meet up with the renegade sith. Currently, you can only talk to one of the three of them. Tell'em that you will help'em get out of here in one piece. This means you have to kill the Tarentak located on the eastern part of the cave. Once done, go back to the renegade sith and they will leave. Go back to Uthar and lie to him to get the prestige point with no stringes attached. ====================== 4. Double-Double-Cross ====================== If you want to forgo the path of the light and go to the dark side, this is your chance. Basically, you double-cross people all the way around. First of all, double-cross Yuthura by telling Uthar about her plans. After that, Uthar will give you a datapad and tell you to give it to Adrenas, who is located in the library. After you hand off the datapad, Yuthura will be poisoned. Now it's time to get even darker. Go back to Yuthura and tell her that Uthar knows about her plan. Do not tell her about the poison or your snitching, please. She will give you a poisoning device and tell you to plant it in Uthar's bed. Do just that, it's located on the southwestern side of the academy. Now you have massive dark side points and a couple hard-fights-turned-easy. =============== 5. Kel's Doubts =============== Located on the southwestern wing of the academy you will find Kel Algwin, a doubting sith. First of all, persuade Kel about the ways of the sith. Then, it's time to tell him to run away. Just make sure to tell him not to go on a genocide. Or kill any students, for that matter. =============== 6. Hermit Jorak =============== Engage in conversation with one of the trainers near the entrance of the valley. Talk to him/her about Jorak. They will give you the lowdown; he was a sith master and vanished from the academy. Not much else geography on this planet besides the caves in the valley, so he must be in one of those. He's in the tomb of Tulak Hord, to be precise. Make your way to the tomb, which is located in the valley of death, and get ready for some weird stuff. Once inside, use the ancient console on the eastern side of the cave to *gasps* open a door. Go through this door and it will time be time to say goodnight. When you wake up, Jorak will give you the whole deal; if you answer a question correctly (evily), he will torture Mekel. If you answer a question incorrectly (light-like), Jorak will torture you. Great. We're light fools, so answer three questions incorrectly. Here are the correct answers, be sure to choose different answers then the ones provided below: 1. I use the opportunity to kill him. 2. I take the reward and leave the weak fools to their fate. 3. I keep it to myself.

4. Kill him. 5. A true Sith never dies. After playing twenty questions, Jorak will be mad that you "passed" his little test and will fight you. Just kill him; Mekel will help. Take the tablet from his beaten corpse and present it to Uthar for a prestige point. ====================== 7. Mandolarian Weapons ====================== In the academy, you should stumble upon a torture chamber on the southeastern side. When you find it, speak with the Sith torturer and agree to take over on the torturing. We want light side points, so persuade the prisoner into an escape plan, and he'll tell you what to do. After you put him in a catatonic state with your uber high computer skills, he can run away. Nice light side points! ============== 8. Lost Droids ============== A sith student, near the entrance to the Marko Ragnos tomb, will fill you in on the details of the droid. Enter the cave and get the data recorder and sound dampening stealth unit from the corpse on the ground near the entrance. After that, use the sound dampening stealth unit and head down the cave. Soon enough, you will meet the Rogue Droid, who will tell you what happened. Agree to switch the power button on his killer instincts to get light side points. Disable the system in this order: Combat matrix Motor function matrix Memory matrix Cognitive matrix Emotional construct matrix Creative simulation matrix Core If you do this out of order, you'll lose "chances" to do it. If all chances are depleted, the droid will attack you. After you do everything in the correct order, permanently disable the combat matrix, which will free the droid. More light side points will be obtained for doing this. Go back to Uthar and lie to him about the ordeal to receive a prestige point. ============== 9. Ajunta Pall ============== Talk to students in the academy to learn about Ajunta Pall. Afterwards, enter the tomb, appropiately named "Tomb of Ajunta Pall." Once inside, follow the path until you find yourself at a fork. Bash the door and kill the creatures. Afterwards, take the item off of the severed arm on the right side of the bridge. Go on the bridge and put a plasma grenade in it. Walk into the newly found area. This will lead to the last area. Take the three swords inside the sarcophagus and try to leave. Ajunta Pall will confront you and give you a clue as to "which sword is which." After going to the rear of the tomb, put the notched steel sword into the sith statue. Converse which Ajunta and the spirit will tell you to take all the swords. Don't get Ajunta mad, or you'll have to fight

a battle. Since we are light side, try to get Ajunta to return to the "high life." After this, opt to leave the tomb. Shaardan, one of the sith students, will be awaiting you outside. I just gave him one of the fake swords and told him to go fly a kite. =============================================================================== -----------------------------3.9 - Unknown Worlds -----------------------------=============================================================================== w00t! We finally get to plot a course for the Star Forge system! It seems Bastila is going to love Force Storm when she is done being tortured. Anyway, the Ebon Hawk goes down hard and we have to find the source of the disruptor. ========== Main Quest ========== 1. After The Fall 2. The Elders 3. The Temple 4. The Catacombs 5. Temple Summit =================== M a i n Q u e s t =================== ================= 1. After The Fall ================= Well, it's time to get rolling. Choose the party that bests suits you up to this point - I chose Juhani and Jolee because they are both good fighters. You might, however, want to make a blaster party. Anyway, once off the 'Hawk, head east and some Ratakans will engage in a fight with you. They are easy to defeat. Some aliens will come out of hiding and thank you. Afterwards, go east and then follow the path north. Take out the ten Ratakans here (just use Force Wave a couple times) and take the north path to North Beach. In North Beach, walk north up the path and you'll be greeted by Ratakans and Rancors. Agree to see "the One." It seems the One knew you in your previous life. Quiz him about EVERYTHING to learn that you have to kill some Elders. Leave the settlement via the southeast path. It will lead to the beach. ============= 2. The Elders ============= From North Beach, head south to Central Beach. In here, go down the small path until you come a fork. You can either go back to the Ebon Hawk OR chart unknown territory. Choose to southeast and follow this path to the Temple Exterior. Exterminate the Rancors while heading south, hugging the wall as you go along. Soon, you should reach a small path. It will lead to South Beach.

Walk west a little and a Gizka will eat it (blasted mine). Great. Walk west and stay on the wall to avoid the mines. Passed that, kill the Rancors and go to the settlement. In the middle you'll see four pillars. Go over to them and a holocron will start conversing with you. Tell him that you are Revan and he will let you enter. Bejesus, these settlements look the same! Tell the Elders that you want to kill them and do just that. They are pretty easy to dispose of. Anyway, it's time to clear out this stupid settlement. These Ratakans are pathetically easy to defeat. Make your way to the south side of the settlement (you are in the north side) and go down the south path. Kill the Keeper and take the Ancient Tome. Go us! Leave the settlement and head back to the other Ratakan Settlement. Talk to The One and he'll snatch the Ancient Tome from you. It seems that his people can open the barrier to get inside the temple, but you have to go inside by yourself. Well that sucks. Run back to the Ebon Hawk and choose to fly solo. Afterwards, go back to the Temple Exterior. ============= 3. The Temple ============= The Priests will start the ritual when suddenly Jolee and Juhani will return. Persuade or threaten to get Jolee and Juhani in your party. We will go back to a chinless Malak, then back to the party. First, go north and follow the hall until you have defeated the two droids on the corridors. You should now be at the northern part of this place. Open all the rooms up here, killing Sith along the way. In one of the rooms you will find a Sith Master who goes down easily. In the adjacent room is an armory, which has a bundle of good weapons in it. Once you have raided that room, follow the halls to the south rooms and do the same for them. In one of the south rooms you will find a computer. Use the computer to turn off the turrets in the Obelisk room. Now that you have that taken care of, go to the eastern side of the temple and open the door. After killing the droids with shields (use force powers) open the adjacent door and walk down to the Catacombs. ================ 4. The Catacombs ================ Kill the droids just ahead of you. They should be pretty easy to defeat. To the left of these droids you will find a couple footlockers and a Sapith Crystal in a pillar. After getting these items, follow the doors until you reach the 3x3 grid puzzle. This puzzle is extremely easy. It's so easy that they give you the solution to it in the datapad you just picked up. The goal is simple: get all the squares to turn blue. To do this, walk in an H formation. Walk across one line of the H, the other, and finally go through the middle. All the squares should turn blue. In the new room you will find the bestest computer ever. It will tell you clearly about the Star Forge, Star Maps, and the Ratakans. It basically explains all the puzzling stuff we've come to love. Anyway, talk to him about everything - in one of your conversations he will open the temple door for you. I love this guy.

Go back to get in. To was locked the Temple

the entrance of the temple. Y'know, the place that you entered to be specific, it is in the Temple on the western side. The door that is now open. Run through it, and a couple adjacent doors, to reach Summit.

================ 5. Temple Summit ================ Pilfer all the items in this room and walk outside. Finally, you meet up with Bastila again! She will attack you, but she is but a mere weakling. After fighting her, join her or side with the light - you decide. This is really the only decision in the game that changes the ending entirely! Afterwards, disable the energy shield and disruptor in the adjacent room's computer. Once that is complete, return to the Ebon Hawk. If you went the dark path, you'll have a huge conversation with everyone, where they all will join you, besides Carth and Mission. Carth will run away, and Mission can be disposed of in the most atrocious way possible; force persuade Zaalbar to kill Mission! If you went the path of light, just skip the above. In both cases, you need to slap some stabilizers on the Ebon Hawk. To get the parts, go back to the settlement and talk to The One. Tell him that you couldn't find more than he knew and he will, obviously, be in an outrage. Time to kill the last of the Ratakans. In this room, he'll summon four rancors to help, all of which are really easy. Yes, they are "easy." Check the cages for "Ship Parts," which are the stabilizers, and jet out of here. Kill all the Ratakans along the way - they are all easy to defeat. Back at the ship, use the parts on the hyperdrive in the southern part of the ship to get everything working again. Choose to go to the Star Forge (finally) on the Galaxy Map. =============================================================================== -------------------------3.10 - Star Forge -------------------------=============================================================================== The long cutscene ends in the Star Forge. ========== Main Quest ========== 1. 2. 3. 4. Deck 1 Deck 2 Command Center Darth Malak

========= 1. Deck 1 ========= When you enter the Star Forge an army of Dark Jedi will come out of an elevator. Choose to fight them - they are a good warmup for what is to come and you have other Jedi to help. Once they are dead, go south down the path, passed a few doors, until you reach a junction. From here, you'll have another

cutscene, where Malak will summon droids to attack you. Droid come from all sides - but they are still more than beatable. Make sure to loot their remains for valuable items. After that, take the west path, opening doors as you kill the droids. Turn south with the path and go east as the path turns east. Soon, you will reach Jedi fighting Dark Jedi. The Jedi will go down easily, and now it's your turn to fight the Dark Jedi. Sadly, they are extremely easy to defeat. After the battle, go west and follow this path to more Dark Jedi. Once they are gone, go through the door at the end of the path. Another Malak cutscene - this time he's sending troops and apprentices. Joy. ========= 2. Deck 2 ========= Follow the path, killing all the Dark Jedi and Heavy Troopers along the way. You'll spend an amazing amount of time killing them, and they'll send another wave before you're free. Run south, through the doors, which will lead to even more bad guys. Make your way east, stopping and kill the dozens of the Sith along the way. Don't venture too far east; cowardice Sith will come from behind and Flank you. Whatever you do, DON'T let your party members try to fight the turrets. Regen lost Force Points here and heal up; you'll have to kill many more Sith. Walk east until you come to a door to your left. Open it and the adjacent door to find four apprentices waiting. After killing them, use the computer terminal to deactivate the turrets and (optionally) get Revan's Robe/Star Forge Robe, but that costs twenty-five spikes. Anyway, go back to the turrets (west), fighting all the Dark Jedi and Heavy Troopers along the way. Use Medpacs as necessary; you will get healing items from the remains of the Heavy Troopers. Make your way passed the turrets and over to the door at the west. It is positioned exactly the same as the east door. From the door, walk into the Command Center. ================= 3. Command Center ================= After the cutscene, go south, killing all the troopers and Dark Jedi along the way. Don't go inside just yet, though. Wait for a second, weaker wave to come along and kill them as well. Afterwards, heal up and regen Force Points, then go south until you see a doorway to your left. Go into this small hallway and through the door thereafter. In here, kill the trooper and Dark Jedi ahead of you, then get ready for the flank from behind. After dispatching of the flank, continue following the hall, until four Jedi block your path. These guys are pretty tough, but constant spamming of spells will kill them somewhat quickly. After the fight, continue follow the path until you come to the three Dark Jedi (if you chose dark side) or Bastila (if you chose light side) that Malak was speaking to earlier. Both are pretty easy to defeat; again, use the proper spells and hack away with flurry, you'll be fine. If you want to bring Bastila back to the light side, here is what you have to say: "I'll never give up on you, Bastila..." "I'm as strong in the light as I ever was..."

"Malak will never let you..." "You're dooming yourself to..." "Then strike me down..." "You are no evil, Bastila..." "Now you can see the dark side..." "There's no need for me to..." "You can reject the dark side..." "I was redeemed, Bastila..." "You did protect me..." "Help us defeat..." "I trust you to..." "You won't, Bastila..." "You could use your..." (As taken from Prima's guide.) Now that you have destroyed Malak's ploy, heal up and open the door south of the forge. Any characters that were in a party with you will now leave, and you'll be alone again. Go south until you reach an entrance to *somewhere*. Get close to the door and Malak will arrive. This is where the **** hits the fan. Malak will unleash the full power of the Star Forge upon you. Six droids will attack you - each will respawn if you kill it. It seems as if you couldn't win, but each droid generator can be shut down with computer spikes. It takes eight computer spikes per generator, which seems like something even more hopeless. However, the droids drop computer spikes into spike bins each time they respawn, so you can attain an infinite amount! With that in mind, get to killing droids! When you have killed eight, check all the bins to get computer spikes and shut down one of the six generators. Do this five more times and we will be finished with Malak's uber "plan." Once the last one explodes, the door to Malak will open! It is time to finally meet Malak face-to-face, one-on-one, mano-y-mano, Apprentice versus Master! ============== 4. Darth Malak ============== Walk through the newly opened door to the Factory. Finally, a battle against Malak! Sadly, this has to be one of the most pathetic last battles in the history of gaming. Though it is epic because it seems Malak has twenty lives, it is not. First of all, the game actual helped you with all that Sith Trooper fighting - you should have at least ten healing packs by now. Those will be very useful. Obviously, the general strategy against Malak is simple; Flurry away at him with Knight Speed activated. This will double your attacks, effectively quadrupling your attacks with Flurry. This will make Malak go down FAST. If that wasn't enough, if you ever get low on health one of those healing packs will come in very useful. Merely pause the game and use it. The only way Malak can kill you is if he stuns you and finishes you off. Don't let that happen - if you ever get below a third health use a healing pack. Once you have Malak to around a third life, he will suck life from one of the many Jedi in this room. Now you know Malak's secret! Well, it's time to exploit it! Use Stasis or Drain Life on each and every Jedi in this room (the ones on this floor and the above floor) and Malak won't be able to use them! Once all the Jedi are "dead," hack away at Malak one last time with Flurry and Knight Speed. After a little more dialogue, Malak will finally fall! Enjoy the

final ending; it differs if you chose to the path of the light or otherwise. >_> =============================================================================== -------------------------------4. Dark Side Walkthrough -------------------------------=============================================================================== In the dark side walkthrough, I will do things that give you dark side points. This walkthrough was written for the dark side, and should only be used for it. If you want to be light, look up to the light side walkthrough. This walkthrough will teach you to make the enemy or civilian suffer, along with how to act cruel. Fun stuff if you are like that... =============================================================================== --------------------------4.1 - Endar Spire --------------------------=============================================================================== You start off at the character generation class screen. Choose whatever class you want from the three. Scoundrel is a stealth-heavy character, and does the worst out of the three in battles. It also has low vitality points, and I see no reason at all to choose the scoundrel unless you want to make the game difficult. Going further along, the scout is the even of the two, he can go into stealth mode and can fight. This would be a pretty good class if the game played right, but usually, you want to fight the monsters to level up. This brings us to my favorite class, soldier. As a soldier, you will not be able to go into stealth mode or open things greatly and whatnot. Of course, your party members are able to things like that. A soldier is fighting heavy, and is great on his attacks. He is for beginners, hence the game is pretty easy if you use him correctly. Note that the gender *does* matter. There are romance quests, and if you are a female, you will have to lug around a pretty useless character to advance. For this, I advise you become a male, and this walkthrough will cover your male romance. After picking your race, you will be at the character generation main screen. From there, you *can* just press quick character and the game will make one. However, it is unadvisable. The computer is not a living human being, and it makes crappy recommendations sometimes. If you do decide to create your character customly (which I highly recommend), go through the face you want your character to have. The first time through I picked a face that I did not like, and restarted the game. After you are done picking, press the A button to accept what you have done. Now, go to the attributes screen. You will see 6 attributes, and they will have 8 points each. The game gives you 30 points to deplete among the 6 attributes. Now, you *could* split it evenly, but some of the attributes are not worth it. You also could hit the recommend button (Y), and they will give you good numbers for all of the attributes. I also advise you do this, as the game makes it even for your class (I think). So, after you get your attributes done press accept and go to skills. You will see that there are a lot of skills here, but only a handful of points. Just press the recommend button (Y) and it will through all of your points into treat injury. Likewise, you will almost never use any other skill, hence your team can do a better job because the game leveled them up to do it. This may sound confusing, but it is correct.

Hit the A button again to accept and you will go to feats. The game gives you two feats to begin with, but they are just armor. Please, DO NOT LET THE GAME DECIDE WHAT FEATS YOU GET. It is practically suicide. The game usually gives you feats for blasters, which does not make any sense at all. It is a very bad idea to go through this game with a blaster, because it does not compare to a lightsaber. Therefore, I want you to choose this. I will tell you which feats I want for every level, so do not worry. Pick the toughness feat, it will be one of the ones on the bottom. Press X at this feat then press A to accept. After this, you have to think of a name. Now, I have been browsing the boards and there is not "good" way of doing this. I just put my first and last name in. You can do whatever you want with this, just make it a respectable name (ie; no slang/cussing) because you will have to stick with it throughout over 60 hours of gameplay, not to mention if you are slow at RPGs (^_^). Anyways, hit the accept button. If you like everything you choosed, then hit the A button again to start playing. However, if you are having second thoughts, press the B button to go back to where you want to. After the class is taken care of, it will be time to play! The classic Star Wars opening, where the letters are floating away. Please, READ THIS. The story is beautiful, and you want to understand everything, don't you? In the next screen, you will see a ship taking a heavy beating by fighters, and you are in that ship. Then, you will wake up and Trask will walk through the door. He will tell you everything you need to know about Bastila and the story, for now. He will tell you how to get your gear and equip it; just go over to the footlocker behind you, open it and take all the items. He will tell you how to equip it. Equip the shortsword and clothes. You will be the melee man, while Trask shoots his blaster from behind. Just remember, if you are low on health, heal yourself with a medpac! Then, walk back to Trask again and there will more tutorial talk. After you learn how to open doors, go up to the only one in this room and attempt to open it. It will be locked, and you will have to switch to Trask to open it. So, press the black button to be Trask. Then, walk over to the door. You will see a small blue circle on it. This is what you use to know which object you are highlighted on. At any rate, this should be the door. If not, then redirect yourself so you are facing the door. Now, go to the D pad and press right once. On the bottom the screen you see 6 boxes, the second to last one going right is where you should be. It will say "security" above these boxes. Press the A button and Trask will unlock the door. From here, he will tell you to take the lead. Then, walk down the hallway a little ways. The screen with change to Carth, who will tell all hands to go on deck. He was contacting you via the communicater. If you do not know how to roam about the screen, say to Trask that you need to know how to get to your journal. Then, walk down this hallway to the following door. Walk up to it and press A to try'en open it. Trask will say that he does not have the codes to unlock this door, but he might be able to slice through it. So, switch to Trask, then go to the security box and press A. The door should now be open. The screen will change to a republic soldier firing at two sith soldiers. The sith soldiers will fire back and kill him. Then, Trask will yell "For the republic!" and you will be in fight mode. For your first fight, press A to engage. Then, go up to one of the sith. Kill him. If you are having trouble doing this, try to use one of your feats. Press the D pad to the right once and you will be on a red blade. This is a feat and special attack that you can use an infinite of times. Press A and you will use this special attack, which should take a big chunk of the sith's life. Then, fight the other one the way you did the first.

Trask will start to talk to you again, so, if you are low on health, use a medpac. Don't know how? Trask will give you the option to find out how. Afterwards, open to the door to the far end of the hallway. You will see two sith, and you will lock onto the one of them. The good part about this room is that the other sith will be to occupied by Trask to fire at you. So, kill the soldier you are dueling with. Then go around behind the others back. Then, use the special attack to kill the sith from behind. After this, go around the room highlighting things. You should be able to get items from: A republic soldier, a metal box, and a footlocker. Remember to *always* check the entire room, looking for things to loot. If you cannot use it then you can definantly sell it. Go through opposite door. The screen will change to republic soldiers fighting the sith. The sith will kill all the republic soldiers, which is bad. The screen wil change to you. Now, heal if you have not already. Then, walk around the corner to the sith. Through a frag grenade at them. To get to your frags, press the D pad left until you find it. There should be a couple soldiers left from that blast. The ticket here is to follow Trask over to the soldier he is fighting. Then, use the special feat to kill the soldier. Trask is good cover (^_^). Kill the remaining two sith soldiers, using the special feat to the fullest extent. Then, loot all of the remains. You will find a lot of items off these men. Walk down the north path to the door. You will see the droid blow up, which is bad. Take some parts to the right on the ground. Then, walk back to the four-way split. Go to the path to the left. Walk down the hallway to the door. You will start to hear lightsabers. Open the door to see a Jedi and a dark Jedi battle it out. The light side one will kill the dark, but then die from a explosion. Of course, you *could* of possible aimed your blaster at the dark Jedi to get him distracted. But, Trask said to get out of the way. Two sith soldiers will then walk up to where the Jedi were. Kill them both, then loot them, along with the two Jedi. After this, walk east to a door. Open it and kill the two sith soldiers. They will be a piece of cake. Then, Trask will tell you Bastila is not on the bridge, meaning she already escaped to the escape pods. He then tells you that, with Bastila gone, the sith can destroy the Endar Spire at any time. So, get moving! By the door you walked through will be a backpack. Look inside to find a blaster pistol. Then, switch to Trask and go to the menu. Switch to the equipment screen, using the trigger buttons. Then, unequip Trask's blaster for a short sword. Trask will be leaving us shortly, and we want to sell the blaster for more money! Walk over and around the control desk. You will see a door. Try to open it and Trask will tell you to level up. He will tell you how, so do as he says. Press the start button, then toggle through the menus using the trigger buttons. Once you reach a menu that has your full body in it, stop. You will see all of your statistics, along with how you are with the light/dark side. You will be at par now, because you have not done anything to make the game give you points yet. You will see "A LEVEL UP" over your character. Press A and you will be back to a character generation screen, but, it is now the level up screen. You do not get to choose every option again, hence the game tries to make it harder. Go to skills and put them in treat injury. Then, go to feats. Scroll down until you find "empathy." This will boost your persuade, awareness, and treat injury skills by one. Press X and you will now have the feat. Then go to accept and you will be done! After this, get out of the menu. Then, open the door ahead of you. This will bring you to a semi-hallway leading to *another* door. Open it and Trask will run to the door ahead of you. He will open it, only to see a dark jedi. Trask

sacrifices himself for you, going through the door with your short sword to face a dark jedi. It is basically suicide, and we all know it. After this, go look back and you will see a door. Open it and go to the starboard section. Carth, talking from the communicator, will tell you that Bastila's escape pod is away, and that you are the last remaining crew member. Walk down the hallway until you hit a sith. Kill him, using the special feat power attack to your advantage. Then, take the upper path to a door. Open it to find two sith guards. Kill them both. Run up to one of them, and before he takes his sword out use the power attack feat on him. This will severely hurt him. Then, kill him using a regular attack. Go over to the other sith guard and do the same to him, using the power attack quickly so it inflicts damage while the sith still has his blaster equipped. Carth will come up on the communicator again, and tell you that there is a whole sith team on the other side of the door. And that you will have to thin there numbers somehow. He suggests you reprogram the droid or slice through the computer terminal by the door. I *always* choose using the droid, because computer spikes are somewhat difficult to come by, and you will not reprogram a droid for a long time. This droid is combat, which is very good. Before you reprogram him, loot the sith guard and the footlocker. Then, walk up to the droid, and press A. You will now be at another screen, which has a couple options on it. Choose droid repair tutorial to find out a little about repairing droids. Then, hit reactivate droid. Then use eight repair parts to fix the droid. There should be two options, both with four parts. Press A and you will fix them, costing you the repair part. The droid will now walk around, so it is time for you to open the door. Open it while the droid is near the door. You will be asked to engage in the battle, but press the pause button to continue and not fight. The droid will be at the door. He will take out his blaster rifle and kill all the sith in that room. Walk inside the room and loot all the remains. There should be four or five troops that have items to give you. After this, open the door to the west. You will see Carth, and you guys won't exactly have a chance to chat it up. Instead, he will introduce himself and tell you there is only one escape pod left. Walk up to it, it should be the second pod when you walk forth. Go up to it and press A. Then choose that you want to use the escape pod. From here, the escape pod will shoot out and right after the endar spire will blow. Why does it always have to blow up right after? ^_^ =============================================================================== --------------------4.2 - Taris --------------------=============================================================================== =========== Main Quests =========== 1. 2. 3. 4. 5. 6. 7. 8. 9. Getting to the Lower City Gadon's Deal Getting to the Under City Zaalbar in the Sewers Black Vulkar Base Back to Gadon Swoop Race Rescue Canderous's Deal

10. Sith Base 11. Davik's Mansion 12. Ebon Hawk =========== Side Quests =========== 1. Rapid Transit System 2. The Duel Ring 3. Pazaak Rules 4. Dia's Bounty 5. Largo's Bounty 6. Selven's Bounty 7. Matrik's Bounty 8. Bendak's Bounty 9. Infected Outcasts 10. Rakghoul Serum 11. Rukil's Apprentice 12. The Promise Land =================== M a i n Q u e s t =================== ============================ 1. Getting to the Lower City ============================ The next time you see your character he will be on a bed and will be thrashing about. He will then change to a dream (which might be something else, but no spoilers here) of a women and a man fighting with lightsabers. Interesting. Anyways, Carth will come in and ask you a few questions. Tell him about the "dream," or "vision," and he will tell you that you took a major blow to the head in the escape pod. He will also tell you that he was conscious, and he took refuge at this abandoned apartment. Talk to him more, learning more about yourself along with your mission here on Taris. Walk to the door and apartment door and open it. The game will automatically put Carth into your party. Once you are outside you will see three sith soldiers raiding aliens. He kills one of the men with his blaster, and then realizes that you are behind him. He then tells his troops to attack. Time to fight. Change who are going to attack by pressing the right or left triggers. This will lock onto one of the sith soldiers, instead of the sith leader. This is better because the other alien will beat down the leader while you take care of the other two soldiers. Dispatch of the two soldiers, using your jump attack to kill them. The alien will kill the leader. The alien will then speak to you. Tell him you are glad to help, and he will respond that he will take care of the bodies. It is now time to level up. In skills, choose putting all your points in treat injury. This will only be one point. Next, is feats. Choose to the flurry technique. This is a great special attack, that will soon override your power attack special. After you choose flurry, accept the changes. Then, loot the bodies for some blasters. Now it is time to loot every apartment in this area. Start going down the apartment circle until you see a low security door. Change to Carth and use his security ability to open the door. You should see a women inside the room. Her name is Dia. If you wish to do Dia's quest, look in the sidequest "Dia's Bounty." Anyways, loot her apartment. There should be a bag by the entrance of her little room. Open it to find 18 credits, a computer spike, and a medpac. Take the items, then continue down the apartment circle.

You won't go long before a merchant stops you and talks about his shop. Be polite, and ask everything you can to him. After this, don't buy anything. His prices are not the best. Continue going down the apartment circle. You will see another low security door. Change to Carth and have him open it. There will be a Twi'lek in the room. Just go past her and to a bag on the ground. Take everything that is inside of it, which should be 16 credits, a part, and a medpac. From here, go down to the next door. This will be the entrance to the upper city. Do not go through the door, instead go past it and to the next security door. Open this door with Carth's security skill. There will be a Ithorian in this room. Loot the bag by the door to find some credits and parts. Follow this apartment circle more to a little droid room. There will be nothing there, so continue onto the next room. Again, use Carth's security skill. There will not be anybody in this room but a footlocker at the oppposite end of the door. Open it, take everything, and continue onto the next room. The next room will be your apartment. Go inside there to regain all of your health. To the opposite end will be a footlocker that has some medpacs and computer spikes. Take them, then leave again with Carth. From here, go down to the upper city door that is the most southern door in the circle. Now, go to the menu and use the triggers to find a map. This map will have "Return to Hideout" on the bottom. You will also see the X button by it. This means that if you press X now, you will return to the hideout. Do so, and you will complete the Rapid Transit System Quest. Then, walk back out to upper city south. Walk straight over past the water fountain circle. The game will tell you to speak to Carth. Just choose the good guy options, and learn more about Carth. After this, continue north until you find the equipment shop. You should go north until you hit a wall with computer screens on it. From here, go right and you will see a door. Open it and you will be at the equipment shop. Sell your Prototype Vibroblade, two regular vibroblades, two blaster pistols, one adrenal stamina, and one of your blaster rifles. You should now have around 300 credits. Buy one Vibrosword, then leave the shop and go back to the main area where the water fountain circle is. Walk down the huge walkway due east. You will come up to another water fount circle. Walk around it to the northeast to come up to two bounty hunters trying to get money out of a poor old man. They will talk to him, and the bounty hunters will decide to kill him. Before they do, though, they see you, and see that you are a witness. You can now talk, and talk you will. Tell them that you will go away, and leave them to there business. Carth will object, but leave them be. Dark side points will be gained for your (little) action. Walk down from where you killed the bounty hunters and you will come up to a medical facility. Open the door and look for Zelka. Talk to him about the Rakghoul disease, and ask if there is a cure. Then say that maybe you could a serum from one of the sith guards. Then tell him that you will get the serum. Start to leave the medical facility and one of the people in there will stop you. He will tell you that Davik wants his hands on the serum, also. Tell him that you will consider this possiblility. Walk north of the medical center to upper city north entrance. Go through and you will be at an almost same place, but with different shops and whatnot. Walk directly north to a standard door. Open it and go inside the apartments. Go up the apartment circle, looting the first two apartments for item. Walk up more and you will see a sith by the door. The sith will tell you to move along, but when do you ever listen to the sith? You will see another sith inside the

apartment interrogating a alien. He will ask about sith uniforms, and the alien will say he doesn't know what he is talking about. Ask what is going on there, and the sith soldier will *again* tell you to move along. Just continue the conversation, being subtle, telling the sith soldier that maybe the alien does not know anything. The sith will start to get mad, and tell you to stay out of it if you know what is good for you. Say that you won't let them kill a defenseless prisoner. You will then start a fight, where you will have to kill three sith. No worries, dispatch of them. Then the alien will tell you that he really did steal the uniforms, and he also gave them to Gadon. Well, isn't that something? Just ask about Gadon and he will tell you that he is undercity. From there, leave him be and he will run out of the apartment. Loot the bodies for a sith uniform amongst other things. You will also see a locker, which is another thing you should loot. Continue your looting spree until you come to a apartment with Largo in it. Talk to him, and he will tell you about his bounty. Kill him, and talk to Zax to get the bounty (Dark side). Walk back outside to Upper City North. Then, walk west on the walkway over to the end. Go north and you will be at an elevator. This elevator will bring you down to the lower city. Walk up to the elevator and the sith guard will stop you, stating that you have to be a sith to go down the elevator. Pause the game and go to your equipement screen. Change your body armor to the sith armor. The guard will now let you pass. Once you get down the elevator change back to your regular combat suit, and give Carth the armor for the time being. Walk out to the walkway and you will see a gang fight. The Vulkar's verse the Bek. The Vulkar's will take care of the three Bek's easily. They will then see you and start attacking. Kill all three of them, they should not be that tough. Use your flurry like you are addicted to it. After, loot all there bodies. Change Carth's uniform back to clothing. Then walk down the walkway due west. Go inside the Cantina, it will be the first door to your left. Once inside you will see a powerful display of Calo Nord. Walk around the Cantina to see Mission Vao talking bad to some aliens. The conversation ends when she gets her wookie friends over to the aliens. They then leave. Talk to her to learn a little about her, then they will leave. Go outside the cantina again, and walk north to the Bek base. =============== 2. Gadon's Deal =============== Talk to the guard. Tell her that you need Gadon's help. Then tell her that you could be an ally against there enemies. She will then let you in. Go inside, and open the standard door. Then walk north to a desk with a man behind it. This man is Gadon. When you walk near him his body guard will stop you, but Gadon will fend her off. Talk to Gadon about the escape pods, and continue the conversation. He tells you about Bastila, but stay calm. Ask him what happened to her. Continue this pretty long conversation, learning about how Bastila is a prize in the Swoop Race. Ask for his help, and he will tell you to find Mission Vao. She is in the Under City, and can get into the Black Vulkar base. Tell him you have a sith uniform to disguise yourself, and he will tell you that the guard by the Under City elevator means business, and you will have to get papers. Luckily, Gadon has them. Trade your Sith uniform for the papers. Then you are done here, next stop is the elevator.

============================ 3. Getting to the Under City ============================ Walk down the walkway, killing the Vulkar's as you go along. They should be a little threat at first, but that will change. Just remember to loot them after you kill them. On the way you will see one of Davik's agents get money from one of the Vulkar's. You will then see Canderous come in and Vulkar's will give the money right up. Canderous is powerful, and he will be your ally later in the game. Once you get to the end you will see a sith guard. Talk the guard and tell him you have your papers. He will then let you use the elevator. Once you are down the elevator two outcasts will tell you that you have to pay 5 credits to use the elevator. Tell them that you will kill them (dark side points). They will run off, and another outcast will run up to you. She is a woman, and is very kind. Just continue the conversation, trying to be nice to her. Talk about the promise land and everything else. Walk over to the north and Igear will stop you. He will ask if you want to buy something. Be nice to him and ask him about his store and whatnot. Then go over to the north east part of the village, where there will be a gate. A woman and a man will be arguing. The Rakghouls would come in and kill everyone, the gatekeeper says. The woman will then ask you for help. Tell her that you won't risk your life for her. She will be angry. Very angry. That dark side ******, haven't you heard Yoda preach before? "Fear leads to hate, hate leads to anger, anger leads to suffering?" Well, she won't try to attack you, but will call you a monster after the guy dies. Dark side points! ^_^ Walk around the little village and talk to people. Namely, talk to Gendar and Rukil. They will both be very kind. Gendar will tell you about mission, and how they wander the sewers. He will also tell you to go through the gate to get to the sewers. Rukil will talk about the promise land, and how is apprentice is lost. Tell him you will find his apprentice. Then walk back over to the gate. Igear will stop you, and tell you if you give him the journals that he will reward you. Say that you will, and later on, when you do acquire the journals, give them to him for dark side points. Once you are at the gate, open it and go out. After walking a couple steps mission will come running over to you, stating that "they took him." Find out Mission's situation, and she will agree to help you get into the Vulkar base in exchange for you getting Zaalbar. Equip Mission with a blaster rifle, and you will be set. From here, go north east and wrap around the village walls. You will see Canderous with his men, again. Ask who he is, and one of his men will say he is Canderous. The conversation will go on until an unwelcome group of Rakghouls decides to join in. Help the soldiers kill the Rakghouls. Once all the Rakghouls are gone Canderous and his men will walk off. From here, you should now be at a new level. So, go the the level up menu. From here, give a point to strength. In feats, go to Toughness and get the second level of it. Then, fight off all of the Rakghouls to the northwest of you. There will be a lot of them, but they are good for leveling up and practice. Walk over to the light in the northwest. Kill the Rakghouls there (if you already haven't). By the light pole is a outcast body. Take the items in it. Namely is the promise land journal! This is what the old man was looking for. Go back inside the village and over to Rukil. Tell him about the apprentice, and he will tell you that you now have to continue the promise land quest. This is a quest, obviously. Go south to the a cage and women. She will tell you that the outcasts keep people that are infecte by the disease in this cage. Ask for

healing, then go north to Igear. On the way to Igear, talk to Carth more. He will talk about how you were a last minute pick to be on the Endar Spire, and that you just happen to be one of the survivors. Don't get mad about his suspitions, just answer them calmly. Then, go over to Igear. Igear will tell you that he will buy the journals off of you. Say that you will, for the dark side points and not the measly 100 credits, of course. From here, go outside the gateway. Go east of the gateway to some sith. They will tell you that it is a restricted area. Tell them you have there papers, and he will tell you about a patrol that they lost contact with. He will say that they were in the south area. Could this be a hint? Could those dead sith have a Rakghoul serum? You bet! What I want you to do now, though, it walk this area and kill EVERY Rakghoul. Why? You get good experience for it. Mission and Carth should level up. Just press the recommend button for them, as the only person you care about is yourself. I am so self-centered sometimes... ^_^ You will find a lot of things around this area. Namely, there are a lot of dead bodies. If you go to the southeast corner by the sewer entrance that is locked, there will be a sith soldier that is dead. You will find the serum in his body. Now, go back over to the undercity town. Mission and Carth will start talking, and soon the talking will turn into arguing. Just tell them to settle down and do not take sides in the matter. Go back over to the cage where the healer is. You now need to use the serum on the people that are infected. But don't, and save it to sell to Zax for mucho profito. ======================== 4. Zaalbar in the Sewers ======================== Walk down the railing a little ways and, sure enough, there will be a mine planted right in the middle of the path. Switch to Mission, and have her disable the mine. This will happen a lot, so get used to it. Switch back to your main character, and open the door. There will be five Rakghouls that want to mingle with you. Kill them, using your flurry attack. Then, look around for a skeleton body. Get the credits, and use the door by the body. This should bring you to a room that goes southwest. Walk down this room and the path will change north. Once it does, you will see a Gamorrean Patrol. Kill it using flurry. Then, open the door to the right. There should be a couple Gamorrean's in this room. Kill all of them. They might be a little tough, so heal when neccesary. If you die when you fight them, go down the path where you killed the Gamorrean and open the door. This will bring you to a centered area with a lot of enemies. Kill all of them. Keep going to different places until you level up. When you do level up, hit the recommend button for skills. When you get to feats, go down to improved furry and add it. Then go back into the room with the Gamorrean's again, and show them who is boss. Go over to the doors. At one of them, Mission will tell you that it is a old lock, and she knows how to open it. Once she opens it, Zaalbar will be inside the locked door. They will talk, and then you will introduce yourself. Just talk about the lifedebt kindly, and tell him that you honored to accept the vow. Continue the conversation, learning about how there is a rancor guarding the Black Vulkar base. Don't worry, though, I got a way that can get you passed him easy. Add Zaalbar to your party and take Carth out. Then, equip him with a Blaster Rifle. From here, walk back to the entrance of the sewers, to the first middle room. You most likely do not know what I am talking about so here are the

directions. Go out of the center room where Zaalbar was back to the long walkway. Then go north up the walkway. It will turn northeast and you will be at another room. This is the room you started at! Take the only door you have not explored yet. This door will be at the southeast of the room. Open it and you will see a mine. Switch to Mission and have her disable it. Then go over to the force field's controls. They will be right ahead of the mine. Mission will then tell you that she has the codes for the force field. She will turn off the force field. Now, go through the door that the force field was blocking. This will bring you to the upper sewers. Now, open the door to the circle room. There will be a lot of enemies. Specifically, four Rakghouls and two Gamorrean's. The Rakghouls will be fighting the Gamorrean's. Just ignore this, and kill everything in the room. Then, take the northeast door. Go down the walkway and kill the Gamorreans. Open the door at the end to find yourself at another circle room. Kill the robot in this room. Pass the mine along the way. Keep hacking at it with flurry until it is done for. Now, take the door to the southeast. Switch to Mission and disable the mine. Then follow the walkway down to the end. You will lock onto a severed arm on the ground next to the door. Get the synthesized odor in it. Then, open the door and run over to the dead bodies on the ground. Lock onto one and take the items. Then, lock onto it again and look to see what is in it. There won't be anything. Press X and you will choose from your items. Go down to the synthesized odor you just picked up. Put that and a frag grenade in the body. Remember to put the frag grenade in first, as when you put the synthesized odor in, it will go the cut-scene automatically. Alternatively, you can just throw your grenades at the beast until it dies. After it is gone, go through the door at the end of the room that Rancor was guarding. Kill them both using flurry. Then, open the door to the elevator and use it. You will now be inside the Vulkar base. ==================== 5. Black Vulkar Base ==================== This is where the fun begins! Walk over to the door and open it. Kill the patrolling robot. You will now be able to level up Zaalbar and Mission. I advise you do. Just mash the recommend button for them. After this, explore the the two doors to the north. They will have items in both of them. One of them will have a mine, but Mission can take of that. After raiding both of the north rooms, go through the middle room facing south. There will be two patrolling droids and one Black Vulkar in this room. Take care of them, and take the standard door to your right. Inside there will be a patrolling guard. Take him out, and take the items in the footlocker beside him. Then go into the little room to the north to find the Black Vulkar's chef. Make mice meat out of him, then go back into the room you were just in. You will see a person. Talk to her to find out that she is a prisoner. Be kind to her and find out information abotu Bastila and the swoop engine. Then, let her leave. You will gain light side points for doing this. Go through the door she went through, and take out the two guards. Then go west to a huge room. Take out the Vulkar to the south, then go around the little room in the center. There will be two droids there with guns. Kill both of them. Change to Mission and have her use her lock picking skill to pick the door they were guarding. Inside will be some good equipement. Equip yourself with the military suit, and give mission the heavy combat suit.

Now, go back out of this little room and head east. You will see a security door soon enough. Open it, and hit the Black Vulkar in there a couple times. He will surrender. Ask him who he is and he will tell you that he is part of the Black Vulkar gang but he hates Brejik. Tell him you will let him live, and he will run off. Go over to the desk he was at. Beside the desk is a locker. Open it to get some grenades and a medpack. Now, go back outside and open the door by the one you just were in. You will have to kill 5 or 6 Vulkars in this room. They are not that tough, so just hack away with flurry. After they are all dead, loot all of there bodies. One of them will have a very handy passcard. Take it, and backtrack all the way back to the kitchen. Now, your main character should be at a level up. In skills, press the recommend button to add one point to treat injury. In feats, add two-handed weapons level one. The two handed weapon feats are great investments, as when you get your lightsaber, you can use two with a small penalty. Now, from the kitchen, go out east and follow the hallway until you hit a security panel. A door will be next to it. Press A at the security panel to log on. From here, insert the passcard. The turrets will automatically log off. Don't know about the turrets? Open the door by the security panel to see three turrets lined up against the wall. You would of been toast if you didn't turn them off. Take the elevator to the right. You will now be on the second floor. Walk west past the swoop racers, and you will engage with a sercurity droid. Run up to it, dodging his blaster, and hack away with flurry. Then, walk past the loading deck and go down the stairs to the west. Kill the two enemies that are at the hallway near the stairs. Then, walk west back up the stairs and take care of the garage head and the two Vulkars. Then, walk back over to the stairs and walk down the hallway. Switch to Mission and have her disable the two mines. Take care of the Vulkar welcoming party, then go east until you hit a door to your left. Open it and take care of the two Vulkar guards. Try to open the door at the end of the room and you will find out that it is locked. This means that you will either have to find a passcard, or you will have to find a computer terminal. Go back up the hallway and stairs to the swoop racer room. From there, take the most southeastern hallway. This will bring you to two standard doors. Take the first one, and kill both of the Vulkar's. Get the items out of the footlocker then open the door to the north wall. This will bring you to an empty room. There will be a desk in front of you and a computer terminal to your right. Get the items out of the desk. Then, go over to the computer terminal. You will see a barrel next to the computer. Take the items in that, also. Then, log onto the computer. Now, slice into the computer using two computer spikes. Then go to commands and three options will come up. The first one should say "Open all security doors. (3 spikes)" Choose that option, using three spikes. Then, log off the computer terminal. From here, go all the back over to that locked door. You will need to go to the main room. Then, walk down the hallway in the south part of this room. Take a left at the fork, then another left inside a room. At the end of this room will be the locked door you tried to open before. Heal yourself if you need healing; you are in for one heck of a fight. After you got everything you need ready, open the door. There will be a lot of Brejik's men in this room. They will start the conversation. You will continue is sanely, not starting a fight. After a while, Brejik's men will ask you to join the Black Vulkar's and kill Gadon. Say that you will, and go back over to give Gadon a visit. Well, what you need to do is go over to the base and walk up the Gadon's bodyguard (she will be by the desk, but Gadon won't be there). Tell her that you are a spy, then kill her along with the rest of Gadon's people. Go into new rooms, kill more people, and

unlock some doors to get to a middle room. Go up the elevator to meet Gadon. Tell him that you came here to kill him, and fight him. The battle against Gadon will be tough, and hard. His bodyguard is also tough. My advice is flurry, it is the best option. Remember to switch party members when they get low on health, also. ================== 6. Back to Vulkars ================== Go back to the black vulkar base and tell them the good news. He will then say he will let you use the prototype. Of course, somebody cannot be that nice unconditionally. The vulkar will say that, with the prototype in the racer, it might blow up. Don't worry, though, it won't. Or at least, I hope not. Anyways, the Vulkar's will let you spend the night at the base. When mourning arrives, one of the Vulkar's men will bring you over to the swoop track. ============= 7. Swoop Race ============= An Ithorian will talk to you about the swoop bike. Just continue the conversation to learn that the bike will most likely not explode. Also, learn all the basics of swoop racing from him. When you are ready to go, walk over to the desk in the front. Tell the alien that you want to race one of your heats. He will then let you. The next screen will be of a swoop bike. This is you. There will then be three lights, red, yellow, and green on the top of the screen. When the green light lights up, hold A to accelerate. Now, I *would* tell you try your best here. However, if you do good you will have to top your own time again. Therefore, just stay in the first gear and try to hit all the accelerator pads. Do not beat the 36 second time. Doing bad is good, so for your second heat you will not have to beat your first time. After the first heat, go on over to the alien again. Ask him to race on your heats. When the light turns green, go! Try to hit as many pads as you can. Switch gears when, on the bottom of the screen, it says so. With no luck at all, you should be able to beat the small time of 36 seconds. Just remember to hit the pads, and don't hit any items other then that in your path. Once you are finished, you will go back to the Ithorian and he will tell you that no one will beat that time. Now all you have to do is wait to claim your prize! ========= 8. Rescue ========= You will be at the winner's circle, where Brejik will come up to you. You will be awaiting your prize. When you hear Brejik tells you that you "cheated," you better tell him he is a liar! Then, Bastila will open her cage and kill the guard! She will take the sword that that guard had, now ready to fight! Brejik will tell his guards to kill you and Bastila, but you both know that is better said then done. Take out the guards by Bastila's cage, first. Then go over and hack on Brejik with flurry. It won't be long before he keels over in agony and dies. After the onslaught, search Brejik and his guard's bodies for items and such. Then go over and talk to Bastila. She will tell you that you cannot take her as a prize. She will then figure out that you were somebody from the republic fleet. Try to be modest when you talk to her, not saying that you full out saved her. Then, tell her about Carth and she will start to act better. The

next scene will be of Bastila and Revan fighting. Bastila will yell out an oh so boring "You cannot win, Revan!" I just had to say that, because if the actor could of put a LITTLE more emotion into it, I might of gotten into the moment. Well, in the following scene you will be in an apartment, where Bastila starts to berate you and Carth. Just tell her the truth, and be modest about it. Carth will do all the debating for both of you, and he is right. Bastila will then ask if something is troubling you. Tell her about the vision you had. She will say you are force sensitive and whatnot. Just be modest and tell her everything you can, m'kay? Now, leave the apartment, and take Carth and Bastila with you. =================== 9. Canderous's Deal =================== Once outside, an alien look-a-like of Padon will come running over to you. He will ask if you were the one who won the swoop race. Say yes, and he will tell you that someone named Canderous wants to meet. He will be in the Upper City Cantina; your next stop. Now, pause the game and go to the character level up menu. Switch to Carth and mash the recommend level up. Bastila is a different story, however. She is a jedi, and will be used throughout the game. Therefore, you will have to level her arse up properly. For now, however, just hit the recommend button for all of her skills, feats, powers, and whatnot. Once that is done, go to the equip menu for Bastila and equip her lightsaber. Then equip her the cardio-regulator belt. After this, go to your main character menu, and equip Brejik's belt, arm band, and gloves. After all this is done, go over to the Cantina. Along the way you will have numerous conversations, one between Carth, and one between Carth and Bastila. Just try to keep the peace, m'kay? If you do not know where the Cantina is, walk straight out from your apartments. Pass the equipement place and go up tot he doors a little ways further. You will now be there. Once inside, go past the long table and into the center room. There, you will meet Canderous, the tough mandolorian. Continue the conversation to learn that he wants you to get the suith quarin-blah codes. The deal is, you get him those codes and he will get you a ship to get off this rock. He will tell you to go to the droid shop to get a droid. After the conversation with him, it is time to break into a highly lucrative base. (SPECIAL NOTE: You can threaten Janice and getthe droid cheaper.) Before you go to the droid shop, you will two thousand credits to buy the damn droid. Talk about a lot! I advise you do some of the quests. Dueling pays good, as does bounty's. And remember to take back that serum. Once you have 2000 big ones, go over to Janice's droid shop. On the way there Carth and Bastila will have a conversation about her escape pod crash. Just be polite to Bastila and all war won't break out. Also, there will be a conversation between you and Bastila. She will tell you about everything you have done on Taris. Just be modest and tell her that you had a lot of help. She will then tell you that a Jedi could of done what you did, but only drawing heavely upon the force. Continue the conversation, learning that you are to old to become a jedi. Soon enough, she will tell you that the counsel will decide if you are old enough, and that you should get back to your mission. Continue on to the droid shop. One there, Tell Janice about Davik's droid and she will offer you 2000 credits for it. Persuade for 1500 credits and she might agree. If not, agree anyways and switch T3-M4 in for Carth. Equip the droid with blasters and whatnot. Then, go over to the elevator that you used to get to the Lower City. If you go on passed the elevator you will hit a door. This is where the sith base is. This door wil be locked. Switch to T3-M4 and he will open it for you. Remember to level up T3 if you haven't already. Then walk inside the Sith base.

============= 10. Sith Base ============= You will be at the main office where the secretary will tell you what you are doing here. Bribe her 50 credits and she will keep her mouth shut. Then, go through the door behind her. Walk down the hallway, ignoring the first door to your left. For the second door to your right, open it and destroy the two droids. Then, disable the mine that is in the way to the computer panel. After this, switch to T3-M4 and have him log onto the computer. Go to camera and then to the elevator camera. Have T3-M4 use 10 computer spikes to: disable the assault droids shield and open the elevator. Now that that is over with, go back to the hallway and open the door at the end. You will find two droids ready to fire at you. Deactivate them both permanently by slicing away with flurry. Once that is done, look right to see yellow tubes. This is a torture tube, and one of the alien's you helped out is in it. He will beg that you help him, so do so. The panels behind you all need to be to red "off." This is very simple to do and does not need explanation. Well, if you really must know then I will tell you. The middle panel, the one that is in the middle, needs to be turned to red. This will put the two on each side yes or "on." From here, go to the ends of the each of the panels and turn them off. This will turn all of them to red and the alien will be free. You will gain lightside points for doing this, also. After you do that, take the door to the east. Open it, destroy the droid, and walk down the hallway until you come up to a door to your right. Open it and destroy the two droids. You should now be leveled up! Do recommend for everything except feats. In feats, choose the second level for two-handed weapons. Then, walk back out to the hallway and go south to the door. Heal if you need to, you will have to fight that huge droid. Open the door to find the droid in the center of the room. Go up to it and use special attack on it. This will inflicted about 15 points of damage. Keep doing this until it is history. Bastila should take care of the turrets. If she doesn't, after you are done with the big droid take the two turrets out. Now that this is over with, take the elevator to the second floor. At the door, get ready for a big battle! Have Bastila use cure do heal you and her. Then, open the door to see the sith governer. He will start by saying that you interrupted him, then he will say that you are a force adept. Tell him to turn away from the dark side but he won't listen. Instead, he will say that he will get a lightsaber for killing you. The battle with him might prove to be tough. Run up to him and hack away with flurry and special attack. He might stun you, at that point you cannot attack. Just hope that he doesn't do that. When you get low on health, heal yourself. Also, he heals himself when he low on health. So, if he is low, try to finish him off quickly. After the battle, check his remains for the Taris launch codes amongster other things. Take all of that, then loot the two strong boxes at opposite ends of the room. After you get the codes, leave the sith base and go over to the Lower City elevator. From here, talk to the guard and tell him you have your authorization papers. He will let you through. From here, walk over to the Lower City Cantina. Go insider to meet up with Canderous. Canderous will tell you that he knows it was you who got the codes and that you two can work together. Canderous can get you into Davik's estate, where his proud smuggling ship the Ebon Hawk is. Before you say that you two are going to join, make sure you have done all the sidequests you want. Then, say you want

to join and there will be a little more conversation. Namely, near the end Bastila object's the plan, and Canderous says "why Davik is checking you out." Now, he was saying that to you, but it seemed like he was saying it to Bastila (^_^). Canderous will join the party along with Bastila. A cutscene will occur where Malak's ship will fly over Taris. Malak will then talk to a admiral, and Malak will tell him to destroy the entire planet. Wow, looks like you are going to have to leave faster then you thought... =================== 11. Davik's Mansion =================== Conversation will occur with Davik and Calo. Just tell Davik that you interested in joining Davik's exchange. Then Davik will give you a tour of the whole estate. Of course, you will just skip to the Ebon Hawk, where Davik reveals some information about it. Then the next place you will be at is the guest area, where Davik gives you a nice goodbye (^_^). Now that you are in and have control of your character, walk out of your room and turn right to the standard door. Open it to be in the main area. From here, walk to the northwest corner of the room to see a door. Open it and kill the bounty hunter that is walking around in the hallway. Check his remains, then walk down the hallway north until you hit a standard door. Open it and destroy both of the security droids in that room, they should not be that hard. The only bad part is there flamethrowers. After they are done for, there will be a torture tube at at the northeast corner of the room. At the northwest corner will be a cage release control panel. Press A at it to release the torture cage so the guy in there can get out. Be kind to him and tell him that you will not kill him. In return for you being kind, he will give you the security codes for the Ebon Hawk's security door so you can get into its hanger. After you have acquired those, go back to the main center room. From here, take the door on the south wall. Go down the long hallway to another door. Open this and kill the three guards in this room. After they are done for, go over to the security panel at the north end of the room. Log on using the acces card you found, and go to commands. Then, go down to disable hangar security. This will disable the security and you will be able to get to the Ebon Hawk! Log out and open the standard door in the south part of the room. Once this door is open, turn left to the hangar bay door. Before you proceed, make sure you have full health. Then, open the door to the hangar. There will then be a scene where Davik and Calo are walk around the hangar, and have a conversation with you. Davik will then tell Calo to take care of them. You will now be engaged in a battle. Lock onto Davik and run up to him. Then, hack away with flurry and special attack. That might miss and if it does, use your regular attacks on him. Heal when you need to. After Davik is done for the Calo will whip out a thermo detonator and say that he is bringing you all with him. At that moment, part of the hangar will fall on Calo. If you are lucky, you will be able to get to Davik's remains to get his equipement. Then, go over to the Ebon Hawk and board it! ============= 12. Ebon Hawk ============= The next couple of scenes will show Taris get blown up to bits. Then, the Ebon Hawk will fly off and dodge Malak's fire. Six fighters will come out and start to attack the Ebon Hawk. Bastila will tell you to man the gun turrets. You will then run over to them. The next scene will be of the fighters coming out. Then,

they will fly over the ship. Don't let them just fly over the ship shooting you the first time, fire at them. I atleast destroy three fighters while doing this. The other remaining fighters always come back firing at you after a while. Shoot them why they are doing this for a easy win. Then, you will be on the Ebon Hawk and will have ploted a course for Dantooine. Bastila will say that even the sith would think twice before destroying Tatooine like they did Taris. Carth will object. I would go with Bastila on this one. Then, Bastila will say that she needs to learn about "recent developments." This means you, bub! ===================== S i d e Q u e s t s ===================== ======================= 1. Rapid Transit System ======================= Once you are outside you will see three sith soldiers raiding aliens. He kills one of the men with his blaster, and then realizes that you are behind him. He then tells his troops to attack. Time to fight. Change who are going to attack by pressing the right or left triggers. This will lock onto one of the sith soldiers, instead of the sith leader. This is better, hence the other alien will beat down the leader while you take care of the other two soldiers. Dispatch of the two soldiers, using your jump attack to kill them. The alien will kill the leader. The alien will then speak to you. Tell him you are glad to help, and he will respond that he will take care of the bodies. It is now time to level up. In skills, choose putting all your points in treat injury. This will only be one point. Next, is feats. Choose to the flurry technique. This is a great special attack, that will soon override your power attack special. After you choose flurry, accept the changes. Then, loot the bodies for some blasters. Now it is time to loot every apartment in this area. Start going down the apartment circle until you see a low security door. Change to Carth and use his security ability to open the door. You should see a women inside the room. Her name is Dia. If you wish to do Dia's quest, look in the sidequest "Dia's Bounty." Anyways, loot her apartment. There should be a bag by the entrance of her little room. Open it to find 18 credits, a computer spike, and a medpac. Take the items, then continue down the apartment circle. You won't go long before a merchant stops you and talks about his shop. Be polite, and ask everything you can to him. After this, don't buy anything. His prices are not the best. Continue going down the apartment circle. You will see another low security door. Change to Carth and have him open it. There will be a Twi'lek in the room. Just go past her and to a bag on the ground. Take everything that is inside of it, which should be 16 credits, a part, and a medpac. From here, go down to the next door. This will be the entrance to the upper city. Do not go through the door, instead go past it and to the next security door. Open this door with Carth's security skill. There will be a Ithorian in this room. Loot the bag by the door to find some credits and parts. Follow this apartment circle more to a little droid room. There will be nothing there, so continue onto the next room. Again, use Carth's security skill. There will not be anybody in this room but a footlocker at the oppposite end of the door. Open it, take everything, and continue onto the next room. The next room will be your apartment. Go inside there to regain all of your health. To the opposite end will be a footlocker that has some medpacs and computer spikes. Take them, then leave again with Carth.

From here, go down to the upper city door that is the most southern door in the circle. Now, go to the menu and use the triggers to find a map. This map will have "Return to Hideout" on the bottom. You will also see the X button by it. This means that if you press X now, you will return to the hideout. Do so, and you will complete the Rapid Transit System Quest. ================ 2. The Duel Ring ================ Time for some fun! The duel ring is a place where two combatants duel it out. What would the prize be? Money, of course! Talk to Ajuur in the Upper City Cantina about dueling. He will hook you up with the first fight. Your name will be... well, Ajuur thinks of a weird one that you have to choose. Once you are ready, tell him you want to duel. Ajuur will then place you against Dead-eye Duncan. Dead-eye Duncan --------------Dead-eye gets his name because he acts worse then a blind man in the ring! Run up to Duncan, dodging his blaster shots. When you get up close and personal to him, mash away with improved flurry. This is an extra easy way to win against Duncan. Only one flurry shot will bring him down! Boy was this a short fight. When I did my flurry, 10 points of damage inflicted on him did it. After you are done with the battle, go over to Ajuur to get 100 credits, chump change! Gerlon Two-Fingers -----------------He gets his name because of a critical accident in the ring, where he lost his fingers! But he is still here, and he won't leave the duel ring until he loses his hands! Gerlon is another easy one. Run up to him, avoid his blaster shots. Once up to him, hack away with improved flurry like you did Duncan. After inflicting 30 points on Gerlon, he will be done for. Go over to Ajuur again to get 200 credits. Ice --She gets her name because her blood is stone cold! She is tough, she is fierce, and she comes to kill. Ice is no pushover, but, then again, she isn't really tough at the proper level. Start off by running up to her and hacking away with flurry. This is the usual choice for almost every fight, hence it's power. She will actually survive a couple hits of flurry, so mix it up with your jump attack if you like. Fifty points of damage will leave cooling off on the ground. Ajuur will give you 300 credits for this one. Marl ---Marl is a nice guy, but he is getting pretty old at this. You will have to show him that the newer generation will prevail! Start off by running over to him, dodgin his blaster shots. Then, hack away with improved flurry like your previous three fights. Marl will go down after 80 points of damage. Ajuur will push over 400 credits for this victory. Twitch ------

"Shoot first! Shoot last! Party with me, we'll have a blast!" This is always Twitch's motto, and he just very well might be crazy. Twitch is the champion in Taris, and you have to dethrone him. Twitch is a fast freak, and you will actually have to do different strings of attacks to kill him. If you just mash away with improved flurry, you will miss. Therefore, do a regular attack and then flurry. Then repeat the proccess until 100 points of damage is taken away from him. Then he will fall to the ground, making you the victor. Run on over to Ajuur and get your 500 credits. Now all you have to face is Bendak Starkiller, but he left the ring ages ago. =============== 3. Pazaak Rules =============== Talk to the old Pazaak player in the Upper City Cantina. One of the other players will forward him to you, saying that he wants to sell his deck. Talk to him, and he will sell his deck for some credits. After the sale, ask him to teach you Pazaak. Learn the ways of this money-making game and this quest will be completed. =============== 4. Dia's Bounty =============== Talk to Dia in the upper city apartments. She will tell you that she slashed Holdan with her Vibroblade, and now he has a bounty on her. She is a person that has a bounty on her head. Since you are uber dark side, kill her, and report back to Zax to get your money. This quest is fairly simple on dark side, but Dia actually can fight, so watch yourself.

================= 5. Largo's Bounty ================= Largo is located in the Upper City apartments. You will have to pick a door to get to him. Once inside, say that you will kill him instead of help him. You will gain some major light side points for this. The fight with Largo really isn't that difficult even if you just got to Taris. Largo should be an easy kill. Just remember afterwards to get your credits from Zax. ================== 6. Selven's Bounty ================== Selven killed many people in her days, so it is right for you to kill her. She is located in the Lower City apartments. You will have to pick a door to get to her. Once you do, she will ask you to leave or you will have a sword through your head. Tell her you will not leave, and you two will fight. She is rather easy, just hack away with flurry. Get the remains in her body and report back to Zax. He will give you 300 credits for you deed. ================== 7. Matrik's Bounty ================== Matrik is located at the Lower City apartments. Pick the door and talk to him to learn how he has a bounty on his head for no good reason. Tell him that you came to carry out the bounty, and you will be in a litle scuffle with him. The

fight itself really isn't that difficult, Matrik doesn't put up enough of a fight. Just hack away with flurry while Carth blasts away. Then run on over to the lower city Cantina and tell Zax about your dark side deed. He will give you three hundred credits for the killing of Matrik. ================== 8. Bendak's Bounty ================== Bendak... Starkiller. The name just flies off your tongue, doesn't it? Well, Bendak cannot be fought until you have defeated the first five duel battles against the duel players (see quest 2). Once you have done this, by the entrance (going out) of the cantina will be Bendak himself. He will say that he has seen you fight, and that he wants to battle you. Agree, and you will have a date with one of Taris's toughest opponents. Talk to Ajuur about this, and he will say that he needs to get things ready with the dueling company because it is going to be a death match. He says that this will attract a lot of people, and that your payoff will be huge. So, go back outside and then come back in and talk to Ajuur. He will say that he is still working on the fight. Do this a couple times and you will be ready. Before you do this, however, listen to the comments the fellow duelists say. They say that you are crazy to go into the ring with Bendak. Don't let this fool you, though, Bendak isn't that tough. Well, he might be. The fight with Bendak starkiller should take place right before you go to Dantooine, you should be at a high level then. Equip yourself with a vibrosword and the best armor you can find. I advise you have at least 5 advanced medpacks, as this fight will be tough. When the fight starts out, run up to Bendak as fast as you can. Then hack away with flurry. On the second flurry launch, you will notice that your second flurry in a row won't hit Bendak. So, change to special attack once. After this you will notice that you are low on health, so get out of Bendak's sword range and heal yourself with one of the advanced medpacks. Watch out for the grenades he throws, because he has an unlimited supply. Then go back and do flurry and special attack again on him. Then go back and use a medpack. Are you starting to see a pattern? Indeed you are. If you use this pattern, Bendak shouldn't be that hard. Watch out for his grenades and blaster shots when you go to heal, however. Bendak will be a challenge if you are not at the right level, because he is very tough. After the fight with Bendak, go over to Ajuur to get your money (a lot!). Talk about a bonus, and he will give you Bendak's blaster, a very powerful blaster that you should hold onto. Now, before you go onto the next quest, walk over to Zax in the lower city cantina. Talk to him about your ridding of Bendak, and you will get a 300 credit reward. Not bad. ==================== 9. Infected Outcasts ==================== You will find a lot of things around this area. Namely, there are a lot of dead bodies. If you go to the southeast corner by the sewer entrance that is locked, there will be a sith soldier that is dead. You will find the serum in his body. Now, go back over to the undercity town. Mission and Carth will start talking, and soon the talking will turn into arguing. Just tell them to settle down and do not take sides in the matter. Go back over to the cage where the healer is. You now need to use the serum on the people that are infected.

...Or you could just give the serum to Zax. Yeah, that would work perfectly... ================== 10. Rakghoul Serum ================== After you get the serum (see above), it is time to use it. Not, instead you will be going over to Zax the Hutt, he is located in the Lower Level Cantina. Once you arrive, go over to him and ask about the serum. He will say that he will buy it from you for some money. Agree, and get 1000 credits. You will also get some dark side points for your bad deed. ====================== 11. Rukil's Apprentice ====================== Rukil is the oldest man in the Undercity, and he wants you to find his apprentice, Mayla. She will have a promise land journal. So, walk out of the gate and go northwest. At the wall in the northwest area will be some Rakghouls, kill them. Look in the outcast body near the pack of rakghouls to find the promise land journal. The weird part is that if she died by the Rakghouls she would of turned into one. Isn't that weird. Anyways, go back to Rukil and tell him the bad news. He will then bring you to another quest for the other two promise land journals. See below for that quest. ==================== 12. The Promise Land ==================== Now Rukil wants you to find two more promise land journals. Both Journals are in the sewers. The first is in the room across from where Zaalbar was held. From the entrance, take the southwest path. The first door to your left should have a pack of Rakghouls in it. Kill all of them, and explore the outcast body to find one of the journals. For the second journal, from the entrance, take the southeast path down to a circle room. Kill all the enemies and open the door to the room to the east. Once here, there will be two rooms. One has a some Gamorrean's and the other has some Rakghouls. Go inside the Rakghoul one, disable the mine, and kill the Rakghouls. Then look in the other body to find another journal. Now that you have done all of this, go back to Rukil. Or, if you wanted to be dark, you could give them to Igear for some good credits. Yes, I like that idea, also. Igear is the merchant in the Under City, and is located by the gates. Walk over to him and give him the journals. He will give you 100 (yes, one hundred) for the exchange. This is... nothing. Of course, since you are dark (Muhahaha!) you get some much needed dark side points for it. =============================================================================== ------------------------4.3 - Dantooine ------------------------=============================================================================== =========== Main Quests =========== 1. Meet and Training 2. Jedi Code 3. Constructing a lightsaber

4. Corruption in the grove 5. Fighting Juhani 6. Star Forge in Ancient Ruins =========== Side Quests =========== 1. 2. 3. 4. 5. 6. Mandalorian Raiders Missing Companion Murdered Settler Dead Settler Sandral/Matale Feud Crystals in the Cave

=================== M a i n Q u e s t =================== ==================== 1. Meet and Training ==================== The next scene will be of Bastila telling you to come with her to the Jedi counsel. Carth will object, but Bastila will get her way. Follow Bastila all the way to the Jedi Enclave. Once you reach the center room, a Jedi will stop you, asking why you do not wear the customary robe of the Jedi. She thinks you are a Jedi. Tell her that you are not a Padawan, and that you are not a Jedi. Then say that you are not a Jedi, again, because the Jedi thinks it is a joke. After this, go left around the tree and walk down the east room. Turn left once down the hallway to see Carth. He will tell you that the Jedi counsel is waiting for you. He will point to where the counsel is. Walk over to it, and the counsel will start talking. They will introduce themselves. Just go with the flow, and continue the conversation. Soon enough they will start arguing about Revan, the dark lord, and they will ask you to go back to your ship. The next scene will be of Revan and Malak, at an ancient ruin. They will talk about something called a Star Forge, and Revan will open the door. They will continue on the room, and finally, the screen will change back to you and Carth. After the short conversation with Carth, you will have to select party members. I advise you choose Carth and Zaalbar, as they are the strongest. Level them both up if you need to. Then, go back to the counsel room. The conversation will start about the dream you just had. Tell the truth about what you saw. Continue the conversation, learning that you and Bastila share a special bond. Just don't lie in the conversation and you will do good. Once it is over, you will learn more about the Sith, and the Jedi counsel. Then, the counsel will accept you for training and tell you that you will go to the ancient ruins that Revan and Malak went at, it is here on Dantooine, and see what corrupted them. Just don't lie in the conversation, m'kay? End the conversation with agreeing with the masters. The next couple of scenes will be of you training on how to become a Jedi. Soon enough, you will master your training, and be fully accepted. Now all you have to do is three trials to become a full blown Padawan, the lowest rank among the Jedi. ============ 2. Jedi Code ============ Walk over to Zhar, who is located adjacent of the big center room with the

three Jedi Masters. He is in the training room to be exact. Once there, talk to him and agree to take the first test. He will prompt you with a statement, and you have to complete it. Here are the answers: There is no emotion... There is peace. There is no ignorance... There is knowledge. There is no passion... There is serenity. There is no chaos... There is harmony. There is no death... There is the force. ============================ 3. Constructing a lightsaber ============================ Now that you know the Jedi Code, it is time to construct a lightsaber. Run back over to the center area with the three Jedi Masters and talk to Master Dorak. He will talk a bit about the different lightsaber colors and there effect on the character, then you will get to answer a series of questions. If you want to be a Guardian, choose all the aggressive options such as "Smash the Door" and "Attack The Thugs." Do the same for the other two, if you want to be them. It doesn't really matter, however, because you will get to choose what type of Jedi you want to be, anyway. After choosing, you'll have a level up. It's no different then before, besides the fact that you have to choose force powers now, too. Just choose the most useful powers of your alignment. After that, walk back over to Master Zhar and converse with him. Choose to assemble the lightsaber and converse with Zhar again. The two of you will talk about lightsabers for a minute, and then he'll tell you about the corruption in the grove. ========================== 4. Corruption in the grove ========================== It seems that the Jedi Masters have no guidance for this quest; you are to go to the grove and find out for yourself. So, go to the central area with the tree and over to the droid in the eastern hall. Talk to him and he'll open the door to the courtyard; enter through it. Once outside, walk east and then north up the stone path. Soon, you will reach Jon, who is a side quest. Just keep the conversation as per your alignment, being blunt or nice. After the conversation, go east of Jon and you will be on grass. Follow the grass southeast a little ways and a pack of Kath Hounds will decide to attack you. These Kath Hounds should be *extremely* easy to defeat. After the battle, go south and east the first chance you get. After going east a little ways, you should see another pack of Kath Hounds with a couple Horn ones, too. They shouldn't be very tough to defeat, and this is good experience.

After the fight, go east and over to some rocks. In those rocks lies a lot of Kath Hounds. They shouldn't be very tough to defeat, however. Just remember to face them with all three characters and not just you, so the Kath Hounds won't gang up on you. After that, continue east and, at the first chance you get, go south and into the Matale Grounds. When you first enter, the game will pause because Kath Hounds will be near. They should be easy to defeat, however, because there are only two of them. Just Flurry your way through and things should work out. After that, kill the lone Kath Hounds north up the hill and the Horned Kath Hound to the east. Your other characters should automatically attack these enemies, however, so just follow their lead. Once this part of the area is rid of monsters, go to the south part of it and into the Grove. In here, there are a lot of monsters and hills blocking the way. Just hack your way through and it shouldn't be very tough. After the battle, only heal yourself because the other two characters you brought along won't participate in the upcoming battle. ================== 5. Fighting Juhani ================== Anyway, go to the most eastern part of this area. If you look south, you should see a little shrine of pillars. Walk over to them and you will meet Juhani. She will stun the other characters you brought along and it will be a one-on-one battle. Juhani isn't very tough; use Power Attacks to defeat her quickly. After about eight-tenths of her life is gone, the battle will stop. Juhani will start conversing with you. It is advisable that you KEEP THE CONVERSATION NICE, EVEN IF YOU ARE A DARK PLAYER. This is because if you are nice to Juhani she will join your merry band. And Jedi joining the party is rare, so take this opportunity to have her join. Here are the options (in order) that you should choose: "Who are you?" "You embrace the dark side? Why?" "You sley Quatra, your master?" "I was sent by the Council to cleanse the taint from this grove." "I do not hold anger torwards you, Juhani. I wish you peace." "The first step on the path of true knowledge is knowing that you are ignorant." "Even in death, the Force will allow her to live on." "Anger? Show them that you have freed yourself of this base passion." "Your inner peace and harmony will show them your sincerity." After the conversation, Juhani will run off to the Jedi Enclave, leaving you here. It is now time to loot the two Mandolorian corpses around this small shrine. After that, choose to return to the Ebon Hawke via the map screen. Back at the Enclave, walk to the round area with the three Jedi Masters. In here, go to the adjacent training room area and talk to Zhar. ============================== 6. Star Forge in Ancient Ruins ============================== He will talk about how great you are, blah blah blah, and he promotes you to Padawan. Go over to the three Jedi and talk to Master Vandar. He will tell you about your next quest, and you can quiz him on everything now. Do so if

you want to learn a little more, and then Mr. Matale will enter. After the conversation he has with Vandar, the Jedi Master will assign you to that quest, as well. It's time to rock 'n' roll. Leave the Jedi Enclave to the Courtyard (the place outside). Once there, follow the grey path as it swings north. At Jon, turn right and follow this small path to grass. From here, walk east across this entire map. Soon, you will reach what looks to be ruins. Enter the strange ruins through the door. Inside, head south down to the door and open it. Walk a little inside and mingle with the droid for a little while. Just go with the flow and learn about the Star Forge and this place. Afterwards, pilfer both items off of Nemo's body, which is located in one of the corners of this room. Once that is complete, enter the west door and it will time to fight. Make sure you equip an ion rifle on one of your fighters before you enter. Don't put it on your character or Bastila, obviously - put it on the third character, which will probably be a mix of ranged and melee. Once that is complete, start hacking away at the droid with flurry. He will go down slowly but surely. After the fight, use the ancient terminal behind it. Talk to the terminal and then put your datapad into it. Once that is done, speak to it. The terminal will start to speak in your language! It wants three death-giving worlds, however. The answers are Desert, Barren, and Volcanic. Once you have done that, go back to the middle room with the droid and take the opposite door. Inside here, kill the droid the same way you did before and use the terminal in the same way to get another question up. This time they want three life-giving worlds. The answers are Oceanic, Grassland, and Arboreal. Once you have done that, look directly behind you to find a broken droid. Take its parts and go back to the middle room. In here, go south and through the door. Then walk over to the weird looking thing on the other side of the room. Just go with Bastila in the conversation; she will fill you in on her guesses. Now that you have found what they were looking for, head back to the Council. Walk outside the courtyard and use the "Return to Ebon Hawk" option on the map screen in the pause menu. From the Ebon Hawk, walk north and down the hallway until you reach the center tree room. After that, hang a left and talk to the Council. Keep the conversation according to your alignment unless you want a swift change. After the chat, head back to the Ebon Hawk. Deesra will stop you and tell you about the terentatek. Scary beast. Continue with the conversation to find out other interesting things such as the great hunt. Once you have extracted all the information that you want from Deesra, head to the Ebon Hawk. Use the Galaxy Map at the front of the ship and choose Tatooine as your destination. It seems Calo is on the Sith train as well, and you had another one of those dreams. ===================== S i d e Q u e s t s ===================== ====================== 1. Mandalorian Raiders ====================== When you first walk out of the Jedi Enclave, to find the corruption in the

grove, you will come by a settler names Jon. Now, Jon is not happy with the Jedi, for one reason and one reason only. They took his beloved family member. By "they," I mean the Mandolorians. These Mandolorians are fierce, and pretty damn strong. I would advise you complete all of the main quests for Dantooine before doing this quest. You should also try to gain a level or two by slaughtering Kath hounds. When you think you are ready, you will have to dispatch of four Mandolorian groups. The first group is near the center of the grove area, the second group is just west of the Matale mansion, and the third is in the southern middle area of the Sandral grounds. All of these groups consist of about 5 men each. Two of the men will be fit in Mandolorian armor and be tough to defeat. The other three men will be easy to slaughter. Remember to check the remains of the bodies, there is some valuable stuff in them. After you slaughter the three groups, return to the center of the grove. You will see another Mandolorian group. This group is the most fierce. There leader is Sherruk, and he is unhappy with what you have been doing. Y'know, killing all of his men? Anyways, you will fight him. And he will be very tough. Just hack away with the improved flurry/attack combo until they are done for. I would switch to Bastila so I could use her healing technique in the battle. After the battle, check all the bodies for some valuable items. Namely, a lightsaber that the almighty Sherruk has. After you slaughter all of these groups, go back over to Jon by the Jedi Enclave. He will be very happy wih what you have done, and will happily reward you. If you refuse the reward, you will get lightside points. Of course, the reward is actually pretty good. ==================== 2. Missing Companion ==================== A woman named Elise needs your help. She is located by a speeder, when you walk out to the grasslands. She is to the east of Jon, if my directions suck. Anyways, she wants you to get her companion back. Ask her a lot of questions, and you will find out that the door was not damaged. Ask her if her companion left without getting captured, and she will say that he is not programmed for it. Ding ding ding, we have a winner. Little miss Elise is looking for a droid. A personal assistance droid, that is very valuable to her. Agree to this task, and start looking for the droid. He is located in on the east side of the Sandral grouds. The kath hounds will be on him. Run up to the hounds and slaughter them. Then talk to the droid, C8-42. He will tell you that the woman, Elise, tried to treat him like her dead husband. He will also say that it was not "heathly" for her so he decided to run away. There is no lightside option, but there are two options that will evade getting dark side points. But we are evil! We want more dark side points! Give into your hate. Tell C8-42 that you will kill him, and tell Elise that you couldn't find him, leaving her to an endless search to find him. You are a very evil person! Say this, and chop up C8-42. Then go back to Elise and tell her that you haven't found him. Now she can attend to finding the droid for the rest of her life. Major dark side points! =================== 3. Murdered Settler =================== The alien Jedi named Bolook is located on a bride, around the west side of the groove. He will ask for your help in a murder that happened today. Agree, and you will be brought to two suspects. One is Handon and the other is Rickard. Ask both of them everything that occured today at the murder. Both will say that they did not kill him, yet they are the only suspects Talk to the protocol droid, then speak to Bolook again.

If you answer three incorrect answers in this case, Bolook will yank you out and you won't get experience points. Therefore, I will tell you the answers to what you have to say to him. The order of what you do is, question both of the suspects, talk to the protocol droid, then talk to Bolook. Keep doing this until you are finished with the quest. You will have to question them various times. These are the statements you need to say to Bolook: First Second Third Fourth Rickard is lying. It was a cloudy - there was no sun glare! Rickard is lying. They had a fight over business matters. The blaster was Handon's. He lied about it being stolen. It didn't belong to the victim. It's Handon's blood. He is clutching his side. Fifth Answer: No, they are both guilty. Handon admitted that Calder was having as affair with his wife. Answer: Answer: Answer: Answer:

This is the best result in the case. Both men are guilty, as you get the most experience points for doing it this way. If you have one man be guilty, you get less, and you have to live with knowing that it could of been either. You get a ton of experience points for doing this, and it is very well worth it. You will not gain lightside points for having any solution, however. =============== 4. Dead Settler =============== This one is easy. Once you pass all the Jedi Trials you will be aloud to leave the Enclave. Once you do, explore the east side of the Matale grounds to find the body of Casus, Sandral's son. He was killed by Rakghouls, though the Sandral hard-head will not admit it. Take the datapad and go over to the Sandral grounds and talk to the droid. Tell him that you found Casus's body, and he will let you see Mr. Sandral. Talk to him about this incident to complete this very simple quest. ====================== 5. Sandral/Matale Feud ====================== This is a long arse quest, so get ready! After you pass all of the Jedi trials, go back to Mr. Matale will barge in, stating that the Sandral's stole his son. The masters will assign you this quest, also. Now, go on over to the Sandral estate. Once you are there, talk to the droid. Tell him that you are here on behalf of the Jedi counsel, and he will let you. Once you are in, Mr. Sandral will tell you to leave. After this, Sandral's daughter will come out. Her name is Rahasia. Be nice to her and she will eventually say that her father captured the Sandral's boy. She will also give you the key to go inside Sandral's house from the back. Now, walk back out and go over to the back of the house. There will be a lot of droids and a lot of rooms. After you are done raiding the whole house, killing droids and looting all the footlockers, look in the rooms. One of them will have Rahasia in it. Talk to her, and she will tell you where Shen, Matale's son, is. Run on over to it, locating it easily by the map. One you reach the door, bash it open. Talk to Shen and he will tell you that he won't leave hence Rahasia will have to see her father's "wrath." He will then say that if Rahasia would leave that he would also leave. Run on back over to Rahasia and tell her this. She will say that she will meet him outside the front of the house. From here, go back over to Shen and tell him this. He will then leave with you. The game will automatically throw you to the next scene, which is of Rahasia and Shen. After a short reunion, Ahlan Matale and Nurik Sandral will march on

to them to break of the reunion. They will argue a little. You will have a say in the conversation. It is very simple to get a dark side ending. And we love these endings, don't we? I thought so. Anyways, the ending itself is a real treat. You get the two families to kill each other (how sad, AND EVIL!). To do this, insist violence throughout the conversation when the two families talk to each other. If you do this then you will get a dark side ending, with everybody killing everybody. Don't worry about the Jedi Counsel, however, they will think that this situation was unavoidable. More dark side points ahoy. ======================= 6. Crystals in the cave ======================= Well, once you become a Jedi you will learn all about crystals, and how they affect your lightsaber drastically. Well, here on Dantooine you might of heard of a crystal cave from one of the Jedi counsel. He will tell you that it is only a rumor but we can all see the twitch in his eyes... Well, maybe not, but there is a cave with a ton of crystals in it. So, once you find this out, run on over to the Sandral grounds. From here, go over to the east side of the lands. At the very east point will be a cave. If you are not at a respectable level, then please, do not go inside. If you have, however, learned about the Star Forge and whatnot, then go inside the cave. Once you are inside, there will be a welcoming party of kinrath spiders. These little... er... spiders are pretty tough. So, kill them all with improved flurry. Then, go down the cave, killing spiders as you go along. At the end of the cave will be tons of crystals. Loot them to find crystals. And we are not talking those crappy ones, we are talking about the good stuff. These crystals are not only vital to attacking, but you can sell them and make a good buck (or more!). After you loot all the crystals, bash the kinrath eggs to find even more crystals. You should now have an arsenal of them, so go back to the Ebon Hawk and read my lightsaber section to learn which ones to equip. =============================================================================== -----------------------4.4 - Tatooine -----------------------=============================================================================== =========== Main Quests =========== 1. 2. 3. 4. Hunter's License The Desert Sand People The Krayt Dragon

=========== Side Quests =========== 1. 2. 3. 4. 5. Sharina's Husband Swoop Racing Nico's Agency Iziz the Jawa Trapped Tanis

===================== M a i n Q u e s t s ===================== =================== 1. Hunter's License =================== When you first arrive, Bastila will talk about the dream. Just keep things helpful and you will learn more about the location of the star map. After that, leave the Ebon Hawk and select Bastila and Juhani as your party members. This will make life a little easier for you considering the three of you are Jedi. Even at the arrival these people want money! Pay the 100 credits and talk to the man about the planet. Once you have gathered enough information, tell him that you are done asking questions and walk passed him over to the door. An alien will automatically talk to you about a shipment. Stay cool and further the conversation to learn about the creatures that are now stowaways on your ship! After the alien leaves, head through the door into Anchorhead. From here, it's time to fight some Jedi - so make sure your battle ready. Walk south passed the buildings and people and east when the opportunity arises. Soon enough, you will meet up with some Dark Jedi. They are simple enough to defeat, amazingly. You can really slice through them with Flurry. The only thing to watch out for is Drain Life; just make sure to focus on one target at a time so they can't heal with it (because they will already be dead). Once they fall to the ground, pilfer all the items they have; the lightsabers are useful to your Jedi. Anyway, it's time to get to some real business so go to the Czerka Offices. After settling the small dispute, talk to the Protocol Officer to your right. She will say that you cannot get a Hunter's License, but if you push her enough on the matter, she will give you passage to Dune Sea in exchange for your help with the Sand People. Outside, the alien will basically tell you what to do, so don't tell him to leave. He will say that you need a droid to communicate and that you can get robes from the Sand People found in Dune Sea. First of all, even if you are going dark side and are going in by force, you still want HK-47. He's pretty awesome, and has some fantastic commentary that will make you cry laughing. Now that we have that taken care of, it's time to get the money for the droid. Look on the map for "Swoop Registration" and walk over there. Talk to the Hutt and do the races - see the side quests for more information on how to win the races. They are fairly easy and shouldn't pose much trouble. Save before you race and reload if you lose to save money. Once you have the racing bonds and have completed the three tiers, I also suggest you help the Hutt sign Nico. Look in the side quests section for more detail on how to do that. Now that you have done everything swoop-wise, leave this house. Outside, someone will want your autoprint. Just keep it nice and let him have it. Now it's time to pick up the droid. Look on your map for the droid shop; it's on the eastern side of Anchorhead, near the gate to Dune Sea. Walk over to the shop and enter through the door. Inside, talk to the merchant and HK-47 to find out some interesting things. It seems that the merchant will sell the droid low if you use some "aggressive bargaining." God, I love this droid. Of course,

aggressive bargaining will give you major dark side points. Remember to sell your racing bonds with the droid merchant before you purchase HK-47, or you won't be able to buy the droid. Once you have the money, it's time to negotiate with the Ithorian. He will go down to 4000 credits without even blinking, so ask him to lower the price from 5000 credits and he'll do it with no dark side points attached. If you want, you can say you will kill him, and he will bring the price down really low, but you'll get dark side points for your bad deed. Now that you have bought the droid it's time to tell him the good news. Tell him to follow you and it will chance to the character selection screen. Choose Bastila and HK-47 - subbing out Juhani for the time being. Equip HK-47 properly and be sure to level him right there. Now that you have your droid, it's time to go into the Dune Sea. Run to the gate, which is located near the droid shop. Walk over to the left of the gate and you will find the only named Jawa in this area, Iziz. Keep the conversation happy and you will find out that some of his people being held captive by the Sand People. Additionally, you get the great quote by HK-47: HK-47: Translation: 98% probability that members of the miniature organic's tribe are being held by Sand People, master. Doubtless he wishes assistance. You: What about the other 2%? HK-47: Translation: 2% probability that the miniature organic is simply looking for trouble and needs to be blasted. That may be wishful thinking on my part, master. I'm sure at one point in everyone's life they wished they had a droid like HK47. Anyway, it seems Iziz knows about the star map, and won't say anything until you recover his lost buddies. I'm sure at one point in everyone's life they wanted to strangle a Jawa. Talk to the guard to enter Dune Sea. ============= 2. The Desert ============= Marlena automatically talks to you when you enter the Dune Sea. See the side quest on Tanis for more information. Anyway, walk directly southeast to the Sandcrawler and talk to the mining captain. After some chat, Sand People arrive by the dozen. Don't be frightened, they are extremely easy to defeat. One or two flurries and they are down for the count. Try to use a crowd control ability (like force whirlwind) to thin their numbers. After killing three waves of Sand People, talk to the captain again. He will tell you that the Sand People use turrets and kill anyone that isn't wearing Sand People Robes on sight. All of the alien's predictions have been true thus far. Anyway, pillage the refuge pile near the miners and we will be on our merry way. Walk around the Sandcrawler and head directly southeast again. Yes, that is a lot of Sand People. Yes, we can kill them. I started off with my crowd control (force whirlwind) and started hacking with flurry on each one. Reuse force whirlwind as necessary. Bastila can heal you up just fine with her cure spell and HK-47 will give you some good ranged firepower. Once all the Sand People here are dead, loot all their corpses to find a substantial amount of robes and sticks. Additionally, loot the two corpses (dead non-sand people) to get other items.

Equip the Sand People Clothing on all your characters besides the droids - they don't need the clothing. You should get way more than two robes from slaughtering those ten Sand People. Anyway, now that you are a Sand Person, enter the area through the entrance southeast. Stay Sand Sand side clear of the mines and run south to the actual village. Stay clear of the People as you make your way to the wooden structure. This is actually the People Enclave. After entering it, this is where the light side and dark paths fly apart.

============== 3. Sand People ============== To get dark side points, tell the cheiftain and guards to screw themselves. You will have to fight your way through the enclave, which is not a simple task. Destroy every last Sand Person to not only get massive experience, but also a lot of money from selling all the gaffi sticks. Oh, and be sure to kill the cheiftain and get his stick, too. Now we have to get the Jawas. First, get to the periphery of the enclave. Second, walk east to the other side of the Enclave. Open the door that faces outward and you will find the Jawas. Tell them that they are free to leave. Now it's be time to blow this popsicle stand. Head forth to the door on the western side of the Enclave and leave to the Dune Sea. Fresh air! Nice clean, crisp, desert air! Use the map function to teleport back to the Ebon Hawk. Go inside the Ebon Hawk and quickly leave. Change your party so Juhani replaces HK-47. After that, go into Anchorhead and over Czerka Corporation. Talk to the Protocol Officer about Gaffi Sticks and hand over the Cheiftain's stick. Engage in conversation a second time to get all the Gaffi Sticks out of your inventory, as well. Now it's time to meet Iziz. Head to the eastern side of town and talk to the Iziz near the gate. He will tell you that the Star Map can probably be found in the Eastern Sand Dunes and gives you a map to the area. Nice guy. Before we leave to the new Dunes, however, go back to the Docking Bay (where the Ebon Hawk is at) and buy Bantha Fodder from Mic'Tunan'Jus Orgu. He's the Ithorian located south of the Ebon Hawk. Once done, exit to the Dune Sea. =================== 4. The Krayt Dragon =================== It's time to kill a Krayt Dragon! Walk southeast to the Sandcrawler. From here, go around to the northern end of the Sancrawler and walk directly east to the peaks in the distance. Once there, enter through the peaks to the Eastern Sand Dunes. Now that we are in the right area, walk directly south to the cave. Ignore the Dewbacks along the way; they are friendly creatures. When you reach the cave, try to walk up to the lone alien and it will show a small cutscene where a man bites it. Oh well. Talk to Komad, who should be directly in front of you. Just choose the first options in the dialogue to receive the most competent answers from Komad. When the dialogue option is "I don't need you," choose that you have the Bantha Fodder and Komad will tell you to go find a bantha.

Even though it may seem like you are doing most of the work, all you have to do is lure the Banthas - which are close to the cave - to the cave. Walk southeast and south when the opportunity arises. You should see three Banthas off in the distance. Run up to them and try to converse with them. They will follow you but a couple Sand People will decide to attack. They are simple enough to defeat because of their small numbers. After slaughtering them, converse with the Banthas again and they will walk to Komad. Talk to Komad and the Krayt will come out. He will be bombarded with mines and die. Tell Komad the "Die!" option to receive two Krayt Pearls and dark points. After this, go inside the cave, looting everything along the way. You will receive a couple crystals and a Jedi Master Robe, which you should equip right away. When you are done looting, try to use the Star Map. After some dialogue, leave the cave. ...only to be greeted by Calo Nord and his five friends. Choose the latter two dialogue options to start up the fighting quicker. Calo is, suprisingly, easy to defeat. Use your crowd control ability on one of his thugs and hack away at another. Once all the thugs are gone, slash away at Calo Nord. After slaughtering, loot Calo Nord's body to find some good loot. Sadly, you cannot use the "Return to Ebon Hawk" feature right now, so leave to Dune Sea and use it then. Enter the Ebon Hawk and choose your next destination. ===================== S i d e Q u e s t s ===================== ==================== 1. Sharina's Husband ==================== This quest becomes available when you first enter Anchorhead. It starts outside the Hunter's Lodge, on the western side of Anchorhead. Once you arrive there, you should see Sharina Nal just outside the door of the lodge. Talk to her and she'll tell you what happened to her husband. To make things short, her husband ate it and she now has a Wraid Plate, worth 500 credits, that she cannot sell because she does not have a hunter's license. This is where you come in; since you have a license, or will shortly, you can sell the plate and give her the dough. Dark side points, of course, will be obtained if you persuade her to give you the plate or if you use Jedi mind tricks to get the plate. Remember, afterwards, to sell the plate to the Hunter's Lodge. =============== 2. Swoop Racing =============== Make your way to the Czerka house in Anchorhead. In here, you'll find Motta the Hutt, who enjoys hiring new racers and taking most of the money they earn. It doesn't matter, though, as you'll earn a bundle even with the greedy Hutt. You'll have to partake in three races where you'll have to beat best times. It's just like Taris, but the times are more challenging along with the course. There's no real strategy; keep racing until you know the location of most of the accelerator pads. They are the key to victory, as you might have already known. It might take several times before you beat the third race, but it's completely possible if you hit enough accelerator pads. Motta, being the slime

ball he is, doesn't actually pay you in credits. Instead, he pays you in racing bonds, which can be sold at any non-respectable Tatooine store. ================ 3. Nico's Agency ================ Motta the Hutt wants to sign Nico Senvi to a racing contract. After you get the lowdown from Motta, walk over to Nico, located in the same room. Before you can negotiate with Nico, you have to beat the three races that Motta the Hutt offers, to prove to Nico that you know what you're talking about. Once done, engage in conversation with Nico. He'll tell you, in short, that he doesn't like the money part of the contract with Motta. You can't really blame Nico; Swoop racing is a dangerous sport, and it's not like Motta is doing much besides sitting on his perch. To finish things up mafia-style, convince Nico to accept the bad contract. If you want to be even worse, use your mind tricks to really screw Nico over. ================ 4. Iziz the Jawa ================ Iziz the Jawa is located by the gate to Dune Sea. He'll tell you some of his fellow Jawaiians (is that the word?) are currently being held in the Sand People camp. He wants you to get them out of there. To complete this quest, follow the main walkthrough until you are in the camp. Then, while talking to the cheiftain, persuade him to let the Jawa's leave. ================ 5. Trapped Tanis ================ Marlena, Tanis' wife, will automatically talk to you when you try to go to Dune Sea with your hunter's license. She'll tell you to say "hi" to Tanis when you see him out in the desert. Journey out into Dune Sea and walk southeast from the gates. You should see four droids in the air soon enough. Walk up to them and you'll see Tanis in the middle. Talk to him. It seems the wife is a little mad at Tanis, so she made the droid's automatically explode if Tanis moves or if someone hampers with the droid's incorrectly. Okay, maybe more than a _little_ mad at Tanis, but whatever. Just let Tanis fry, we're dark, remember? =============================================================================== -----------------------4.5 - Kashyyyk -----------------------=============================================================================== ========== Main Quest ========== 1. 2. 3. 4. 5. Wookiee Chief Jolee's Request Star Map Freyyr Chuundar's Gambit

=========== Side Quests =========== 1. Eli and Matton 2. Lost Wookiee 3. Mandalorian Shadows =================== M a i n Q u e s t =================== ================ 1. Wookiee Chief ================ After exiting Ebon Hawk, choose Bastila and Zaalbar as your party members, respectively. Pay the docking fee (or use your force powers) and tell the Ithorian to be off. Next, walk east and follow the ramp as it turns north. Zaalbar will stop you; just tell him you'll find out soon if he's still considered a "Madclaw." When the road forks, take the north path. At the guards, tell them that you will pass because you paid the landing fee. After going through the door, slaughter the four spiders. They are easy enough to defeat - use your crowd control or area of effect spells to kill them quickly. After the fight, walk east and the Wookiee will *again* interrupt your walking. Just tell him we'll get to it. Walk east a little ways and we find three guards that have killed a wookiee. You can either kill them or persuade them to abandon their post. Afterwards, follow the path as it curves south. Kill the spiders when they pop up and continue south. Soon enough, you will reach an open area. Kill the spiders here while going east. When you hit the wall, go north and follow this path. Soon enough, you will meet up with three Jedi. They are of the same brand as the ones you fought on Tatooine, so they should be extremely easy to defeat now. Be sure to loot their remains after killing them. Continue following the path until you reach a wookiee guard. The guard will talk about a "taint" and you will have to pick a new party member to replace Zaalbar. Juhani is always an excellent choice. Anyway, you'll have the conversation with Chuundar; keep it nice or bad, you won't get any light or dark points for either choices. Looks like we have to find a madclaw. Damn wookiee. Anyway, go north and enter the Great Walkway. From here, follow this path west and south. From the center area with three forks, take the southern path. Follow this path and take the south path whenever possible. After a minute or two, you will reach some wookiees fighting spiders. Kill the spiders and be rude, snide, or nice to the wookiees - it doesn't matter. After "helping" them, follow the path and you will finally reach Gorwooken. He'll lower you down to the Shadowlands, as per your request. ================== 2. Jolee's Request ==================

It's time to meet Jolee, the last playable character. Walk north of the elevator and fight the creatures which should go down fast. After that, walk north and you will have a small cutscene where Jolee kills four creatures in succession by himself. Go him! Follow him to his hole and talk to him. He'll tell you where the star map is located (and join your group) if you wrangle up some Czerka guards for him. Fair enough. Walk north of Jolee's hut and go east at the fork. Follow this path until you reach the poachers. Since we're dark, just talk to a guard and say that you will slaughter them all. They are all fairly easy to defeat. Once you have done your dirty work, go back to Jolee and tell him the good news. After some chat, Jolee joins your party. Go back to where the Czerka was (northeast) and follow the path. It will reach the the forcefield, which Jolee will disable. =========== 3. Star Map =========== At the southwest corner of Lower Shadowlands you will find a holocron computer. The walk is long, but you shouldn't have much trouble killing the creatures. At the first junction you'll find a wookiee trying to kill some Mandalorians, which is a side quest all in its own. Anyway, continuing to go to the southwest corner, just try to stay on the western wall while going south. When you reach the holocron, start conversing with it. The answers to all his questions are below: I'm unsure what Zaalbar would say. I would accuse him to be safe. I prepare my forces to attack in ten days. I do nothing in the city. That's right. The death of those people would spur my forces on. I let the attack happen. You want to answer all his questions correctly to get the dark side points. After that, access the star map and he'll open it for you. Get the map and it will close. Almost done here. ========= 4. Freyyr ========= To find Freyyr, go north back to the lift. After that, go back south and go east at the fork. Follow this path, hugging the eastern side, and you'll swing around to Freyyr. He'll incite a small attack. After knocking off one-third of his health, he will surrender. But we want blood, so finish him off and strike down the little honor he had left. Finally, walk back to the Chieftain. ==================== 5. Chuundar's Gambit ==================== When you get back to the Chieftain he'll be happy you killed his Dad. That didn't sound right, I know. Anyway, all you can get out of Chuundar is the sword, so say screw it, and leave. It's time to go somewhere else. ===================== S i d e Q u e s t s =====================

================= 1. Eli and Matton ================= In the center of the landing port you'll find Starsky and Hu- err... Eli and Matton. Matton's ship left one day and now he has to pay off Eli for his lack of services. Matton works for Eli as an engineer to pay off his debt, so you have plenty of time to get to the bottom of this. This quest is fairly straightforward; you have to find the evidence that backs up Eli or Matton. And you'll find that evidence, too, by looking south of Jolee's house. A malfunctioning droid, in fact, is the key to this little conflict. See, the droid will replay its memories to you, showing you that Eli took Matton's ship and sold it. What a greedy little bugger, that Eli! Take the droid's head and go back to Eli. For dark side points, tell Matton to annihilate Eli. Y'know, destroy, kill, slice up into a million pieces? Have him take over Eli's merchant duties, too. =============== 2. Lost Wookiee =============== Inside Woorwill's home, you'll find Woorwill and Jaarak. Speak with both of them about Rorworr and they will say Rorworr disapeared in the Shadowlands, and that they are too young to enter the Shadowlands themselves, so they don't know what happened to him. Enter upper Shadowlands and walk over to Jolee's house. In between his hut and the Czerka camp you'll find Rowrorr's corpse. Take the datapad and bowcaster bolt and go back to Jaarak. After questioning him, he'll demand you go to the Holder's house and speak with Worrozner. Show the wookiee the evidence and he'll decide to let the courts decide this matter. The fate of the trial rests in your hands. To get dark side points, state that Jaarak is a killer. You'll also get Jaarak's wealth, as well. ====================== 3. Mandalorian Shadows ====================== When you first enter Lower Shadowlands you find a wookiee named Grrrwahr (I think the name's trying to tell you something) that is fighting a group of Mandalorians. After defeating the Mandalorians, heal the wookiee with your cure spell or a medpac. Once he's all better, he'll give you the quest. It's time to hunt us some Mandalorians. Disarm everyone in your party and walk around Lower Shadowlands. Soon enough, Mandalorians will engage you in battle. After defeating them, get the datapad off one of their corpses and repeat the process again. Once you have two datapads, go to the swoop bikes located in the southwest corner of the map and replace the missing signal device. This will call up more Mandalorians, which you'll cut through easily. Afterwards, go back to that Grrrwahrr guy and tell him the good news. =============================================================================== ---------------------4.6 - Manaan ---------------------=============================================================================== ==========

Main Quest ========== 1. 2. 3. 4. Republic Base Sith Base Hrakert Station In The Water

=========== Side Quests =========== 1. 2. 3. 4. Sunry Murder Trial Selkath Mystery Swoop Races Mercenaries

=================== M a i n Q u e s t =================== ================ 1. Republic Base ================ Yeah, yeah, yeah, another dream. Leave the Ebon Hawk and choose Bastila and Juhani as your party members. Open the two doors that lead out of this Docking Bay. Walk a little ways inside the hallway and a Sith and Republic soldier will be fighting. It seems things are very equal here because of the Selkath. Quiz the Republic soldier to find that, go to your map and look for need to go. Walk west through the "West Central Courtyard." Open it out more about Manaan, if you like. After "Manaan - West Central." This is where we hall until you come to the door labelled and enter.

This city is very weird, considering it is entirely buildings. Walk south down the hall and open the door. Walk around the pool of water and open the door on the other end. After peeking through another door, talk to the Selkath at the counter. Pay the 100 credits and go through *another* door. In this area, go south until you hit the bottom of the area. Next, head west, open the door, and head down the hall to Ahto West. Head down this hall until you reach a center area. In here, opt to take the northeast hall. Follow it until you reach a bar. Try to walk around the bar and Shaelas, a Selkath, will automatically talk to you. Keep the conversation nice and he'll pay 500 credits if you find young Selkath that have disappeared. Now that we have that quest, talk to Nilko in this room to get an additional quest. With these two quests, backtrack to Ahto Central. From there, walk east around the pool of water and open the door to East Central. Next, run east a little ways and you'll see more arguments between the Sith and Republic. Ignore this stupid argument and walk north through a doorway. Choose the right door (which is labelled "Republic Embassy") and go over to Roland, the person behind the desk. Engage in conversation and he'll tell you where the star map is located only if you recover a droid in the Sith Base. The second way, decrypting the passcard, is the easiest, so I'll list that here. Open the door to the left of Roland to reach what looks to be a torture room. Take the door on the eastern side of this room to the computer room. After

talking to the Republic Soldier, use one of the computers in this room. Choose to decrypt a passcard. The answers to these questions are simple, but I'll give them to you anyway. 1, 2, 4, 7, 11, 16 - "22" 21, 18, 16, 15, 15, 16 - "18" 1, 2, 4, 8, 16, 32 - "64" 128, 64, 32, 16, 8, 4 - "2" 1, 32, 81, 64, 25 - "6" 1 0 . 8 3 . 32 5 . 128 - "7" Once you have the encrypted passcard, leave the Republic Base the same way you entered and go to the southern part of this area. Next, go east and open the door. After entering Ahto East, walk down the hall and open the door. Dodge the "fee" by saying that it is a public street, then walk east until you hit a wall. Finally, go north through doors and you will reach the door to the Sith Base. Just enter through the door, ignoring the Sith. ============ 2. Sith Base ============ It doesn't matter what option you choose, the Sith guard *will* call for some security. They are simple if you like to hack and slash through, however. Remember to use your crowd control abilities (Stun, Force Whirlwind) to make their numbers even smaller. After the fight, take the northern door and follow the hallway until there is a door to your left. Once you have opened that door, follow the new hallway until you arrive at three doors. Take the door to the "Disassembly Room" and open the adjacent door. The enemies in this room are, again, pretty easy to defeat. Loot the footlocker to receive some items, and then the Broken Droid for a Data Module. This is what we came here for. Go back outside to the hallway and backtrack to the other hallway. Follow this hall as it goes north and east. After opening the door, destroy the three Jedi in the room. Don't even think about using your force powers on them; it doesn't work on them. Once they are toast, loot their corpses for some good Jedi equipment. After that, open the "Flow Control" door and follow the hallway to a big room. Kill all the guards in this room, making sure to use your crowd control as much as possible. Once the room is clear, it is time to open the water doors in the correct order. Here is the order: Left Room 1 - flow Left Room 2 Right Room 1 - Flow Right Room 2 - Flow Left Room 1 Left Room 2 - Flow Left Room 3 Left Room 4 Door out Now that we are out of that Sith troopers in this room. the hallway to the training you - and then it's time to mess, head north through the door and kill all the After, head through the opposite door and follow room. A Selkath Apprentice will open the door for kill him. Open the footlocker in this room, also.

Next, head out into the center room where you'll see four rooms. Take the northwestern room and do the Mysterious Selkath side quest, located below. Once you are done with the side quest, take the northeastern room and clear all the easy droids. Open the opposite doors and kill the Dark Jedi. He's actually a pretty tough fight. Heal as necessary and watch every party members health. Kill the Selkath first and then work on the Dark Jedi. He will dodge a lot of your attacks, so it's better for you kill the Selkath first, that you can two-hit. After the fight, loot the Dark Jedi's remains along with the two footlockers. Open the door in the western room and take the Datapad. Finally, leave the Sith Base the same way you entered. Nice greet squad, the Selkath have. Now we have to play the courts. Be nice to the Arbiter, even though he won't do anything during the trial. Speaking of the trial, start it as soon as the dialogue option appears. Anyway, the first chance you get, interrupt the Arbiter and say that you want to defend yourself. Here is the way the conversation should go after that: Not guilty. The sith lured me inside. I was there for diplomatic negotiations. The Selkath don't have enough to charge you, so you are set free. From here, head west to Ahto West Central. In here, head east to East Central and finally to the Republic Enclave. Talk to Roland about the Data Module and he'll spill about the kolto. After the conversation, go north into the torture room and west through the now unlocked doors. Save the game and take the submersible down under. ================== 3. Hrakert Station ================== From the start, walk through the door and you will find a mercenary. He is in shock from all the insane Selkath. Just listen to what he has to say. The directions I will give you about the station are fairly straightforward, and don't include the tons of battles you'll have to fight. I'm going to say "door" ten thousands times so get ready. Move east, passed the door, and over to another door. Open this door and the door adjacent in this room. Go south down the hall until you see a door to your right. Open this door and the adjacent door in this new room. In here, go through the door on the opposite side. Take the south door in this room and get the sonic emitter from the footlocker. Backtrack to the last room and follow the rooms east until you have to go south. In this room, take the envirosuit from one of the lockers. Now that you have both items, take the western door in this room. Next, take the south door in this room and do the same for the next room. This is the room that leads to the water. In this room, use the pressure door to go outside. =============== 4. In The Water =============== Too bad we can't swim. You go really slow in the envirosuit and your only form of attack is the sonic emitter. Anyway, go south until you hit a wall and then go east. Soon, you will meet up with someone else in a envirosuit. After some conversation, follow the mercenary out to the ocean floor. He will quickly eat it, leaving you to do part of his plan.

Walk east the first chance you get. Use the sonic emitter of the Firaxa's when they get close. It's an insta-kill so don't worry about the time it takes to use it. Keep killing Firaxa's with the sonic emitter until you reach a fork in the road. One Firaxa will be on each path; kill them both. Afterwards, take the northern path to the pressure door and open it. Inside here, kill the four Selkath. Next, go to the door to the east and, after opening it, take the southern door. Kill the three Selkath in this room and loot all the chests. Go back to the center room and SAVE THE GAME. Afterwards, talk to the people on the other side of the forcefield. They will lock you in the center room and put on pressure. You will be dead in one minute. To get through this small obstacle, I merely bashed through the forcefield. Once done, you will have a little chat with the scientists. Quiz them on everything to find out more. It seems you can give the shark a poison (dark side) or reprogram the harvestor (light side). Take the pressure door on the other side of the two scientists to the water. In the water, walk east, killing Firaxa along the way, until you reach the control panel. This is where things become really light or really dark. We're dark mafo's, so choose to poison the guardian for a quick win. The Kolto Guardian will "calm down" after he takes a smell of the great fragrance and let you pass. Walk east over to the end of this area and get the star map. After that, backtrack to the Republic Base, where you will be captured by Selkath again. Tell them what you did and they will be in an outrage. From this point further, you are expelled from Manaan. They will automatically bring you back to your ship. ===================== S i d e Q u e s t s ===================== ===================== 1. Sunry Murder Trial ===================== ================== 2. Selkath Mystery ================== Save yourself a lot of hassle and pick up this base. I don't like the idea of going back into can pick up this quest in the northern part of hallway in the center room and follow it as it Selkath named Shaelas in a corner. He'll tell you about the "mystery" with done ranting, it's time to take action. you are deep into the base. In the most find the training room. After entering, Selkath. Since we bad people, slaughter ============== 3. Swoop Races ============== Same ol', same ol'. This one is interesting because a green guy threatens you. Anyway, you can find the swoop races in Ahto East - the swoop registration quest BEFORE you enter the sith that base, either. Anyway, you Ahto West. Take the northeastern loops around into a room. Find a

young Selkath disappearing. After he's Continue in the main walkthrough until northern part of the base, you will you'll be in a room with a lot of angry all the Selkath in the room.

building, to be exact. Inside, you'll find the usual swoop setup. Talk to the Selkath behind the counter to get the ball rolling. It costs twenty credits to practice so I'll suggest you do that until you feel confident enough to race. When you win a race you'll get 300, 600, and 800 credits, in that order. For the last race, Qweedle wants a word with you. Remember to keep things evil in the conversation to gain dark side points; we wouldn't want anything good to pop up on our permanent record. ============== 4. Mercenaries ============== This is a very simple quest; just remember to pick it up before you go underwater. Anyway, it's located in the same place as the mystery quest (northern Ahto West), take away looping around the corner. The Selkath, Nilko, wants to find out why the Republic is on a shopping spree for mercenaries. To find out, continue in the game until you get off the submarine. The Twi'lek will specifically say that the insane Selkath have been eating mercenaries for breakfast, lunch, dinner, and midnight snacks. Go back to Nilko with this newfound information to complete the quest. =============================================================================== ------------------------4.7 - Leviathan ------------------------=============================================================================== ========== Main Quest ========== 1. Getting Freed 2. To The Bridge 3. Darth Malak ================ 1. Getting Freed ================ Nice, long cutscene and some good dialogue to start us off. Anyway, it's time to choose someone to rescue you. I'm picking Jolee, because he has the power of the force and can downright destroy even without a lightsaber. This guide will focus on Jolee, too, but I'm sure all the others are very similar to Jolee's escape. After choosing Jolee, the bad guys will drag you into the docking bridge. It is time to play a small game of question and answer. Answer as per your alignment, please, we wouldn't want unnecessary light or dark side points ending up on your permanent record. Once done, Jolee will do a switcheroo on the guard to get out of his cell. Get ready to rumble. Open all the cells and get an unlocking device from one of them. Next, go west and get the items in the footlocker at the end of the hall. After, go back east and north up the hall. Kill the guard and continue north. At the fork, opt to go west. Follow the hall until you meet up with three guards. Show them the power of force lightning and loot their corpses thereafter. If you don't have a key by now go back to the footlocker by the cells. To the

south of it will be a their souls. They key out of the door, east reach a door. Open it ================ 2. To The Bridge ================

door that has five sith in it. Force Lightning will own should be in one of those chests. After getting it, go down the hall, north up the hall, and west until you and use the terminal to unlock the cell door.

I, for one, think that this is a bad feasible option, so we have to stick stuff back from the lockers and them in this room. Reequip and we will be

idea. However, it seems to be the only with it. In the storage room, get all your some with all the other storage containers ready to rock.

Get out of the storage room and start backtracking to Jolee's cell. However, instead of going south to the cells, continue east to reach an elevator. Choose "Bridge" and you will be transported to the level with the bridge on it. In this area, wipe out ALL the Dark Jedi and Battle Droids - they are tough but the rooms hold useful items. When you are done ransacking the place, exit to the bridge in the northeastern corner of this area, tucked in a room. In this room, get all the stuff in the storage containers, then proceed to the following room. In here, go through the adjacent door and you'll be outside in your spacesuits. Go east until you reach a door. Open it to get back inside. Reequip your weapons and go through the door to the south. Use Force Wave as crowd control in this room to thin it to a one-on-one battle. After the fight, open the eastern door and follow the hallway. Peek through the door at the end of the hall and we will be with Saul, my homie! Good dialogue! The fight against Saul and all his friends isn't as suicidal as you might think. Everyone in the room is vulnerable to Force Wave, so spam it every 8 seconds or so for some great crowd control. They will all be incapitated and won't be able to attack! After killing Saul, he will tell Carth something that makes him very mad. ============== 3. Darth Malak ============== ...but what is it? No time to explain, Malak is arriving! Open the docking bay doors with the computer. Leave the Bridge the way you entered and tear through the "backup." Go down the hall and west through the doors until you reach the Command Deck. From here, go back to the elevator you arrived at earlier. It's on the western side of the Command Deck. At the elevator, select to go to the Hangar. After popping out of the elevator, Canderous will say that everything is ready to go - we just need to arrive. Go east down the hallway and open the door to the north the first chance you get. Dispose of the Sith in this small barrack and loot the cylinders to get some decent healing items. Backtrack to the hall and head east. Through the blast doors you will find a small group of troopers and Dark Jedi. Spamming Force Wave every 6 seconds is key to victory. Once they are gone, loot everything in this room. If you look out the window, you will see the Ebon Hawk waiting. So close. Take the opposite blast door (eastern one) and run down the hall. Then we meet Dark Malak. Oh. My. Gosh. OMG!!1! What a titantic revelation that was! It's now time to

fight Darth Malak, Lord of the Sith. Surprisingly, Darth Malak is somewhat a pushover. Just slap him with Flurry and try to use your best stuns on him. When he gets to half health, the loser will use Force Whirlwind and run away! It's not over yet, however. Take the north or south doors around to the opposite side of where Malak locked himself in. On the other side, open the door and you'll have another "go" at Malak. Same swing, same thing. Again, he goes down pretty easily. Stun him and Flurry away. Another cutscene and it's time to roll. Head east through the doors and you will reach the Hangar. As the ship leaves we have a classic dogfight with the guns. After that, it's time to roll out of here. In the ship, Carth is on your back like a sea monkey because you were the one that destroyed his planet. In the end, though, everyone sides with you to kill Malak! Group hug! =============================================================================== -----------------------4.8 - Korriban -----------------------=============================================================================== Why did I choose Korriban last? Well, that's easy. This place has big, ferocious animals that will make you soil your pants. Seriously, this place is pretty tough. But, most importantly, I think, is that you cannot use Bastila anyway for this planet, so you might as well kill two birds with one stone and have no Bastila on one planet instead of two. Yes, I love Bastila that much. ========== Main Quest ========== 1. 2. 3. 4. 5. Sith At Last! The Academy Prestige Lightsa-STAR MAP! Uthar y Yuthura

=========== Side Quests =========== 1. 2. 3. 4. 5. 6. 7. 8. 9. Sith Code Lashowe Revolting Sith Double-Double-Cross Kel's Doubts Hermit Jorak Mandolarian Weapons Lost Droids Ajunta Pall

=================== M a i n Q u e s t =================== ================ 1. Sith At Last! ================ Yes, we finally get to become Sith! Hooray! Anyway, choose your best party

members and we are off. After the landing cra-- err... stuff, go down the hall and you'll see some Sith torturing recruits. Boohoo. Go down farther and you'll have another talk with Sith that want to hurt you. Great. Follow the hallways to the doors that leads to the outside. It is at the end of all the halls, near the Cantina. Outside, go down the ramp, across the bridge, and talk to the Sith guard. He'll say you don't have a medallion so you can't enter. Time to get one. Go back to the Cantina and talk to Yuthura. Specifically, talk to her about joining the Sith. Lie, and you're in. Once that is done, choose to go to the Academy now. ============== 2. The Academy ============== Talk and concur with Master Uthar about everything; in turn, you will learn about most things. It seems you need prestige to continue on your path to becoming a true Sith. Leave your room and try to go south; Yuthura will talk to you about some business. Agree if you want to make things a little easier. Besides that, learn the code and be off. =========== 3. Prestige =========== Here is where getting prestige breaks off into a lot of side quests. See all the ways to get prestige in the side quest section (below). It's a lot easier to do quests and get dark side points than it is to get light side points, but I guess that's the way it is in Korriban. Whenever you finish something prestigious, go back to Master Uthar and tell him the good news. Soon, you will have enough prestige. Go back to Uthar and everyone will sleep. Make sure your main character has the best equipment possible. If you gave a better lightsaber to Juhani, make sure to equip it on yourself. If you equipped Jolee with a better robe because you felt sorry for him, pilfer that and equip it on yourself. When you are ready, talk to the Master Uthar again. After quizzing him, decide to go. ==================== 4. Lightsa-STAR MAP! ==================== A couple more explanations and we're off to find the Star Map, the wonderful Star Map of Revan! This place might be tough because it's just you, but if you have embraced the right spells it will be a piece of cake. Walk south down the hall and open the door. Engage the three creatures; try to use Force Wave to get them off you. Now you have three path choices. Choose the west path first, as it requires the least intelligence (and I'm tired right now). Pilfer the items from the corpse and open the door. Inside, you'll find two tarentaks that pose quite a fight. If you are on your toes, and use crowd control abilities, they should be a lot easier. The absolute worst thing you can do is let both of them beat up on you at the same time. Use Stun or Kill to fight one. Once they are in the history books, walk over to the southwestern corner of the room and pull the lever. Open the door next to the lever and take both grenades from the two pillars. Afterwards, return to the center path with three choices.

This time choose the eastern path. Open the door at the end and go inside. It will automatically lock you in. Loot the corpse in this room. Now it's time for a "fun" minigame. Use the computer terminal and it will tell you the specifics. You have to get all the systems over to the right side. =( Here are the directions for doing this: Top system from left to middle. Mid-upper system from left to right. Top system from middle to right. Mid-lower system from left to middle. Top system from right to left. Mid-upper system from right to middle. Top system from left to middle. Base system from left to right. Top system from middle to right. Mid-upper system from middle to left. Top system from right to left. Mid-lower system from middle to right. Top system from left to middle. Mid-upper system from left to right. Top system from middle to right. And we're done. Go through the door and pick up the sword. Now go back to the center chamber and take the south path this time around. You are stopped by an acid pool. Choose to throw the special cold grenade at it to freeze the pool. Go down the newly formed path and through the door. Yay, another star map! Get the Sith Lightsaber from the Sith Statue and try to exit. ================== 5. Uthar y Yuthura ================== You'll be greeted at the pool by Uthar and Yuthura. They will have a small conversation and it's time to show them your plan, if you have one. You can kill both of them or just one of them, but both yields more dark side points. They are really easy to defeat - even if you fight both of them. Just use your crowd control and they are toast. Once you are done with them, exit to the valley. If you killed both people, it's time to fight your way back to the Ebon Hawk. Even in the Academy, it's really easy with Force Wave. Once you are back to the Ebon Hawk, it's finally time! ============ 1. Sith Code ============ Yuthura, located on the western side of the academy, will tell you the Sith code. It's all about slicing up people and feeding your grandma the leftover organs. Yikes. Anyway, this is one of the quests that rewards a prestige point, if you choose to recite the code to Master Uthar afterwards. The code is located here, for your convenience. Peace is a lie. There is only... passion. Through passion, I gain... strength. Through strength, I gain... power. Through power, I gain... victory. Through victory... my chains are broken.

I don't know what type of chains he's talking about. Like, the ganster chains, or the chain to my watch? Anyway, Uthar will throw you a curveball after you recite the code, asking one more question. Here are the questions and answers: Nothing worse than love (False) Victory is always desirable (False) Passion fuels the force (True) You get a DARK SIDE POINT for reciting the code, but it's not like you also gain a disease that will eat at your brain until one day you fall over and die. This is a easy prestige point here, people! ========== 2. Lashowe ========== Yuthura will hint this sidequest in one of your later conversations. It seems Lashowe has found a Jedi Holocron that, thankfully, is guarded by a beast. Of course, giving Uthar a holocron will surely boost up your prestige points by one. Anyway, Lashowe is located on the northwestern part of the academy. Once you find her, use your persuasion skills to allow yourself in on this once in a lifetime opportunity. Then kiss butt and she will go ofir. Go to the northern side of the valley to find Lashowe again. Talk to her and fight the beast that will come thereafter. Afterwards, she'll take the holocron and say she'll give you credit. Tell her that you want the artifact and proceed to slice her down. We love dark side points. Bring the artifact back to Uthar. ================= 3. Revolting Sith ================= To start up this quest, talk to Yuthura about the renegade sith that fled to Shyrack Caves. They will fill you in on all the details, but it seems that pretty much covers it; some people opposing the sith are in Shyrack Caves. You can enter the cave in the southern part of the valley. Once inside, hit the south wall and then follow the wall east. Soon, you'll meet up with the renegade sith. Currently, you can only talk to one of the three of them. Tell'em that you want to slaughter them for some extra dark side points and do it. After they are corpses, run back to Master Uthar and tell him the good news. ====================== 4. Double-Double-Cross ====================== If you want to continue the path of the dark and go to the dark side, this is your chance. Basically, you double-cross people all the way around. First of all, double-cross Yuthura by telling Uthar about her plans. After that, Uthar will give you a datapad and tell you to give it to Adrenas, who is located in the northern fighting room. After you hand off the datapad, Yuthura will be poisoned. Now it's time to get even darker. Go back to Yuthura and tell her that Uthar knows about her plan. Do not tell her about the poison or your snitching, please. She will give you a poisoning device and tell you to plant it in Uthar's bed. Do just that, it's located on the southwestern side of the academy. Now you have massive dark side points and a couple hard-fights-turned-easy.

=============== 5. Kel's Doubts =============== Located on the southwestern wing of the academy you will find Kel Algwin, a doubting sith. First of all, tell Kel that Sith is the right thing. After that, run back to Uthar and tell him the bad news about Kel. He'll award you a prestige point and dark side points along with it. =============== 6. Hermit Jorak =============== Engage in conversation with one of the trainers near the entrance of the valley. Talk to him/her about Jorak. They will give you the lowdown; he was a sith master and vanished from the academy. Not much else geography on this planet besides the caves in the valley, so he must be in one of those. He's in the tomb of Tulak Hord, to be precise. Make your way to the tomb, which is located in the valley of death, and get ready for some weird stuff. Once inside, use the ancient console on the eastern side of the cave to *gasps* open a door. Go through this door and it will time be time to say goodnight. When you wake up, Jorak will give you the whole deal; if you answer a question correctly (evily), he will torture Mekel. If you answer a question incorrectly (light-like), Jorak will torture you. Great. We're bad boys, so answer all these questions correctly. Just sing to him everything below. 1. 2. 3. 4. 5. I use the opportunity to kill him. I take the reward and leave the weak fools to their fate. I keep it to myself. Kill him. A true Sith never dies.

He will be happy to give you the tablet for "killing" Mekel. Show Uthar the tablet and you will receive a prestige point. ====================== 7. Mandolarian Weapons ====================== In the academy, you should stumble upon a torture chamber on the southeastern side. When you find it, speak with the Sith torturer and agree to take over on the torturing. Inject a high dose of truth, small dose of anti-serum, and another high dose of truth. Then just kill everything. ============== 8. Lost Droids ============== A sith student, near the entrance to the Marko Ragnos tomb, will fill you in on the details of the droid. Enter the cave and get the data recorder and sound dampening stealth unit from the corpse on the ground near the entrance. After that, use the sound dampening stealth unit and head down the cave. Soon enough, you will meet the Rogue Droid, who will tell you what happened. Agree to switch the power button on his killer instincts to get light side points. Yes, we're dark, but I don't want you fighting the droid. Disable the system in this order:

Combat matrix Motor function matrix Memory matrix Cognitive matrix Emotional construct matrix Creative simulation matrix Core If you do this out of order, you'll lose "chances" to do it. If all chances are depleted, the droid will attack you. After you do everything in the correct order, activate the droid's self-destruct mechanism to get the dark side points. ============== 9. Ajunta Pall ============== Talk to students in the academy to learn about Ajunta Pall. Afterwards, enter the tomb, appropiately named "Tomb of Ajunta Pall." Once inside, follow the path until you find yourself at a fork. Bash the door and kill the creatures. Afterwards, take the item off of the severed arm on the right side of the bridge. Go on the bridge and put a plasma grenade in it. Walk into the newly found area. This will lead to the last area. Take the three swords inside the sarcophagus and try to leave. Ajunta Pall will confront you and give you a clue as to "which sword is which." After going to the rear of the tomb, put the notched steel sword into the sith statue. Converse which Ajunta and the spirit will tell you to take all the swords. Don't get Ajunta mad, or you'll have to fight a battle. Since we are light side, try to get Ajunta to return to the "high life." After this, opt to leave the tomb. Shaardan, one of the sith students, will be awaiting you outside. Just kill him. =============================================================================== -----------------------------4.9 - Unknown Worlds -----------------------------=============================================================================== w00t! We finally get to plot a course for the Star Forge system! It seems Bastila is going to love Force Storm when she is done being tortured. Anyway, the Ebon Hawk goes down hard and we have to find the source of the disruptor. ========== Main Quest ========== 1. After The Fall 2. The Elders 3. The Temple 4. The Catacombs 5. Temple Summit =================== M a i n Q u e s t =================== ================= 1. After The Fall

================= Well, it's time to get rolling. Choose the party that bests suits you up to this point - I chose Juhani and Jolee because they are both good fighters. You might, however, want to make a blaster party. Anyway, once off the 'Hawk, head east and some Ratakans will engage in a fight with you. They are easy to defeat. Some aliens will come out of hiding and thank you. Afterwards, go east and then follow the path north. Take out the ten Ratakans here (just use Force Wave a couple times) and take the north path to North Beach. In North Beach, walk north up the path and you'll be greeted by Ratakans and Rancors. Agree to see "the One." It seems the One knew you in your previous life. Quiz him about EVERYTHING to learn that you have to kill some Elders. Leave the settlement via the southeast path. It will lead to the beach. ============= 2. The Elders ============= From North Beach, head south to Central Beach. In here, go down the small path until you come a fork. You can either go back to the Ebon Hawk OR chart unknown territory. Choose to southeast and follow this path to the Temple Exterior. Exterminate the Rancors while heading south, hugging the wall as you go along. Soon, you should reach a small path. It will lead to South Beach. Walk west a little and a Gizka will eat it (blasted mine). Great. Walk west and stay on the wall to avoid the mines. Passed that, kill the Rancors and go to the settlement. In the middle you'll see four pillars. Go over to them and a holocron will start conversing with you. Tell him that you are Revan and he will let you enter. Bejesus, these settlements look the same! Tell the Elders that you want to kill them and do just that. They are pretty easy to dispose of. Anyway, it's time to clear out this stupid settlement. These Ratakans are pathetically easy to defeat. Make your way to the south side of the settlement (you are in the north side) and go down the south path. Kill the Keeper and take the Ancient Tome. Go us! Leave the settlement and head back to the other Ratakan Settlement. Talk to The One and he'll snatch the Ancient Tome from you. It seems that his people can open the barrier to get inside the temple, but you have to go inside by yourself. Well that sucks. Run back to the Ebon Hawk and choose to fly solo. Afterwards, go back to the Temple Exterior. ============= 3. The Temple ============= The Priests will start the ritual when suddenly Jolee and Juhani will return. Persuade or threaten to get Jolee and Juhani in your party. We will go back to a chinless Malak, then back to the party. First, go north and follow the hall until you have defeated the two droids on the corridors. You should now be at the northern part of this place. Open all the rooms up here, killing Sith along the way. In one of the rooms you will find a Sith Master who goes down easily. In the adjacent room is an armory, which has a bundle of good weapons in it. Once you have raided that

room, follow the halls to the south rooms and do the same for them. In one of the south rooms you will find a computer. Use the computer to turn off the turrets in the Obelisk room. Now that you have that taken care of, go to the eastern side of the temple and open the door. After killing the droids with shields (use force powers) open the adjacent door and walk down to the Catacombs. ================ 4. The Catacombs ================ Kill the droids just ahead of you. They should be pretty easy to defeat. To the left of these droids you will find a couple footlockers and a Sapith Crystal in a pillar. After getting these items, follow the doors until you reach the 3x3 grid puzzle. This puzzle is extremely easy. It's so easy that they give you the solution to it in the datapad you just picked up. The goal is simple: get all the squares to turn blue. To do this, walk in an H formation. Walk across one line of the H, the other, and finally go through the middle. All the squares should turn blue. In the new room you will find the bestest computer ever. It will tell you clearly about the Star Forge, Star Maps, and the Ratakans. It basically explains all the puzzling stuff we've come to love. Anyway, talk to him about everything - in one of your conversations he will open the temple door for you. I love this guy. Go back to get in. To was locked the Temple the entrance of the temple. Y'know, the place that you entered to be specific, it is in the Temple on the western side. The door that is now open. Run through it, and a couple adjacent doors, to reach Summit.

================ 5. Temple Summit ================ Pilfer all the items in this room and walk outside. Finally, you meet up with Bastila again! She will attack you, but she is but a mere weakling. After fighting her, join her or side with the light - you decide. This is really the only decision in the game that changes the ending entirely! Afterwards, disable the energy shield and disruptor in the adjacent room's computer. Once that is complete, return to the Ebon Hawk. If you went the dark path, you'll have a huge conversation with everyone, where they all will join you, besides Carth and Mission. Carth will run away, and Mission can be disposed of in the most atrocious way possible; force persuade Zaalbar to kill Mission! If you went the path of light, just skip the above. In both cases, you need to slap some stabilizers on the Ebon Hawk. To get the parts, go back to the settlement and talk to The One. Tell him that you couldn't find more than he knew and he will, obviously, be in an outrage. Time to kill the last of the Ratakans. In this room, he'll summon four rancors to help, all of which are really easy. Yes, they are "easy." Check the cages for "Ship Parts," which are the stabilizers, and jet out of here. Kill all the Ratakans along the way - they are all easy to defeat. Back at the ship, use the parts on the hyperdrive in the southern part of the ship

to get everything working again. Choose to go to the Star Forge (finally) on the Galaxy Map. =============================================================================== -------------------------4.10 - Star Forge -------------------------=============================================================================== The long cutscene ends in the Star Forge. ========== Main Quest ========== 1. 2. 3. 4. Deck 1 Deck 2 Command Center Darth Malak

========= 1. Deck 1 ========= When you enter the Star Forge an army of Dark Jedi will come out of an elevator. Choose to fight them - they are a good warmup for what is to come and you have other Jedi to help. Once they are dead, go south down the path, passed a few doors, until you reach a junction. From here, you'll have another cutscene, where Malak will summon droids to attack you. Droid come from all sides - but they are still more than beatable. Make sure to loot their remains for valuable items. After that, take the west path, opening doors as you kill the droids. Turn south with the path and go east as the path turns east. Soon, you will reach Jedi fighting Dark Jedi. The Jedi will go down easily, and now it's your turn to fight the Dark Jedi. Sadly, they are extremely easy to defeat. After the battle, go west and follow this path to more Dark Jedi. Once they are gone, go through the door at the end of the path. Another Malak cutscene - this time he's sending troops and apprentices. Joy. ========= 2. Deck 2 ========= Follow the path, killing all the Dark Jedi and Heavy Troopers along the way. You'll spend an amazing amount of time killing them, and they'll send another wave before you're free. Run south, through the doors, which will lead to even more bad guys. Make your way east, stopping and kill the dozens of the Sith along the way. Don't venture too far east; cowardice Sith will come from behind and Flank you. Whatever you do, DON'T let your party members try to fight the turrets. Regen lost Force Points here and heal up; you'll have to kill many more Sith. Walk east until you come to a door to your left. Open it and the adjacent door to find four apprentices waiting. After killing them, use the computer terminal to deactivate the turrets and (optionally) get Revan's Robe/Star Forge Robe, but that costs twenty-five spikes. Anyway, go back to the turrets (west), fighting all the Dark Jedi and Heavy

Troopers along the way. Use Medpacs as necessary; you will get healing items from the remains of the Heavy Troopers. Make your way passed the turrets and over to the door at the west. It is positioned exactly the same as the east door. From the door, walk into the Command Center. ================= 3. Command Center ================= After the cutscene, go south, killing all the troopers and Dark Jedi along the way. Don't go inside just yet, though. Wait for a second, weaker wave to come along and kill them as well. Afterwards, heal up and regen Force Points, then go south until you see a doorway to your left. Go into this small hallway and through the door thereafter. In here, kill the trooper and Dark Jedi ahead of you, then get ready for the flank from behind. After dispatching of the flank, continue following the hall, until four Jedi block your path. These guys are pretty tough, but constant spamming of spells will kill them somewhat quickly. After the fight, continue follow the path until you come to the three Dark Jedi (if you chose dark side) or Bastila (if you chose light side) that Malak was speaking to earlier. Both are pretty easy to defeat; again, use the proper spells and hack away with flurry, you'll be fine. If you want to bring Bastila back to the light side, here is what you have to say: "I'll never give up on you, Bastila..." "I'm as strong in the light as I ever was..." "Malak will never let you..." "You're dooming yourself to..." "Then strike me down..." "You are no evil, Bastila..." "Now you can see the dark side..." "There's no need for me to..." "You can reject the dark side..." "I was redeemed, Bastila..." "You did protect me..." "Help us defeat..." "I trust you to..." "You won't, Bastila..." "You could use your..." (As taken from Prima's guide.) Now that you have destroyed Malak's ploy, heal up and open the door south of the forge. Any characters that were in a party with you will now leave, and you'll be alone again. Go south until you reach an entrance to *somewhere*. Get close to the door and Malak will arrive. This is where the **** hits the fan. Malak will unleash the full power of the Star Forge upon you. Six droids will attack you - each will respawn if you kill it. It seems as if you couldn't win, but each droid generator can be shut down with computer spikes. It takes eight computer spikes per generator, which seems like something even more hopeless. However, the droids drop computer spikes into spike bins each time they respawn, so you can attain an infinite amount! With that in mind, get to killing droids! When you have killed eight, check all the bins to get computer spikes and shut down one of the six generators. Do this five more times and we will be finished with Malak's uber "plan." Once the last one explodes, the door to Malak will open! It is time to finally meet

Malak face-to-face, one-on-one, mano-y-mano, Apprentice versus Master! ============== 4. Darth Malak ============== Walk through the newly opened door to the Factory. Finally, a battle against Malak! Sadly, this has to be one of the most pathetic last battles in the history of gaming. Though it is epic because it seems Malak has twenty lives, it is not. First of all, the game actual helped you with all that Sith Trooper fighting - you should have at least ten healing packs by now. Those will be very useful. Obviously, the general strategy against Malak is simple; Flurry away at him with Knight Speed activated. This will double your attacks, effectively quadrupling your attacks with Flurry. This will make Malak go down FAST. If that wasn't enough, if you ever get low on health one of those healing packs will come in very useful. Merely pause the game and use it. The only way Malak can kill you is if he stuns you and finishes you off. Don't let that happen - if you ever get below a third health use a healing pack. Once you have Malak to around a third life, he will suck life from one of the many Jedi in this room. Now you know Malak's secret! Well, it's time to exploit it! Use Stasis or Drain Life on each and every Jedi in this room (the ones on this floor and the above floor) and Malak won't be able to use them! Once all the Jedi are "dead," hack away at Malak one last time with Flurry and Knight Speed. After a little more dialogue, Malak will finally fall! Enjoy the final ending; it differs if you chose to the path of the light or otherwise. >_> =============================================================================== ----------------------------5. Walkthrough Lists ----------------------------=============================================================================== These lists are from the walkthrough. They were put here to make the readers life easier if they are looking for a certain thing. =============================================================================== ----------------------------------5.1 - Quests (Light Side) ----------------------------------=============================================================================== ================================= T a r i s S i d e Q u e s t s ================================= 1. 2. 3. 4. 5. 6. 7. 8. 9. Rapid Transit System The Duel Ring Pazaak Rules Dia's Bounty Largo's Bounty Selven's Bounty Matrik's Bounty Bendak's Bounty Infected Outcasts

10. Rakghoul Serum 11. Rukil's Apprentice 12. The Promise Land ======================= 1. Rapid Transit System ======================= Once you are outside you will see three sith soldiers raiding aliens. He kills one of the men with his blaster, and then realizes that you are behind him. He then tells his troops to attack. Time to fight. Change who are going to attack by pressing the right or left triggers. This will lock onto one of the sith soldiers, instead of the sith leader. This is better, hence the other alien will beat down the leader while you take care of the other two soldiers. Dispatch of the two soldiers, using your jump attack to kill them. The alien will kill the leader. The alien will then speak to you. Tell him you are glad to help, and he will respond that he will take care of the bodies. It is now time to level up. In skills, choose putting all your points in treat injury. This will only be one point. Next, is feats. Choose to the flurry technique. This is a great special attack, that will soon override your power attack special. After you choose flurry, accept the changes. Then, loot the bodies for some blasters. Now it is time to loot every apartment in this area. Start going down the apartment circle until you see a low security door. Change to Carth and use his security ability to open the door. You should see a women inside the room. Her name is Dia. If you wish to do Dia's quest, look in the sidequest "Dia's Bounty." Anyways, loot her apartment. There should be a bag by the entrance of her little room. Open it to find 18 credits, a computer spike, and a medpac. Take the items, then continue down the apartment circle. You won't go long before a merchant stops you and talks about his shop. Be polite, and ask everything you can to him. After this, don't buy anything. His prices are not the best. Continue going down the apartment circle. You will see another low security door. Change to Carth and have him open it. There will be a Twi'lek in the room. Just go past her and to a bag on the ground. Take everything that is inside of it, which should be 16 credits, a part, and a medpac. From here, go down to the next door. This will be the entrance to the upper city. Do not go through the door, instead go past it and to the next security door. Open this door with Carth's security skill. There will be a Ithorian in this room. Loot the bag by the door to find some credits and parts. Follow this apartment circle more to a little droid room. There will be nothing there, so continue onto the next room. Again, use Carth's security skill. There will not be anybody in this room but a footlocker at the oppposite end of the door. Open it, take everything, and continue onto the next room. The next room will be your apartment. Go inside there to regain all of your health. To the opposite end will be a footlocker that has some medpacs and computer spikes. Take them, then leave again with Carth. From here, go down to the upper city door that is the most southern door in the circle. Now, go to the menu and use the triggers to find a map. This map will have "Return to Hideout" on the bottom. You will also see the X button by it. This means that if you press X now, you will return to the hideout. Do so, and you will complete the Rapid Transit System Quest. ================ 2. The Duel Ring ================

Time for some fun! The duel ring is a place where two combatants duel it out. What would the prize be? Money, of course! Talk to Ajuur in the Upper City Cantina about dueling. He will hook you up with the first fight. Your name will be... well, Ajuur thinks of a weird one that you have to choose. Once you are ready, tell him you want to duel. Ajuur will then place you against Dead-eye Duncan. Dead-eye Duncan --------------Dead-eye gets his name because he acts worse then a blind man in the ring! Run up to Duncan, dodging his blaster shots. When you get up close and personal to him, mash away with improved flurry. This is an extra easy way to win against Duncan. Only one flurry shot will bring him down! Boy was this a short fight. When I did my flurry, 10 points of damage inflicted on him did it. After you are done with the battle, go over to Ajuur to get 100 credits, chump change! Gerlon Two-Fingers -----------------He gets his name because of a critical accident in the ring, where he lost his fingers! But he is still here, and he won't leave the duel ring until he loses his hands! Gerlon is another easy one. Run up to him, avoid his blaster shots. Once up to him, hack away with improved flurry like you did Duncan. After inflicting 30 points on Gerlon, he will be done for. Go over to Ajuur again to get 200 credits. Ice --She gets her name because her blood is stone cold! She is tough, she is fierce, and she comes to kill. Ice is no pushover, but, then again, she isn't really tough at the proper level. Start off by running up to her and hacking away with flurry. This is the usual choice for almost every fight, hence it's power. She will actually survive a couple hits of flurry, so mix it up with your jump attack if you like. Fifty points of damage will leave cooling off on the ground. Ajuur will give you 300 credits for this one. Marl ---Marl is a nice guy, but he is getting pretty old at this. You will have to show him that the newer generation will prevail! Start off by running over to him, dodgin his blaster shots. Then, hack away with improved flurry like your previous three fights. Marl will go down after 80 points of damage. Ajuur will push over 400 credits for this victory. Twitch -----"Shoot first! Shoot last! Party with me, we'll have a blast!" This is always Twitch's motto, and he just very well might be crazy. Twitch is the champion in Taris, and you have to dethrone him. Twitch is a fast freak, and you will actually have to do different strings of attacks to kill him. If you just mash away with improved flurry, you will miss. Therefore, do a regular attack and then flurry. Then repeat the proccess until 100 points of damage is taken away from him. Then he will fall to the ground, making you the victor. Run on over to Ajuur and get your 500 credits. Now all you have to face is Bendak Starkiller, but he left the ring ages ago.

=============== 3. Pazaak Rules =============== Talk to the old Pazaak player in the Upper City Cantina. One of the other players will forward him to you, saying that he wants to sell his deck. Talk to him, and he will sell his deck for some credits. After the sale, ask him to teach you Pazaak. Learn the ways of this money-making game and this quest will be completed. =============== 4. Dia's Bounty =============== Talk to Dia in the upper city apartments. She will tell you that she slashed Holdan with her Vibroblade, and now he has a bounty on her. Light side points will be gained if you tell her that you will try to take care of it. By take care of it, I mean go over to Holdan and bribe him 200 credits. That's right, go over to Holdan in the Upper City Cantina. He will tell you that he will not take the bounty off of her unless you slip him some dough. Two hundreds will do good. Then go over to Zax to get your 300 credits back for completing the bounty. So you have a net-gain of 100 credits, not bad for gaining light side points. ================= 5. Largo's Bounty ================= Largo is located in the Upper City apartments. You will have to pick a door to get to him. Once inside, tell him that you will not kill him, and instead help him. He will say that there is no way to help him unless you have 200 extra credits you can give away. Give the credits to him, and he will go over to Davik to pay him back. You will gain light side points for this. Better yet, go to Zax and lie about Largo's bounty and you will get 300 credits. You won't gain dark side points by doing this, and you will have a net-gain of 100 credits ================== 6. Selven's Bounty ================== Selven killed many people in her days, so it is right for you to kill her. She is located in the Lower City apartments. You will have to pick a door to get to her. Once you do, she will ask you to leave or you will have a sword through your head. Tell her you will not leave, and you two will fight. She is rather easy, just hack away with flurry. Get the remains in her body and report back to Zax. He will give you 300 credits for you deed. ================== 7. Matrik's Bounty ================== Matrik is located at the Lower City apartments. Pick the door and talk to him to learn how he has a bounty on his head for no good reason. Tell him that you will help him by stagin his death. He will have you go back to the equipement shop in Upper City to get a Permacrete detonator. Go back up to the shop and get it for a mere 50 gold. Then go back down to Matrik and he will get everything ready. He will set everything and both of you will run out. The bombs will then explode and his death will be stages. From here, he will thank you and run off. Now it is time to go back to Zax and claim the bounty. Lie to

him to get it. You will gain light side points for doing this. You will also get 250 credits. ================== 8. Bendak's Bounty ================== There is no way to get Bendak's Bounty unless you want to gain dark side points. ==================== 9. Infected Outcasts ==================== You will find a lot of things around this area. Namely, there are a lot of dead bodies. If you go to the southeast corner by the sewer entrance that is locked, there will be a sith soldier that is dead. You will find the serum in his body. Now, go back over to the undercity town. Mission and Carth will start talking, and soon the talking will turn into arguing. Just tell them to settle down and do not take sides in the matter. Go back over to the cage where the healer is. You now need to use the serum on the people that are infected. Go inside the cage, ignoring the healer. Once inside, a couple of the people will turn into Rakghouls. Kill them. Then go over to the two remaining infected people. Talk to them and give the serum to them. They will be healed! And better yet, you have enough left for the medical doctor to make the serum for every person who gets the disease! ================== 10. Rakghoul Serum ================== After you get the serum from the above quest, go over to the medical place and talk to Zelka. Give him the serum and he will say that it is enough to make it a full-fledged antidote. This means that anyone that gets the Rakghoul disease can now be cured for a mere 50 credits! Refuse the reward Zelka gives you to gain light side points. ====================== 11. Rukil's Apprentice ====================== Rukil is the oldest man in the Undercity, and he wants you to find his apprentice, Mayla. She will have a promise land journal. So, walk out of the gate and go northwest. At the wall in the northwest area will be some Rakghouls, kill them. Look in the outcast body near the pack of rakghouls to find the promise land journal. The weird part is that if she died by the Rakghouls she would of turned into one. Isn't that weird. Anyways, go back to Rukil and tell him the bad news. He will then bring you to another quest for the other two promise land journals. See below for that quest. ==================== 12. The Promise Land ==================== Now Rukil wants you to find two more promise land journals. Both Journals are in the sewers. The first is in the room across from where Zaalbar was held. From the entrance, take the southwest path. The first door to your left should have a pack of Rakghouls in it. Kill all of them, and explore the outcast body to find one of the journals. For the second journal, from the entrance, take

the southeast path down to a circle room. Kill all the enemies and open the door to the room to the east. Once here, there will be two rooms. One has a some Gamorrean's and the other has some Rakghouls. Go inside the Rakghoul one, disable the mine, and kill the Rakghouls. Then look in the other body to find another journal. Now that you have done all of this, go back to Rukil. Hand over the journals and he will say he now knows where the promise land is! The whole Undercity will leave for it tonight. You will gain lightside points for this, but no credits. -_========================================= D a n t o o i n e S i d e Q u e s t s ========================================= 1. 2. 3. 4. 5. 6. Mandalorian Raiders Missing Companion Murdered Settler Dead Settler Sandral/Matale Feud Crystals in the Cave

====================== 1. Mandalorian Raiders ====================== When you first walk out of the Jedi Enclave, to find the corruption in the grove, you will come by a settler names Jon. Now, Jon is not happy with the Jedi, for one reason and one reason only. They took his beloved family member. By "they," I mean the Mandolorians. These Mandolorians are fierce, and pretty damn strong. I would advise you complete all of the main quests for Dantooine before doing this quest. You should also try to gain a level or two by slaughtering Kath hounds. When you think you are ready, you will have to dispatch of four Mandolorian groups. The first group is near the center of the grove area, the second group is just west of the Matale mansion, and the third is in the southern middle area of the Sandral grounds. All of these groups consist of about 5 men each. Two of the men will be fit in Mandolorian armor and be tough to defeat. The other three men will be easy to slaughter. Remember to check the remains of the bodies, there is some valuable stuff in them. After you slaughter the three groups, return to the center of the grove. You will see another Mandolorian group. This group is the most fierce. There leader is Sherruk, and he is unhappy with what you have been doing. Y'know, killing all of his men? Anyways, you will fight him. And he will be very tough. Just hack away with the improved flurry/attack combo until they are done for. I would switch to Bastila so I could use her healing technique in the battle. After the battle, check all the bodies for some valuable items. Namely, a lightsaber that the almighty Sherruk has. After you slaughter all of these groups, go back over to Jon by the Jedi Enclave. He will be very happy wih what you have done, and will happily reward you. If you refuse the reward, you will get lightside points. Of course, the reward is actually pretty good. ==================== 2. Missing Companion ==================== A woman named Elise needs your help. She is located by a speeder, when you walk out to the grasslands. She is to the east of Jon, if my directions suck. Anyways, she wants you to get her companion back. Ask her a lot of questions, and you will find out that the door was not damaged. Ask her if her companion left without getting captured, and she will say that he is not programmed for

it. Ding ding ding, we have a winner. Little miss Elise is looking for a droid. A personal assistance droid, that is very valuable to her. Agree to this task, and start looking for the droid. He is located in on the east side of the Sandral grouds. The kath hounds will be on him. Run up to the hounds and slaughter them. Then talk to the droid, C8-42. He will tell you that the woman, Elise, tried to treat him like her dead husband. He will also say that it was not "heathly" for her so he decided to run away. There is no lightside option, but there are two options that will evade getting dark side points. The first one is to agree with C8-42 and destroy him. Then go back to Elise and tell her that you had to destroy him, she will run off crying. If you go back to the Enclave, in one of the rooms Elise will be, with a new man in her life. This is the happiest result, in the end. Alternatively, you can convince the droid to go back to Elise and they will live there life again as before. And well, that's that. =================== 3. Murdered Settler =================== The alien Jedi named Bolook is located on a bride, around the west side of the groove. He will ask for your help in a murder that happened today. Agree, and you will be brought to two suspects. One is Handon and the other is Rickard. Ask both of them everything that occured today at the murder. Both will say that they did not kill him, yet they are the only suspects Talk to the protocol droid, then speak to Bolook again. If you answer three incorrect answers in this case, Bolook will yank you out and you won't get experience points. Therefore, I will tell you the answers to what you have to say to him. The order of what you do is, question both of the suspects, talk to the protocol droid, then talk to Bolook. Keep doing this until you are finished with the quest. You will have to question them various times. These are the statements you need to say to Bolook: First Second Third Fourth Rickard is lying. It was a cloudy - there was no sun glare! Rickard is lying. They had a fight over business matters. The blaster was Handon's. He lied about it being stolen. It didn't belong to the victim. It's Handon's blood. He is clutching his side. Fifth Answer: No, they are both guilty. Handon admitted that Calder was having as affair with his wife. Answer: Answer: Answer: Answer:

This is the best result in the case. Both men are guilty, as you get the most experience points for doing it this way. If you have one man be guilty, you get less, and you have to live with knowing that it could of been either. You get a ton of experience points for doing this, and it is very well worth it. You will not gain lightside points for having any solution, however. =============== 4. Dead Settler =============== This one is easy. Once you pass all the Jedi Trials you will be aloud to leave the Enclave. Once you do, explore the east side of the Matale grounds to find the body of Casus, Sandral's son. He was killed by Rakghouls, though the Sandral hard-head will not admit it. Take the datapad and go over to the Sandral grounds and talk to the droid. Tell him that you found Casus's body, and he will let you see Mr. Sandral. Talk to him about this incident to complete this very simple quest.

====================== 5. Sandral/Matale Feud ====================== This is a long arse quest, so get ready! After you pass all of the Jedi trials, go back to Mr. Matale will barge in, stating that the Sandral's stole his son. The masters will assign you this quest, also. Now, go on over to the Sandral estate. Once you are there, talk to the droid. Tell him that you are here on behalf of the Jedi counsel, and he will let you. Once you are in, Mr. Sandral will tell you to leave. After this, Sandral's daughter will come out. Her name is Rahasia. Be nice to her and she will eventually say that her father captured the Sandral's boy. She will also give you the key to go inside Sandral's house from the back. Now, walk back out and go over to the back of the house. There will be a lot of droids and a lot of rooms. After you are done raiding the whole house, killing droids and looting all the footlockers, look in the rooms. One of them will have Rahasia in it. Talk to her, and she will tell you where Shen, Matale's son, is. Run on over to it, locating it easily by the map. One you reach the door, bash it open. Talk to Shen and he will tell you that he won't leave hence Rahasia will have to see her father's "wrath." He will then say that if Rahasia would leave that he would also leave. Run on back over to Rahasia and tell her this. She will say that she will meet him outside the front of the house. From here, go back over to Shen and tell him this. He will then leave with you. The game will automatically throw you to the next scene, which is of Rahasia and Shen. After a short reunion, Ahlan Matale and Nurik Sandral will march on to them to break of the reunion. They will argue a little. You will have a say in the conversation. Try to preserve the peace factor. Then, persuade. What will most likely happen is the two kids will run off, and the Matale and Sandral's will be furious about you. They will say they will tell the Jedi counsel about what happened. Don't worry, though, nothing will happen. Of course, the really good result is when your persuasions are successful. This will lead to the Matale/Sandral supporting there kids. This will most likely not happen. Anyways, here is the dialogue to get the good result: You two just need to calm down. Both of you calm down now! [Persuade] Shen is capable of making decisions on his own. [Persuade] Children grow up and leave eventually. If the persuasions are successful, you will get the good ending. Of course, will most likely will not happen, and you will get the normal ending. ======================= 6. Crystals in the cave ======================= Well, once you become a Jedi you will learn all about crystals, and how they affect your lightsaber drastically. Well, here on Dantooine you might of heard of a crystal cave from one of the Jedi counsel. He will tell you that it is only a rumor but we can all see the twitch in his eyes... Well, maybe not, but there is a cave with a ton of crystals in it. So, once you find this out, run on over to the Sandral grounds. From here, go over to the east side of the lands. At the very east point will be a cave. If you are not at a respectable level, then please, do not go inside. If you have, however, learned about the Star Forge and whatnot, then go inside the cave. Once you are inside, there will be a welcoming party of kinrath spiders. These

little... er... spiders are pretty tough. So, kill them all with improved flurry. Then, go down the cave, killing spiders as you go along. At the end of the cave will be tons of crystals. Loot them to find crystals. And we are not talking those crappy ones, we are talking about the good stuff. These crystals are not only vital to attacking, but you can sell them and make a good buck (or more!). After you loot all the crystals, bash the kinrath eggs to find even more crystals. You should now have an arsenal of them, so go back to the Ebon Hawk and read my lightsaber section to learn which ones to equip. ======================================= T a t o o i n e S i d e Q u e s t s ======================================= 1. 2. 3. 4. 5. 6. Sharina's Husband Swoop Racing Nico's Agency Iziz the Jawa Trapped Tanis Sand People History

==================== 1. Sharina's Husband ==================== This quest becomes available when you first enter Anchorhead. It starts outside the Hunter's Lodge, on the western side of Anchorhead. Once you arrive there, you should see Sharina Nal just outside the door of the lodge. Talk to her and she'll tell you what happened to her husband. To make things short, her husband ate it and she now has a Wraid Plate, worth 500 credits, that she cannot sell because she does not have a hunter's license. This is where you come in; since you have a license, or will shortly, you can sell the plate and give her the dough. Light side points, of course, will be obtained if you buy the plate from her. If you want more light side points, you can donate some credits to her as well as buying the plate from her. Remember, afterwards, to sell the plate to the Hunter's Lodge. =============== 2. Swoop Racing =============== Make your way to the Czerka house in Anchorhead. In here, you'll find Motta the Hutt, who enjoys hiring new racers and taking most of the money they earn. It doesn't matter, though, as you'll earn a bundle even with the greedy Hutt. You'll have to partake in three races where you'll have to beat best times. It's just like Taris, but the times are more challenging along with the course. There's no real strategy; keep racing until you know the location of most of the accelerator pads. They are the key to victory, as you might have already known. It might take several times before you beat the third race, but it's completely possible if you hit enough accelerator pads. Motta, being the slime ball he is, doesn't actually pay you in credits. Instead, he pays you in racing bonds, which can be sold at any non-respectable Tatooine store. ================ 3. Nico's Agency ================ Motta the Hutt wants to sign Nico Senvi to a racing contract. After you get the

lowdown from Motta, walk over to Nico, located in the same room. Before you can negotiate with Nico, you have to beat the three races that Motta the Hutt offers, to prove to Nico that you know what you're talking about. Once done, engage in conversation with Nico. He'll tell you, in short, that he doesn't like the money part of the contract with Motta. You can't really blame Nico; Swoop racing is a dangerous sport, and it's not like Motta is doing much besides sitting on his perch. To finish things up goody-two-shoes style, persuade Motta the Hutt to give Nico a better contract. Go back to Nico and he'll accept the new contract with little fuss. ================ 4. Iziz the Jawa ================ Iziz the Jawa is located by the gate to Dune Sea. He'll tell you some of his fellow Jawaiians (is that the word?) are currently being held in the Sand People camp. He wants you to get them out of there. To complete this quest, follow the main walkthrough until you are in the camp. Then, while talking to the chieftain, persuade him to let the Jawa's leave. ================ 5. Trapped Tanis ================ Marlena, Tanis' wife, will automatically talk to you when you try to go to Dune Sea with your hunter's license. She'll tell you to say "hi" to Tanis when you see him out in the desert. Journey out into Dune Sea and walk southeast from the gates. You should see four droids in the air soon enough. Walk up to them and you'll see Tanis in the middle. Talk to him. It seems the wife is a little mad at Tanis, so she made the droid's automatically explode if Tanis moves or if someone hampers with the droid's incorrectly. Okay, maybe more than a _little_ mad at Tanis, but whatever. If you want light side points, you'll have to hamper with the droid's correctly. It's fairly simple, but I'll list the answers here. Droid A: Node 2 is reporting correctly. This is because two have to be incorrect, and since the other two are reporting the same node, it has to be the only other one. Droid B: Seven is the missing prime number. It's a prime number... Droid C: One-hundred-and-twenty (120) large pulses. This is, again, simple logic. One-third of the small pulses is 100, while one-third of the large pulses is 60. So, in this question, 100 small pulses is equal to 60 large pulses. If 100 small pulses have already been used, then that means 200 small pulses are left over, making 120 large pulses, since 100 = 60 and 200 = 120. Droid D: 31-13-12-14 * 23-41-12-14 ======================================= K a s h y y y k S i d e Q u e s t s ======================================= 1. Eli and Matton 2. Lost Wookiee 3. Mandalorian Shadows ================= 1. Eli and Matton =================

In the center of the landing port you'll find Starsky and Hu- err... Eli and Matton. Matton's ship left one day and now he has to pay off Eli for his lack of services. Matton works for Eli as an engineer to pay off his debt, so you have plenty of time to get to the bottom of this. This quest is fairly straightforward; you have to find the evidence that backs up Eli or Matton. And you'll find that evidence, too, by looking south of Jolee's house. A malfunctioning droid, in fact, is the key to this little conflict. See, the droid will replay its memories to you, showing you that Eli took Matton's ship and sold it. What a greedy little bugger, that Eli! Take the droid's head and go back to Eli. For light side points, tell Eli to run away. Sadly, you can't kill Eli if you are going for the light. However, Matton can take over Eli's shop, though, if you let him. =============== 2. Lost Wookiee =============== Inside Woorwill's home, you'll find Woorwill and Jaarak. Speak with both of them about Rorworr and they will say Rorworr disapeared in the Shadowlands, and that they are too young to enter the Shadowlands themselves, so they don't know what happened to him. Enter upper Shadowlands and walk over to Jolee's house. In between his hut and the Czerka camp you'll find Rowrorr's corpse. Take the datapad and bowcaster bolt and go back to Jaarak. After questioning him, he'll demand you go to the Holder's house and speak with Worrozner. Show the wookiee the evidence and he'll decide to let the courts decide this matter. The fate of the trial rests in your hands. To get mucho light side points, explain that Jaarak's crime was self-defense. You don't get any money, though. :( ====================== 3. Mandalorian Shadows ====================== When you first enter Lower Shadowlands you find a wookiee named Grrrwahr (I think the name's trying to tell you something) that is fighting a group of Mandalorians. After defeating the Mandalorians, heal the wookiee with your cure spell or a medpac. Once he's all better, he'll give you the quest. It's time to hunt us some Mandalorians. Disarm everyone in your party and walk around Lower Shadowlands. Soon enough, Mandalorians will engage you in battle. After defeating them, get the datapad off one of their corpses and repeat the process again. Once you have two datapads, go to the swoop bikes located in the southwest corner of the map and replace the missing signal device. This will call up more Mandalorians, which you'll cut through easily. Afterwards, go back to that Grrrwahrr guy and tell him the good news. =================================== M a n a a n S i d e Q u e s t s =================================== 1. 2. 3. 4. Sunry Murder Trial Selkath Mystery Swoop Races Mercenaries

===================== 1. Sunry Murder Trial ===================== ================== 2. Selkath Mystery ================== Save yourself a lot of hassle and pick up this base. I don't like the idea of going back into can pick up this quest in the northern part of hallway in the center room and follow it as it Selkath named Shaelas in a corner. He'll tell you about the "mystery" with done ranting, it's time to take action. you are deep into the base. In the most find the training room. After entering, Selkath. quest BEFORE you enter the sith that base, either. Anyway, you Ahto West. Take the northeastern loops around into a room. Find a

young Selkath disappearing. After he's Continue in the main walkthrough until northern part of the base, you will you'll be in a room with a lot of angry

Since we're light side people, tell Shasa and her band of Selkath about the sith betrayal and you will get light side points. After the talk, leave via the right door and you find yourself in a room with a lot of doors to choose from. Take the northeast room and dispose of the Jedi and Selkath inside. Once you have taken out the garbage, go back to the center room and take the southeast room. Lots o' unconscious Selkath in here. One of them will give you a ceremonial pin. Coolio. Anyway, kick it back to Shasa in the southwest room and let her see the pin as proof. You will get even more light side points for this! ============== 3. Swoop Races ============== Same ol', same ol'. This one is interesting because a green guy threatens you. Anyway, you can find the swoop races in Ahto East - the swoop registration building, to be exact. Inside, you'll find the usual swoop setup. Talk to the Selkath behind the counter to get the ball rolling. It costs twenty credits to practice so I'll suggest you do that until you feel confident enough to race. When you win a race you'll get 300, 600, and 800 credits, in that order. For the last race, Qweedle wants a word with you. Remember to keep things light in the conversation. And by "light," I mean good-no-killing style. You'll be rewarded with light side points, too, for your restraint. ============== 4. Mercenaries ============== This is a very simple quest; just remember to pick it up before you go underwater. Anyway, it's located in the same place as the mystery quest (northern Ahto West), take away looping around the corner. The Selkath, Nilko, wants to find out why the Republic is on a shopping spree for mercenaries. To find out, continue in the game until you get off the submarine. The Twi'lek will specifically say that the insane Selkath have been eating mercenaries for breakfast, lunch, dinner, and midnight snacks. Go back to Nilko with this newfound information to complete the quest.

======================================= K o r r i b a n S i d e Q u e s t s ======================================= 1. 2. 3. 4. 5. 6. 7. 8. 9. Sith Code Lashowe Revolting Sith Double-Double-Cross Kel's Doubts Hermit Jorak Mandolarian Weapons Lost Droids Ajunta Pall

============ 1. Sith Code ============ Yuthura, located on the western side of the academy, will tell you the Sith code. It's all about slicing up people and feeding your grandma the leftover organs. Yikes. Anyway, this is one of the quests that rewards a prestige point, if you choose to recite the code to Master Uthar afterwards. The code is located here, for your convenience. Peace is a lie. There is only... passion. Through passion, I gain... strength. Through strength, I gain... power. Through power, I gain... victory. Through victory... my chains are broken. I don't know what type of chains he's talking about. Like, the ganster chains, or the chain to my watch? Anyway, Uthar will throw you a curveball after you recite the code, asking one more question. Here are the questions and answers: Nothing worse than love (False) Victory is always desirable (False) Passion fuels the force (True) You get a DARK SIDE POINT for reciting the code, but it's not like you also gain a disease that will eat at your brain until one day you fall over and die. This is a easy prestige point here, people! ========== 2. Lashowe ========== Yuthura will hint this sidequest in one of your later conversations. It seems Lashowe has found a Jedi Holocron that, thankfully, is guarded by a beast. Of course, giving Uthar a holocron will surely boost up your prestige points by one. Anyway, Lashowe is located on the northwestern part of the academy. Once you find her, use your persuasion skills to allow yourself in on this once in a lifetime opportunity. Then kiss butt and she will go off to the lair. Go to the northern side of the valley to find Lashowe again. Talk to her and fight the beast that will come thereafter. Afterwards, she'll take the holocron and say she'll give you credit. But she won't, that lying ho- person. Since we're good people, just let her take the credit. You get light side points for it, and you don't want massive dark side points, do you? =================

3. Revolting Sith ================= To start up this quest, talk to Yuthura about the renegade sith that fled to Shyrack Caves. They will fill you in on all the details, but it seems that pretty much covers it; some people opposing the sith are in Shyrack Caves. You can enter the cave in the southern part of the valley. Once inside, hit the south wall and then follow the wall east. Soon, you'll meet up with the renegade sith. Currently, you can only talk to one of the three of them. Tell'em that you will help'em get out of here in one piece. This means you have to kill the Tarentak located on the eastern part of the cave. Once done, go back to the renegade sith and they will leave. Go back to Uthar and lie to him to get the prestige point with no stringes attached. ====================== 4. Double-Double-Cross ====================== If you want to forgo the path of the light and go to the dark side, this is your chance. Basically, you double-cross people all the way around. First of all, double-cross Yuthura by telling Uthar about her plans. After that, Uthar will give you a datapad and tell you to give it to Adrenas, who is located in the library. After you hand off the datapad, Yuthura will be poisoned. Now it's time to get even darker. Go back to Yuthura and tell her that Uthar knows about her plan. Do not tell her about the poison or your snitching, please. She will give you a poisoning device and tell you to plant it in Uthar's bed. Do just that, it's located on the southwestern side of the academy. Now you have massive dark side points and a couple hard-fights-turned-easy. =============== 5. Kel's Doubts =============== Located on the southwestern wing of the academy you will find Kel Algwin, a doubting sith. First of all, persuade Kel about the ways of the sith. Then, it's time to tell him to run away. Just make sure to tell him not to go on a genocide. Or kill any students, for that matter. =============== 6. Hermit Jorak =============== Engage in conversation with one of the trainers near the entrance of the valley. Talk to him/her about Jorak. They will give you the lowdown; he was a sith master and vanished from the academy. Not much else geography on this planet besides the caves in the valley, so he must be in one of those. He's in the tomb of Tulak Hord, to be precise. Make your way to the tomb, which is located in the valley of death, and get ready for some weird stuff. Once inside, use the ancient console on the eastern side of the cave to *gasps* open a door. Go through this door and it will time be time to say goodnight. When you wake up, Jorak will give you the whole deal; if you answer a question correctly (evily), he will torture Mekel. If you answer a question incorrectly (light-like), Jorak will torture you. Great. We're light fools, so answer three questions incorrectly. Here are the correct answers, be sure to choose different answers then the ones provided below:

1. 2. 3. 4. 5.

I use the opportunity to kill him. I take the reward and leave the weak fools to their fate. I keep it to myself. Kill him. A true Sith never dies.

After playing twenty questions, Jorak will be mad that you "passed" his little test and will fight you. Just kill him; Mekel will help. Take the tablet from his beaten corpse and present it to Uthar for a prestige point. ====================== 7. Mandolarian Weapons ====================== In the academy, you should stumble upon a torture chamber on the southeastern side. When you find it, speak with the Sith torturer and agree to take over on the torturing. We want light side points, so persuade the prisoner into an escape plan, and he'll tell you what to do. After you put him in a catatonic state with your uber high computer skills, he can run away. Nice light side points! ============== 8. Lost Droids ============== A sith student, near the entrance to the Marko Ragnos tomb, will fill you in on the details of the droid. Enter the cave and get the data recorder and sound dampening stealth unit from the corpse on the ground near the entrance. After that, use the sound dampening stealth unit and head down the cave. Soon enough, you will meet the Rogue Droid, who will tell you what happened. Agree to switch the power button on his killer instincts to get light side points. Disable the system in this order: Combat matrix Motor function matrix Memory matrix Cognitive matrix Emotional construct matrix Creative simulation matrix Core If you do this out of order, you'll lose "chances" to do it. If all chances are depleted, the droid will attack you. After you do everything in the correct order, permanently disable the combat matrix, which will free the droid. More light side points will be obtained for doing this. Go back to Uthar and lie to him about the ordeal to receive a prestige point. ============== 9. Ajunta Pall ============== Talk to students in the academy to learn about Ajunta Pall. Afterwards, enter the tomb, appropiately named "Tomb of Ajunta Pall." Once inside, follow the path until you find yourself at a fork. Bash the door and kill the creatures. Afterwards, take the item off of the severed arm on the right side of the bridge. Go on the bridge and put a plasma grenade in it. Walk into the newly found area. This will lead to the last area. Take the three swords inside the sarcophagus

and try to leave. Ajunta Pall will confront you and give you a clue as to "which sword is which." After going to the rear of the tomb, put the notched steel sword into the sith statue. Converse which Ajunta and the spirit will tell you to take all the swords. Don't get Ajunta mad, or you'll have to fight a battle. Since we are light side, try to get Ajunta to return to the "high life." After this, opt to leave the tomb. Shaardan, one of the sith students, will be awaiting you outside. I just gave him one of the fake swords and told him to go fly a kite. =============================================================================== ---------------------------------5.2 - Quests (Dark Side) ---------------------------------=============================================================================== ================================= T a r i s S i d e Q u e s t s ================================= 1. Rapid Transit System 2. The Duel Ring 3. Pazaak Rules 4. Dia's Bounty 5. Largo's Bounty 6. Selven's Bounty 7. Matrik's Bounty 8. Bendak's Bounty 9. Infected Outcasts 10. Rakghoul Serum 11. Rukil's Apprentice 12. The Promise Land ======================= 1. Rapid Transit System ======================= Once you are outside you will see three sith soldiers raiding aliens. He kills one of the men with his blaster, and then realizes that you are behind him. He then tells his troops to attack. Time to fight. Change who are going to attack by pressing the right or left triggers. This will lock onto one of the sith soldiers, instead of the sith leader. This is better, hence the other alien will beat down the leader while you take care of the other two soldiers. Dispatch of the two soldiers, using your jump attack to kill them. The alien will kill the leader. The alien will then speak to you. Tell him you are glad to help, and he will respond that he will take care of the bodies. It is now time to level up. In skills, choose putting all your points in treat injury. This will only be one point. Next, is feats. Choose to the flurry technique. This is a great special attack, that will soon override your power attack special. After you choose flurry, accept the changes. Then, loot the bodies for some blasters. Now it is time to loot every apartment in this area. Start going down the apartment circle until you see a low security door. Change to Carth and use his security ability to open the door. You should see a women inside the room. Her name is Dia. If you wish to do Dia's quest, look in the sidequest "Dia's Bounty." Anyways, loot her apartment. There should be a bag by the entrance of her little room. Open it to find 18 credits, a computer spike, and a medpac. Take the items, then continue down the apartment circle.

You won't go long before a merchant stops you and talks about his shop. Be polite, and ask everything you can to him. After this, don't buy anything. His prices are not the best. Continue going down the apartment circle. You will see another low security door. Change to Carth and have him open it. There will be a Twi'lek in the room. Just go past her and to a bag on the ground. Take everything that is inside of it, which should be 16 credits, a part, and a medpac. From here, go down to the next door. This will be the entrance to the upper city. Do not go through the door, instead go past it and to the next security door. Open this door with Carth's security skill. There will be a Ithorian in this room. Loot the bag by the door to find some credits and parts. Follow this apartment circle more to a little droid room. There will be nothing there, so continue onto the next room. Again, use Carth's security skill. There will not be anybody in this room but a footlocker at the oppposite end of the door. Open it, take everything, and continue onto the next room. The next room will be your apartment. Go inside there to regain all of your health. To the opposite end will be a footlocker that has some medpacs and computer spikes. Take them, then leave again with Carth. From here, go down to the upper city door that is the most southern door in the circle. Now, go to the menu and use the triggers to find a map. This map will have "Return to Hideout" on the bottom. You will also see the X button by it. This means that if you press X now, you will return to the hideout. Do so, and you will complete the Rapid Transit System Quest. ================ 2. The Duel Ring ================ Time for some fun! The duel ring is a place where two combatants duel it out. What would the prize be? Money, of course! Talk to Ajuur in the Upper City Cantina about dueling. He will hook you up with the first fight. Your name will be... well, Ajuur thinks of a weird one that you have to choose. Once you are ready, tell him you want to duel. Ajuur will then place you against Dead-eye Duncan. Dead-eye Duncan --------------Dead-eye gets his name because he acts worse then a blind man in the ring! Run up to Duncan, dodging his blaster shots. When you get up close and personal to him, mash away with improved flurry. This is an extra easy way to win against Duncan. Only one flurry shot will bring him down! Boy was this a short fight. When I did my flurry, 10 points of damage inflicted on him did it. After you are done with the battle, go over to Ajuur to get 100 credits, chump change! Gerlon Two-Fingers -----------------He gets his name because of a critical accident in the ring, where he lost his fingers! But he is still here, and he won't leave the duel ring until he loses his hands! Gerlon is another easy one. Run up to him, avoid his blaster shots. Once up to him, hack away with improved flurry like you did Duncan. After inflicting 30 points on Gerlon, he will be done for. Go over to Ajuur again to get 200 credits. Ice ---

She gets her name because her blood is stone cold! She is tough, she is fierce, and she comes to kill. Ice is no pushover, but, then again, she isn't really tough at the proper level. Start off by running up to her and hacking away with flurry. This is the usual choice for almost every fight, hence it's power. She will actually survive a couple hits of flurry, so mix it up with your jump attack if you like. Fifty points of damage will leave cooling off on the ground. Ajuur will give you 300 credits for this one. Marl ---Marl is a nice guy, but he is getting pretty old at this. You will have to show him that the newer generation will prevail! Start off by running over to him, dodgin his blaster shots. Then, hack away with improved flurry like your previous three fights. Marl will go down after 80 points of damage. Ajuur will push over 400 credits for this victory. Twitch -----"Shoot first! Shoot last! Party with me, we'll have a blast!" This is always Twitch's motto, and he just very well might be crazy. Twitch is the champion in Taris, and you have to dethrone him. Twitch is a fast freak, and you will actually have to do different strings of attacks to kill him. If you just mash away with improved flurry, you will miss. Therefore, do a regular attack and then flurry. Then repeat the proccess until 100 points of damage is taken away from him. Then he will fall to the ground, making you the victor. Run on over to Ajuur and get your 500 credits. Now all you have to face is Bendak Starkiller, but he left the ring ages ago. =============== 3. Pazaak Rules =============== Talk to the old Pazaak player in the Upper City Cantina. One of the other players will forward him to you, saying that he wants to sell his deck. Talk to him, and he will sell his deck for some credits. After the sale, ask him to teach you Pazaak. Learn the ways of this money-making game and this quest will be completed. =============== 4. Dia's Bounty =============== Talk to Dia in the upper city apartments. She will tell you that she slashed Holdan with her Vibroblade, and now he has a bounty on her. She is a person that has a bounty on her head. Since you are uber dark side, kill her, and report back to Zax to get your money. This quest is fairly simple on dark side, but Dia actually can fight, so watch yourself. ================= 5. Largo's Bounty ================= Largo is located in the Upper City apartments. You will have to pick a door to get to him. Once inside, say that you will kill him instead of help him. You will gain some major light side points for this. The fight with Largo really isn't that difficult even if you just got to Taris. Largo should be an easy kill. Just remember afterwards to get your credits from Zax.

================== 6. Selven's Bounty ================== Selven killed many people in her days, so it is right for you to kill her. She is located in the Lower City apartments. You will have to pick a door to get to her. Once you do, she will ask you to leave or you will have a sword through your head. Tell her you will not leave, and you two will fight. She is rather easy, just hack away with flurry. Get the remains in her body and report back to Zax. He will give you 300 credits for you deed. ================== 7. Matrik's Bounty ================== Matrik is located at the Lower City apartments. Pick the door and talk to him to learn how he has a bounty on his head for no good reason. Tell him that you came to carry out the bounty, and you will be in a litle scuffle with him. The fight itself really isn't that difficult, Matrik doesn't put up enough of a fight. Just hack away with flurry while Carth blasts away. Then run on over to the lower city Cantina and tell Zax about your dark side deed. He will give you three hundred credits for the killing of Matrik. ================== 8. Bendak's Bounty ================== Bendak... Starkiller. The name just flies off your tongue, doesn't it? Well, Bendak cannot be fought until you have defeated the first five duel battles against the duel players (see quest 2). Once you have done this, by the entrance (going out) of the cantina will be Bendak himself. He will say that he has seen you fight, and that he wants to battle you. Agree, and you will have a date with one of Taris's toughest opponents. Talk to Ajuur about this, and he will say that he needs to get things ready with the dueling company because it is going to be a death match. He says that this will attract a lot of people, and that your payoff will be huge. So, go back outside and then come back in and talk to Ajuur. He will say that he is still working on the fight. Do this a couple times and you will be ready. Before you do this, however, listen to the comments the fellow duelists say. They say that you are crazy to go into the ring with Bendak. Don't let this fool you, though, Bendak isn't that tough. Well, he might be. The fight with Bendak starkiller should take place right before you go to Dantooine, you should be at a high level then. Equip yourself with a vibrosword and the best armor you can find. I advise you have at least 5 advanced medpacks, as this fight will be tough. When the fight starts out, run up to Bendak as fast as you can. Then hack away with flurry. On the second flurry launch, you will notice that your second flurry in a row won't hit Bendak. So, change to special attack once. After this you will notice that you are low on health, so get out of Bendak's sword range and heal yourself with one of the advanced medpacks. Watch out for the grenades he throws, because he has an unlimited supply. Then go back and do flurry and special attack again on him. Then go back and use a medpack. Are you starting to see a pattern? Indeed you are. If you use this pattern, Bendak shouldn't be that hard. Watch out for his grenades and blaster shots when you go to heal, however. Bendak will be a challenge if you are not at the right level, because he is very tough. After

the fight with Bendak, go over to Ajuur to get your money (a lot!). Talk about a bonus, and he will give you Bendak's blaster, a very powerful blaster that you should hold onto. Now, before you go onto the next quest, walk over to Zax in the lower city cantina. Talk to him about your ridding of Bendak, and you will get a 300 credit reward. Not bad. ==================== 9. Infected Outcasts ==================== You will find a lot of things around this area. Namely, there are a lot of dead bodies. If you go to the southeast corner by the sewer entrance that is locked, there will be a sith soldier that is dead. You will find the serum in his body. Now, go back over to the undercity town. Mission and Carth will start talking, and soon the talking will turn into arguing. Just tell them to settle down and do not take sides in the matter. Go back over to the cage where the healer is. You now need to use the serum on the people that are infected. ...Or you could just give the serum to Zax. Yeah, that would work perfectly... ================== 10. Rakghoul Serum ================== After you get the serum (see above), it is time to use it. Not, instead you will be going over to Zax the Hutt, he is located in the Lower Level Cantina. Once you arrive, go over to him and ask about the serum. He will say that he will buy it from you for some money. Agree, and get 1000 credits. You will also get some dark side points for your bad deed. ====================== 11. Rukil's Apprentice ====================== Rukil is the oldest man in the Undercity, and he wants you to find his apprentice, Mayla. She will have a promise land journal. So, walk out of the gate and go northwest. At the wall in the northwest area will be some Rakghouls, kill them. Look in the outcast body near the pack of rakghouls to find the promise land journal. The weird part is that if she died by the Rakghouls she would of turned into one. Isn't that weird. Anyways, go back to Rukil and tell him the bad news. He will then bring you to another quest for the other two promise land journals. See below for that quest. ==================== 12. The Promise Land ==================== Now Rukil wants you to find two more promise land journals. Both Journals are in the sewers. The first is in the room across from where Zaalbar was held. From the entrance, take the southwest path. The first door to your left should have a pack of Rakghouls in it. Kill all of them, and explore the outcast body to find one of the journals. For the second journal, from the entrance, take the southeast path down to a circle room. Kill all the enemies and open the door to the room to the east. Once here, there will be two rooms. One has a some Gamorrean's and the other has some Rakghouls. Go inside the Rakghoul one, disable the mine, and kill the Rakghouls. Then look in the other body to find another journal. Now that you have done all of this, go back to Rukil. Or, if you wanted to be dark, you could give them to Igear for some good credits. Yes, I like that idea, also.

Igear is the merchant in the Under City, and is located by the gates. Walk over to him and give him the journals. He will give you 100 (yes, one hundred) for the exchange. This is... nothing. Of course, since you are dark (Muhahaha!) you get some much needed dark side points for it. ========================================= D a n t o o i n e S i d e Q u e s t s ========================================= 1. 2. 3. 4. 5. 6. Mandalorian Raiders Missing Companion Murdered Settler Dead Settler Sandral/Matale Feud Crystals in the Cave

====================== 1. Mandalorian Raiders ====================== When you first walk out of the Jedi Enclave, to find the corruption in the grove, you will come by a settler names Jon. Now, Jon is not happy with the Jedi, for one reason and one reason only. They took his beloved family member. By "they," I mean the Mandolorians. These Mandolorians are fierce, and pretty damn strong. I would advise you complete all of the main quests for Dantooine before doing this quest. You should also try to gain a level or two by slaughtering Kath hounds. When you think you are ready, you will have to dispatch of four Mandolorian groups. The first group is near the center of the grove area, the second group is just west of the Matale mansion, and the third is in the southern middle area of the Sandral grounds. All of these groups consist of about 5 men each. Two of the men will be fit in Mandolorian armor and be tough to defeat. The other three men will be easy to slaughter. Remember to check the remains of the bodies, there is some valuable stuff in them. After you slaughter the three groups, return to the center of the grove. You will see another Mandolorian group. This group is the most fierce. There leader is Sherruk, and he is unhappy with what you have been doing. Y'know, killing all of his men? Anyways, you will fight him. And he will be very tough. Just hack away with the improved flurry/attack combo until they are done for. I would switch to Bastila so I could use her healing technique in the battle. After the battle, check all the bodies for some valuable items. Namely, a lightsaber that the almighty Sherruk has. After you slaughter all of these groups, go back over to Jon by the Jedi Enclave. He will be very happy wih what you have done, and will happily reward you. If you refuse the reward, you will get lightside points. Of course, the reward is actually pretty good. ==================== 2. Missing Companion ==================== A woman named Elise needs your help. She is located by a speeder, when you walk out to the grasslands. She is to the east of Jon, if my directions suck. Anyways, she wants you to get her companion back. Ask her a lot of questions, and you will find out that the door was not damaged. Ask her if her companion left without getting captured, and she will say that he is not programmed for it. Ding ding ding, we have a winner. Little miss Elise is looking for a droid. A personal assistance droid, that is very valuable to her. Agree to this task, and start looking for the droid. He is located in on the east side of the Sandral grouds. The kath hounds will be on him. Run up to the

hounds and slaughter them. Then talk to the droid, C8-42. He will tell you that the woman, Elise, tried to treat him like her dead husband. He will also say that it was not "heathly" for her so he decided to run away. There is no lightside option, but there are two options that will evade getting dark side points. But we are evil! We want more dark side points! Give into your hate. Tell C8-42 that you will kill him, and tell Elise that you couldn't find him, leaving her to an endless search to find him. You are a very evil person! Say this, and chop up C8-42. Then go back to Elise and tell her that you haven't found him. Now she can attend to finding the droid for the rest of her life. Major dark side points! =================== 3. Murdered Settler =================== The alien Jedi named Bolook is located on a bride, around the west side of the groove. He will ask for your help in a murder that happened today. Agree, and you will be brought to two suspects. One is Handon and the other is Rickard. Ask both of them everything that occured today at the murder. Both will say that they did not kill him, yet they are the only suspects Talk to the protocol droid, then speak to Bolook again. If you answer three incorrect answers in this case, Bolook will yank you out and you won't get experience points. Therefore, I will tell you the answers to what you have to say to him. The order of what you do is, question both of the suspects, talk to the protocol droid, then talk to Bolook. Keep doing this until you are finished with the quest. You will have to question them various times. These are the statements you need to say to Bolook: First Second Third Fourth Rickard is lying. It was a cloudy - there was no sun glare! Rickard is lying. They had a fight over business matters. The blaster was Handon's. He lied about it being stolen. It didn't belong to the victim. It's Handon's blood. He is clutching his side. Fifth Answer: No, they are both guilty. Handon admitted that Calder was having as affair with his wife. Answer: Answer: Answer: Answer:

This is the best result in the case. Both men are guilty, as you get the most experience points for doing it this way. If you have one man be guilty, you get less, and you have to live with knowing that it could of been either. You get a ton of experience points for doing this, and it is very well worth it. You will not gain lightside points for having any solution, however. =============== 4. Dead Settler =============== This one is easy. Once you pass all the Jedi Trials you will be aloud to leave the Enclave. Once you do, explore the east side of the Matale grounds to find the body of Casus, Sandral's son. He was killed by Rakghouls, though the Sandral hard-head will not admit it. Take the datapad and go over to the Sandral grounds and talk to the droid. Tell him that you found Casus's body, and he will let you see Mr. Sandral. Talk to him about this incident to complete this very simple quest. ====================== 5. Sandral/Matale Feud ====================== This is a long arse quest, so get ready! After you pass all of the Jedi trials, go back to Mr. Matale will barge in, stating that the Sandral's stole his son.

The masters will assign you this quest, also. Now, go on over to the Sandral estate. Once you are there, talk to the droid. Tell him that you are here on behalf of the Jedi counsel, and he will let you. Once you are in, Mr. Sandral will tell you to leave. After this, Sandral's daughter will come out. Her name is Rahasia. Be nice to her and she will eventually say that her father captured the Sandral's boy. She will also give you the key to go inside Sandral's house from the back. Now, walk back out and go over to the back of the house. There will be a lot of droids and a lot of rooms. After you are done raiding the whole house, killing droids and looting all the footlockers, look in the rooms. One of them will have Rahasia in it. Talk to her, and she will tell you where Shen, Matale's son, is. Run on over to it, locating it easily by the map. One you reach the door, bash it open. Talk to Shen and he will tell you that he won't leave hence Rahasia will have to see her father's "wrath." He will then say that if Rahasia would leave that he would also leave. Run on back over to Rahasia and tell her this. She will say that she will meet him outside the front of the house. From here, go back over to Shen and tell him this. He will then leave with you. The game will automatically throw you to the next scene, which is of Rahasia and Shen. After a short reunion, Ahlan Matale and Nurik Sandral will march on to them to break of the reunion. They will argue a little. You will have a say in the conversation. It is very simple to get a dark side ending. And we love these endings, don't we? I thought so. Anyways, the ending itself is a real treat. You get the two families to kill each other (how sad, AND EVIL!). To do this, insist violence throughout the conversation when the two families talk to each other. If you do this then you will get a dark side ending, with everybody killing everybody. Don't worry about the Jedi Counsel, however, they will think that this situation was unavoidable. More dark side points ahoy. ======================= 6. Crystals in the cave ======================= Well, once you become a Jedi you will learn all about crystals, and how they affect your lightsaber drastically. Well, here on Dantooine you might of heard of a crystal cave from one of the Jedi counsel. He will tell you that it is only a rumor but we can all see the twitch in his eyes... Well, maybe not, but there is a cave with a ton of crystals in it. So, once you find this out, run on over to the Sandral grounds. From here, go over to the east side of the lands. At the very east point will be a cave. If you are not at a respectable level, then please, do not go inside. If you have, however, learned about the Star Forge and whatnot, then go inside the cave. Once you are inside, there will be a welcoming party of kinrath spiders. These little... er... spiders are pretty tough. So, kill them all with improved flurry. Then, go down the cave, killing spiders as you go along. At the end of the cave will be tons of crystals. Loot them to find crystals. And we are not talking those crappy ones, we are talking about the good stuff. These crystals are not only vital to attacking, but you can sell them and make a good buck (or more!). After you loot all the crystals, bash the kinrath eggs to find even more crystals. You should now have an arsenal of them, so go back to the Ebon Hawk and read my lightsaber section to learn which ones to equip. ======================================= T a t o o i n e S i d e Q u e s t s =======================================

1. 2. 3. 4. 5. 6.

Sharina's Husband Swoop Racing Nico's Agency Iziz the Jawa Trapped Tanis Sand People History

==================== 1. Sharina's Husband ==================== This quest becomes available when you first enter Anchorhead. It starts outside the Hunter's Lodge, on the western side of Anchorhead. Once you arrive there, you should see Sharina Nal just outside the door of the lodge. Talk to her and she'll tell you what happened to her husband. To make things short, her husband ate it and she now has a Wraid Plate, worth 500 credits, that she cannot sell because she does not have a hunter's license. This is where you come in; since you have a license, or will shortly, you can sell the plate and give her the dough. Dark side points, of course, will be obtained if you persuade her to give you the plate or if you use Jedi mind tricks to get the plate. Remember, afterwards, to sell the plate to the Hunter's Lodge. =============== 2. Swoop Racing =============== Make your way to the Czerka house in Anchorhead. In here, you'll find Motta the Hutt, who enjoys hiring new racers and taking most of the money they earn. It doesn't matter, though, as you'll earn a bundle even with the greedy Hutt. You'll have to partake in three races where you'll have to beat best times. It's just like Taris, but the times are more challenging along with the course. There's no real strategy; keep racing until you know the location of most of the accelerator pads. They are the key to victory, as you might have already known. It might take several times before you beat the third race, but it's completely possible if you hit enough accelerator pads. Motta, being the slime ball he is, doesn't actually pay you in credits. Instead, he pays you in racing bonds, which can be sold at any non-respectable Tatooine store. ================ 3. Nico's Agency ================ Motta the Hutt wants to sign Nico Senvi to a racing contract. After you get the lowdown from Motta, walk over to Nico, located in the same room. Before you can negotiate with Nico, you have to beat the three races that Motta the Hutt offers, to prove to Nico that you know what you're talking about. Once done, engage in conversation with Nico. He'll tell you, in short, that he doesn't like the money part of the contract with Motta. You can't really blame Nico; Swoop racing is a dangerous sport, and it's not like Motta is doing much besides sitting on his perch. To finish things up mafia-style, convince Nico to accept the bad contract. If you want to be even worse, use your mind tricks to really screw Nico over. ================ 4. Iziz the Jawa

================ Iziz the Jawa is located by the gate to Dune Sea. He'll tell you some of his fellow Jawaiians (is that the word?) are currently being held in the Sand People camp. He wants you to get them out of there. To complete this quest, follow the main walkthrough until you are in the camp. Then, while talking to the chieftain, persuade him to let the Jawa's leave. ================ 5. Trapped Tanis ================ Marlena, Tanis' wife, will automatically talk to you when you try to go to Dune Sea with your hunter's license. She'll tell you to say "hi" to Tanis when you see him out in the desert. Journey out into Dune Sea and walk southeast from the gates. You should see four droids in the air soon enough. Walk up to them and you'll see Tanis in the middle. Talk to him. It seems the wife is a little mad at Tanis, so she made the droid's automatically explode if Tanis moves or if someone hampers with the droid's incorrectly. Okay, maybe more than a _little_ mad at Tanis, but whatever. Just let Tanis fry, we're dark, remember? ======================================= K a s h y y y k S i d e Q u e s t s ======================================= 1. Eli and Matton 2. Lost Wookiee 3. Mandalorian Shadows ================= 1. Eli and Matton ================= In the center of the landing port you'll find Starsky and Hu- err... Eli and Matton. Matton's ship left one day and now he has to pay off Eli for his lack of services. Matton works for Eli as an engineer to pay off his debt, so you have plenty of time to get to the bottom of this. This quest is fairly straightforward; you have to find the evidence that backs up Eli or Matton. And you'll find that evidence, too, by looking south of Jolee's house. A malfunctioning droid, in fact, is the key to this little conflict. See, the droid will replay its memories to you, showing you that Eli took Matton's ship and sold it. What a greedy little bugger, that Eli! Take the droid's head and go back to Eli. For dark side points, tell Matton to annihilate Eli. Y'know, destroy, kill, slice up into a million pieces? Have him take over Eli's merchant duties, too. =============== 2. Lost Wookiee =============== Inside Woorwill's home, you'll find Woorwill and Jaarak. Speak with both of them about Rorworr and they will say Rorworr disapeared in the Shadowlands, and that they are too young to enter the Shadowlands themselves, so they don't know what happened to him. Enter upper Shadowlands and walk over to Jolee's house. In between his hut and the Czerka camp you'll find Rowrorr's corpse. Take the datapad and bowcaster bolt and go back to Jaarak.

After questioning him, he'll demand you go to the Holder's house and speak with Worrozner. Show the wookiee the evidence and he'll decide to let the courts decide this matter. The fate of the trial rests in your hands. To get dark side points, state that Jaarak is a killer. You'll also get Jaarak's wealth, as well. ====================== 3. Mandalorian Shadows ====================== When you first enter Lower Shadowlands you find a wookiee named Grrrwahr (I think the name's trying to tell you something) that is fighting a group of Mandalorians. After defeating the Mandalorians, heal the wookiee with your cure spell or a medpac. Once he's all better, he'll give you the quest. It's time to hunt us some Mandalorians. Disarm everyone in your party and walk around Lower Shadowlands. Soon enough, Mandalorians will engage you in battle. After defeating them, get the datapad off one of their corpses and repeat the process again. Once you have two datapads, go to the swoop bikes located in the southwest corner of the map and replace the missing signal device. This will call up more Mandalorians, which you'll cut through easily. Afterwards, go back to that Grrrwahrr guy and tell him the good news. =================================== M a n a a n S i d e Q u e s t s =================================== 1. 2. 3. 4. Sunry Murder Trial Selkath Mystery Swoop Races Mercenaries

===================== 1. Sunry Murder Trial ===================== ================== 2. Selkath Mystery ================== Save yourself a lot of hassle and pick up this base. I don't like the idea of going back into can pick up this quest in the northern part of hallway in the center room and follow it as it Selkath named Shaelas in a corner. He'll tell you about the "mystery" with done ranting, it's time to take action. you are deep into the base. In the most find the training room. After entering, Selkath. Since we bad people, slaughter ============== 3. Swoop Races ============== Same ol', same ol'. This one is interesting because a green guy threatens you. Anyway, you can find the swoop races in Ahto East - the swoop registration building, to be exact. Inside, you'll find the usual swoop setup. Talk to the quest BEFORE you enter the sith that base, either. Anyway, you Ahto West. Take the northeastern loops around into a room. Find a

young Selkath disappearing. After he's Continue in the main walkthrough until northern part of the base, you will you'll be in a room with a lot of angry all the Selkath in the room.

Selkath behind the counter to get the ball rolling. It costs twenty credits to practice so I'll suggest you do that until you feel confident enough to race. When you win a race you'll get 300, 600, and 800 credits, in that order. For the last race, Qweedle wants a word with you. Remember to keep things evil in the conversation to gain dark side points; we wouldn't want anything good to pop up on our permanent record. ============== 4. Mercenaries ============== This is a very simple quest; just remember to pick it up before you go underwater. Anyway, it's located in the same place as the mystery quest (northern Ahto West), take away looping around the corner. The Selkath, Nilko, wants to find out why the Republic is on a shopping spree for mercenaries. To find out, continue in the game until you get off the submarine. The Twi'lek will specifically say that the insane Selkath have been eating mercenaries for breakfast, lunch, dinner, and midnight snacks. Go back to Nilko with this newfound information to complete the quest. ======================================= K o r r i b a n S i d e Q u e s t s ======================================= 1. 2. 3. 4. 5. 6. 7. 8. 9. Sith Code Lashowe Revolting Sith Double-Double-Cross Kel's Doubts Hermit Jorak Mandolarian Weapons Lost Droids Ajunta Pall

============ 1. Sith Code ============ Yuthura, located on the western side of the academy, will tell you the Sith code. It's all about slicing up people and feeding your grandma the leftover organs. Yikes. Anyway, this is one of the quests that rewards a prestige point, if you choose to recite the code to Master Uthar afterwards. The code is located here, for your convenience. Peace is a lie. There is only... passion. Through passion, I gain... strength. Through strength, I gain... power. Through power, I gain... victory. Through victory... my chains are broken. I don't know what type of chains he's talking about. Like, the ganster chains, or the chain to my watch? Anyway, Uthar will throw you a curveball after you recite the code, asking one more question. Here are the questions and answers: Nothing worse than love (False) Victory is always desirable (False) Passion fuels the force (True) You get a DARK SIDE POINT for reciting the code, but it's not like you also

gain a disease that will eat at your brain until one day you fall over and die. This is a easy prestige point here, people! ========== 2. Lashowe ========== Yuthura will hint this sidequest in one of your later conversations. It seems Lashowe has found a Jedi Holocron that, thankfully, is guarded by a beast. Of course, giving Uthar a holocron will surely boost up your prestige points by one. Anyway, Lashowe is located on the northwestern part of the academy. Once you find her, use your persuasion skills to allow yourself in on this once in a lifetime opportunity. Then kiss butt and she will go off to the lair. Go to the northern side of the valley to find Lashowe again. Talk to her and fight the beast that will come thereafter. Afterwards, she'll take the holocron and say she'll give you credit. Tell her that you want the artifact and proceed to slice her down. We love dark side points. Bring the artifact back to Uthar. ================= 3. Revolting Sith ================= To start up this quest, talk to Yuthura about the renegade sith that fled to Shyrack Caves. They will fill you in on all the details, but it seems that pretty much covers it; some people opposing the sith are in Shyrack Caves. You can enter the cave in the southern part of the valley. Once inside, hit the south wall and then follow the wall east. Soon, you'll meet up with the renegade sith. Currently, you can only talk to one of the three of them. Tell'em that you want to slaughter them for some extra dark side points and do it. After they are corpses, run back to Master Uthar and tell him the good news. ====================== 4. Double-Double-Cross ====================== If you want to continue the path of the dark and go to the dark side, this is your chance. Basically, you double-cross people all the way around. First of all, double-cross Yuthura by telling Uthar about her plans. After that, Uthar will give you a datapad and tell you to give it to Adrenas, who is located in the library. After you hand off the datapad, Yuthura will be poisoned. Now it's time to get even darker. Go back to Yuthura and tell her that Uthar knows about her plan. Do not tell her about the poison or your snitching, please. She will give you a poisoning device and tell you to plant it in Uthar's bed. Do just that, it's located on the southwestern side of the academy. Now you have massive dark side points and a couple hard-fights-turned-easy. =============== 5. Kel's Doubts =============== Located on the southwestern wing of the academy you will find Kel Algwin, a doubting sith. First of all, tell Kel that Sith is the right thing. After that, run back to Uthar and tell him the bad news about Kel. He'll award you a prestige point and dark side points along with it.

=============== 6. Hermit Jorak =============== Engage in conversation with one of the trainers near the entrance of the valley. Talk to him/her about Jorak. They will give you the lowdown; he was a sith master and vanished from the academy. Not much else geography on this planet besides the caves in the valley, so he must be in one of those. He's in the tomb of Tulak Hord, to be precise. Make your way to the tomb, which is located in the valley of death, and get ready for some weird stuff. Once inside, use the ancient console on the eastern side of the cave to *gasps* open a door. Go through this door and it will time be time to say goodnight. When you wake up, Jorak will give you the whole deal; if you answer a question correctly (evily), he will torture Mekel. If you answer a question incorrectly (light-like), Jorak will torture you. Great. We're bad boys, so answer all these questions correctly. Just sing to him everything below. 1. 2. 3. 4. 5. I use the opportunity to kill him. I take the reward and leave the weak fools to their fate. I keep it to myself. Kill him. A true Sith never dies.

He will be happy to give you the tablet for "killing" Mekel. Show Uthar the tablet and you will receive a prestige point. ====================== 7. Mandolarian Weapons ====================== In the academy, you should stumble upon a torture chamber on the southeastern side. When you find it, speak with the Sith torturer and agree to take over on the torturing. Inject a high dose of truth, small dose of anti-serum, and another high dose of truth. Then just kill everything. ============== 8. Lost Droids ============== A sith student, near the entrance to the Marko Ragnos tomb, will fill you in on the details of the droid. Enter the cave and get the data recorder and sound dampening stealth unit from the corpse on the ground near the entrance. After that, use the sound dampening stealth unit and head down the cave. Soon enough, you will meet the Rogue Droid, who will tell you what happened. Agree to switch the power button on his killer instincts to get light side points. Yes, we're dark, but I don't want you fighting the droid. Disable the system in this order: Combat matrix Motor function matrix Memory matrix Cognitive matrix Emotional construct matrix Creative simulation matrix Core If you do this out of order, you'll lose "chances" to do it. If all chances are

depleted, the droid will attack you. After you do everything in the correct order, activate the droid's self-destruct mechanism to get the dark side points. ============== 9. Ajunta Pall ============== Talk to students in the academy to learn about Ajunta Pall. Afterwards, enter the tomb, appropiately named "Tomb of Ajunta Pall." Once inside, follow the path until you find yourself at a fork. Bash the door and kill the creatures. Afterwards, take the item off of the severed arm on the right side of the bridge. Go on the bridge and put a plasma grenade in it. Walk into the newly found area. This will lead to the last area. Take the three swords inside the sarcophagus and try to leave. Ajunta Pall will confront you and give you a clue as to "which sword is which." After going to the rear of the tomb, put the notched steel sword into the sith statue. Converse which Ajunta and the spirit will tell you to take all the swords. Don't get Ajunta mad, or you'll have to fight a battle. Since we are light side, try to get Ajunta to return to the "high life." After this, opt to leave the tomb. Shaardan, one of the sith students, will be awaiting you outside. Just kill him. =============================================================================== ------------------------------5.3 - Romance Options ------------------------------=============================================================================== Here, I will list all the a male character, Bastila male-gigilo if you have a Uh... anyway, don't get a conversations. ======= Bastila ======= First Four Conversations: On Taris; ends with conversation about you're inexperience with the Force. Five through Seven: After the first star map; Up to: asking Bastila why you were taken on this quest. Eight through Ten: After second star map; Up to: Bastila talks about never making it passed Padawan. Be nice to her. Eleven and Twelve: After third star map; Bastila states she's still in love with you. ===== Carth ===== First Four Conversations: On Taris; ends with conversation about Admiral Saul and how Carth was a close friend to him. romance options in this game. Obviously, if you have will be your whore. Similarly, Carth will be your female character. I hope that cleared everything up. star map until you have done the available

Five and Six: After first star map; Up to asking Carth what triggered his rage. Seven and Eight: After second star map; Up to Carth talking about Saul destroying the planet his wife was on. From here, search Master Uthar's room for a datapad. Eight: After above; Carth expresses feelings on dark side. Nine and Ten: After third star map; Up to asking Carth how he plans to get revenge. Eleven and Twelve: After fourth star map; Carth expresses his concerns for you. =============================================================================== ---------------------6. Appendices ---------------------=============================================================================== Mass compilation is what you will find here. =============================================================================== --------------------------6.1 - Quest Items --------------------------=============================================================================== [Taken from JPaterson's Item Guide at GameFAQs.com with permission.] "Items are listed alphabetically. They are grouped in the same was the game groups them. Under the description of the item, I have provided the location of it. Under the location, you'll find some notes by myself (if I added any), which may include tips on that item or where to find it/how to acquire it. The description for each item is taken from the in-game inventory system. |-----------------------------------------------------------------------------| | [2.1] Quest Items | |-----------------------------------------------------------------------------| Ajunta Pall's Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 5-15 Damage Bonus: +2 Fire Critical Threat: 20-20,x2 Attack Modifier: +5 Held by the Dark Jedi even before he fell to the dark side, this may be one of the few truly personal items owned by Ajunta Pall, and remains as thoroughly corrupted as he. ******************** Ancient Sith Tablet This thick stone table is covered with ancient runes of an unknown language.

It is extremely cold to the touch and has almost a sinister aura about it. ******************** Bacca's Sword Blade This is part of Bacca's Ceremonial Blade, damaged due to the arrogance of Chieftain Rothrrrawr. He underestimated a creature in the Shadowlands (later dubbed the Great Best) and lost the blade in its hide. The hilt remained in his courty, passed to other chieftains. If both pieces could be found, the sword might be able to be reassembled. ******************** Bantha Fodder Description: This is a highly pungent mixture of local plants and fungus. Banthas apparently find it irresistible, though it's doubtful any intelligence species would willingly call it food. ******************** Bek Datapad This datapad seems to details plans the Hidden Bek had to get into the Black Vulkar base. Of note is the following: "We have synthesized a substance with an odor that resembles a favorite pray of rancors. If we place the bait properly, we can lure the rancor into eating something lethal enough to kill it." ******************** Bowcaster Bolt Casing This bolt casing was abandoned next to Rorworr's corpse, likely by whoever killed him. Bowcasters and the accompanying bolt casings are very personal items among the Wookiees, and are adorned with traditional family symbols and other identifying marks. It is possible the owner of this one could be identified by a knowledable Wookiee. ******************** Casus' Diary Description: This is the diary of Casus Sandral, amateur archeologist. It details his efforts to discover the source of the ancient ruins found across the surface of Dantooine. Upon reading it, you gather that he had found some corrleation between the ruins and something called 'Rak'. Location: Found on a dead settler just beyond the Matale Estate on Dantooine after you become a Padawan. ******************** Chemical Cannister

A cannister containing a chemical toxic to firaxan sharks. ******************** Chieftain's Gaffi Stick Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-8 Damage Bonus: +4 Physical Critical Threat: 20-20,x2 On Hit: Poison, Average Weakness DC 20 Attack Modifier: +2 A variation of the traditional gaffi stick, or gaderffii, marked as a chieftain's weapon by its slightly more ornate appearance and better construction. ******************** Computer Passcard Description: This seems to be a standard keycard for use at secure terminals. Most likely, this one is designed to use Davik's computer system. Location: Onboard Davik's base, before getting in Ebon Hawk. Can only be used here. ******************** Dantooine Map This is a map to the area outside the Jedi Enclave on Dantooine. ******************** Dantooine Map This is a map to the area a bit south the Jedi Enclave on Dantooine. ******************** Data Module This is an encrypted data module retrieved from the remains of a Republic droid. ******************** Datapad This datapad appears to contain numerous entries of notes made by Master Uthar of the Sith Academy. Most prominent of the recent entries is the following: "The pupil known as Dustil has shown remarkable progress. His talent with the Force is great. The same, however, cannot be said for the human female that he arrived with, Selene. She has little talent. Moreover, Dustil holds a great degree of affection for her. This is a weakness in the body and has been slowing down his training.

Orders were sent this morning to have the girl removed from the academy and terminated. I will tell Dustil that she was killed in the valley. He will forget her soon enough, I think... he is too promising to lose at this juncture." ******************** Datapad This datapad contains detailed descriptions of you and Bastila. It also has a brief message: Bastila has escaped Taris. Whoever can find and dispose of her and her Jedi companion will be greatly rewarded by Lord Malak himself. ******************** Datapad This datapad contains a single short, cryptic message: The Genoharadan say to see Hulas on Manaan. Come alone or not at all. ******************** Datapad This datapad seems to have once belonged to an enterprising young Sith student who had ventured into the tomb in search of Ajunta Pall's sword. One of his entries is of particular note: "There has got to be a way to get past this obelisk blocking the bridge! It seems to be made of some kind of unstable material... I'm willing to bet some kind of energy discharge will set it off. Blaster fire isn't doing the trick, however. I'll have to try some kind of explosive. I just hope that guard droid over there is as defunct as it looks." ******************** Datapad The datapad appears to be the journal of a Sith archaeologist by the name of Veren Gal. Most of it consists of uninteresting notes on the geology of the tomb's caverns, but the final entry is as follows: "Strangely enough, I've found traces of Therangen in the tomb. This is an unstable black rock used as fuel by lesser races... perhaps the ancient Sith on Korriban used it as a power source? It is a volatile and dangerous substance, and reacts violently to fire. I will have to be careful. ******************** Datapad This datapad appears to be the journal of a Sith who quite obviously did not make it past this portion of his final test. Most of the journal consists of the Sith's account of gaining enough prestige with Master Uthar to take this test... only the final entry appears to concern the test, itself: "It seems I need to get across the pool of acid in the to complete my test, here, but that is not going to be one Obelisk the 'Pillar of Fire'... while the other is can only assume that one of the pillars leads to a way central chamber if I am easy. The runes name the 'Pillar of Ice'. I to remove the acid pool.

Fire or ice... wouldn't fire create toxic fumes? Maybe freezing the pool would be safer. Well... I'll worry about that once I bypass the terentatek beasts. If I can, I suppose it's now or never." ******************** Datapad Datapad entry: We've set up a repair station at the storage room airlock to fix the damage to the bridge hull. Get the space suits from the armory and send a team out as soon as possible. ******************** Datapad These appear to be the personal notes of the Dark Jedi Master in charge of the Sith base on Manaan. It seems that the Sith have been trying to lure impressionable young Selkath over to the dark side. After reading the lengthy progress reports on this topic, it seems that the the final plan was to use these young Selkath to overthrow the current government and install a puppet government that the Sith would dominate. ******************** Datapad Novice Sith such as yourself cannot be trusted to remember even simple tasks, acolyte. It is therefore prudent for your masters to explain themselves at length, using very small words. The ancient sequencer on the lower levels can only be activated once all the sequencer tiles on the floor have been set to their active mode by walking on them in the correct pattern. To make all the tiles the same color, simply walk the tiles in the pattern of an 'H'. I trust there will not be another unfortunate 'incident' like the last time... ******************** Datapad This data pad contains information from many genetics studies conducted by the Rakata during their technological peak. ******************** Data Recorder The data recorder flashes to life: I haven't been able to catch my poor creation as yet. We've been trying to capture it without destroying it; the thing is too valuable. It is hard to be so quiet as is necessary, however; it identifies targets through sound. I'm glad we brought sound dampeners with us. Provided that idiot Ben Hu'al uses his. ******************** Droid Head Replaying the last memory of this damaged droid reveals that it and its owners

were the victims of an ambush by someone named Eli. The name "Matton" was also mentioned. ******************** Envirosuit This is a variant of a standard model envirosuit used to protect its occupant from the hostile environmental conditions. In this case it has been specifically modified to withstand tremendous undersea pressures. ******************** Holocron This holocron has been cracked and worn by the sands and wind, but is still marginally operational. When activated, it shows the holographic image of a middle-aged human man and appears to have been used as a means to record his personal thoughts over the years. ******************** Holocron This small crystal supposedly holds holographic recordings of the ancient Sith... information which could be incredibly valuable. There's no telling how long the holocron has been lost in the area, nor how well it works. ******************** Ice Breaker This device is used by criminal elements and covert operatives to slice into security computers. This particular breaker is configured for the computers on the Levithan's brig deck. It won't work anywhere else. ******************** Mandalorian Datapad Description: Jarg went missing in Sector B, then Reeza saw someone moving south of there. Take a couple troops and find out who it is. If they look suspicious: terminate. Location: Found on the corpse of a Mandalorian in Dantooine. ******************** Mandalorian Datapad Description: Jarg, did you remember not to take the XT-model bike out today? There was something funny with one of the intakes, and I thought it could jam. Ha! Consider yourself lucky! If someone was dumb enough to take that thing out he would have ploughed right into the ground within a kilometer. Location:

Found on the corpse of a Mandalorian in Dantooine. Map of the Eastern Dune Sea By showing how to interpret ancient marker stones, this map can be used to find a safe route through the Eastern Dune Sea. Only intimate local knowledge could take the place of such a document. ******************** Mandalorian Head This is the head of the leader of the Mandalorian warriors who were killing the Rakatan scouts. ******************** Mandalorian Helmet This is the helmet of a fierce Mandalorian warrior, taken from a group that stalked the Shadowlands of Kashyyyk for wounded or unwary prey. ******************** Moisture Vaporators These devices use a pair of vaporators to condense moisture from the air, albeit in small amounts of a long period of time. Droughts can last for centuries on some desert world, so this may be the only means to obtain water. ******************** Murder Recording A recording of an older man murdering a young Sith woman. ******************** Pass Card Description: This is a pass card used to grant access at security terminals. Location: Found in the Black Vulkar base. Only works in the Black Vulkar base. ******************** Pazaak Cards Description: This is a standard Pazaak side deck card, for use with a Pazaak deck. Location: First bought from Uriah in Janyvar's Canteen in Lower City of Taris. May also be found or bought at other places. MY NOTES: There are many different Pazaak cards available. Some of them are:

+/-1, +/-3, +1, +2, -2, +/-6, +3, +4, -4, +5, +6, -6, -3 ******************** Pazaak Deck This is a standard Pazaak deck, complete with side deck cards. ******************** Pazaak Side Deck Description: Pazaak requires both a main deck and a side deck. You can store all your side deck cards here and bring them out when you start a game. ******************** Permacrete Detonator This powerful detonator is extremely complicated. Only someone trained in its use could set an activate it. ******************** Prison Key Description: This key opens the holding cell in the Sandral Estate. Location: Found in a footlocker in the Sandral Estate. ******************** Promised Land Apprentice Journal This journal details the search for the Promised Land carried out by Rukil's apprentice. Most of the entries are mundane; howwever, the last entry is quite interesting: "I have uncovered evidence that others have been seeking out the fabled land, and that their treks have led them into the sewers. I have decided that I must go as well." Location: On the corpse of an outcast in the Undercity of Taris. ******************** Promised Land Journal This journal is a record of the long and difficult search to find the Promised Land. It contains many half completed maps and cryptic notes, all attempting to decipher whether the legend is true or simply a child's fable. By itself this journal does not contain enough information to solve the mystery, however it could be a valuable piece of the puzzle. Location: On the corpse of two outcasts (each has one piece) in the sewers of the

Undercity on Taris. ******************** Rahasia's Key Description: This key opens the rear door to the Sandral Estate. Location: Given to you by Rahasia during the Sandral-Matale feud on Dantooine. ******************** Rakghoul Serum This vial of green, bubbling liquid is the only hope of a cure for anyone infected with the rakghoul disease. Location: Found on the corpse of a Sith soldier in the Undercity on Taris. ******************** Republic Enclave Key An access key to the outder doors of the Republic Enclave in Ahto City. ******************** Sand People Clothing Max Dexterity Bonus: +8 These are the intricate robes of a Sand People warrior. They seem to be in good condition, and might allow a wearer to superficially appear to be a member of the Sand People species. ******************** Sharina's Wraid Plate Description: This is the incredibly dense bone skull plate of a Tatooine desert wraid. ******************** Ship Parts These ship parts appear to be similar enough to those on the Ebon Hawk that they could be used to repair it. ******************** Sith Armor Defense Bonus: 2 Max Dexterity Bonus: +8 Description:

This full body armor could be used to fool people into thinking the wearer was one of the Sith. Location: You first find this when you save an alien from Sith attackers in one of the apartments outside of North Taris. It can't be bought. ******************** Sith Base Passcard Description: A standard ID card for Sith troopers. Location: Found in the Sith Base on Taris. Can only be used here, and can't be bought. ******************** Sith Base Passcard A passcard use to enter the Sith Base in Ahto City. ******************** Sith Datapad This datapad contains coded instructions from Master Uthar to someone by the name of Adrenas. You are not sure what the instructions detail, save that he requires the chamberlain to go to Dreshdae ot gather the ingredients. ******************** Sith Device This small electronic device appears to be completely self-operating. Once attached to a specific surface, it will begin deplpying whatever trap is inside. Yuthura has not explained exactly what the device does... simply that it must be placed inside Master Uthar's bed in order to function. ******************** Sith Hangar Key A key card to the Sith Reserved Hangar in Ahto City. ******************** Sith Lightsaber Feats Required: Weapon Proficiency - Lightsaber Damage Type: Energy Damage Points: 2-16 Critical Threat: 19-20,x2 This lightsaber is quite intricate in its design, the hilt covered in delicate runes and inlaid with black markings. No doubt the purpose of the weapon is primarily ceremonial, though it certainly seems to perform as a lightsaber should.

******************** Sith Medallion This medallion is clearly marked with the insignia of the Sith, and otherwise consists of a shiny black onyx-like material. It is unlikely to be very valuable, but is quite distinctive. ******************** Sith Papers Description: These official looking papers identify the bearer as being on special assignment by order of the Sith government of Taris. They also warn of the gruesome penalties for anyone foolish enough to challenge the bearer. Location: Quest item, given to you by the leader of the Hidden Beks. ******************** Sith Passcard This is a small identification card marking you as a student within the Sith monastery on Korriban. It will allow you to come and go as you wish. ******************** Sith Passcard This appears to be a high security passcard for the detention area. ******************** Space Suit This is a standard model space suit used to protect its wearer from the cold vacuum of space. Because of its design, anyone wearing the suit will have to unequip their weapons. ******************** Slaver Contract This datapad card contains a contract to trade weapons for slaves, and a manifest of goods already delivered. It would seem that Rorworr had sold a number of Wookiees previously, and intended to do so again. ******************** Sonic Emitter Uses: unlimited This device emits a powerful sonic pulse useful for scaring off or stunning various wildlife. It normally has an extremely limited range, but in an underwater environment the signal would travel quite a distance. It has proven quite lethal to several species of firaxan sharks.

******************** Special Cold Grenade This is an incredibly large and powerful version of a standard cold grenade. When used, its blast will likely affect a large area. ******************** Special Fire Grenade This is an incredibly large and powerful version of a standard fire grenade. When used, its blast will likely affect a large area. ******************** Spice The term "spice" has come to describe a wide variety of stimulants mined on a number of worlds, but the highly coveted glitterstim found on Kessel is by far the most precious. ******************** Starboard Cell Block Key This keycard will unlock the cells on the Levithan's starboard detention block. ******************** Star Map: Dantooine Description: You have recorded the coordinates from the Star Map you found on Dantooine into a datapad. Location: Given to you after finding the Star Map in the Strange Ruins on Dantooine. ******************** Star Map: Kashyyyk You have recorded the coordinates from the Star Map on Kashyyyk into a datapad. ******************** Star Map: Manaan You have recorded the coordinates from the Star Map you found on Manaan into a datapad. ******************** Star Map: Tatooine You have recorded the coordinates from the Star Map on Tatooine into a datapad. ********************

Submersible Bay Key Key to the submarine Bay in the Republic Enclave in Ahto City. ******************** Swoop Accelerator Description: Though not overly large the prototype swoop accelerator is surprisingly heavy. Without being an expert on swwp bike construction it is difficult to imagine how this simple device could be so valuable. Location: Black Vulkar base. Quest item. ******************** Swoop Bike Signal Device This device attaches to a swoop bike, transmitting any field that has been collected on it by the Commander. ******************** Synthesized Odor Description: This appears to be a timed release device for a strange substance. The liquid has a very pungent odor. Location: Undercity sewers, just before large room with rancor. ******************** Tach Gland This gland was cut from the corpse of a tach, a small primate. It can suppoesdly be powdered to produce a powerful stimulant. ******************** Taris Launch Codes Description: This datapad contains the codes necessary to launch a ship from the planet's surface without being destroyed by the Sith autotargeting cannons. Location: Found in the Sith Governor's room in the Sith Base on Taris. Quest item. ******************** Token This appears to be a small token of a personal nature. Perhaps someone who knew this Selkath would recognize it. ********************

The Twisted Rancor Trio Guts and Glory: A Chronicle of the Amazing Story of The Twisted Rancor Trio By Gilthos Uksaris (A work in progress) The origins of what would eventually become the most famous band in the galaxy are surprisingly humble. The brains behind the group, manager Gilthos Uksaris, founded the Trio to earn a date with a young singer named Elinda. The ploy worked, and Elinda became the first member of the band. Glithos scrambled to find musicians to back her, and signed a Bith named Ujaa to be the lead musician. Soon after that he signed Ujaa's brother, Ujii to complete the trio. The band struggled at first. Elinda was a fantastic singer, but Ujaa wasn't much of a musician. When Elinda threatened to quit, Glithos fired Ujaa and signed another Bith named Loopa. Of course this didn't go over well with Ujaa's brother, and Ujii quit. Fortunately, Loopa knew another musician named Fodo, who joined to replace Ujii. Led by Elinda's singing, the second incarnation of The Twisted Rancor Trio became quite popular on their home world of Taris, eventually attracting the attention of local legitmate businessman Davik Kang. Davik asked Glithos to birng his group in for a command performance. Glithos agreed, realizing this could be the band's big break. Unfortunately, Elinda had heard certain unsubstantiated rumors about Davik Kang and his connections to the Exchange. Fearing for her life, she refused to go to his estate to perform. Many felt that without Elinda's singing the band would crumble. But Glithos came up with a brilliant plan to save the group by hiring Elinda's sister, Ashana, as the new lead singer on the even of their scheduled appearance at Davik's estate. Glithos knew he was taking a risk. If Ashana couldn't perform at Elinda's level, Davik's infamous temper could have dire consequences for the entire band. However, if Ashana could match her sister's performance then Davik was likely to sign the band to a big time touring contract. It was a risk, but The Twisted Rancor Trio was founded on "Guts and Glory". (There are no further entries) Location: Found in a room in the apartment complex of Lower Taris. Is the key to a small puzzle. ******************** Viper Kinrath Body The corpse of an exceptionally large viper kinrath, freshly killed. ********************

Water Pump Analysis In regards to the system in place to cycle water from the ocean to the thermal heaters: What were you thinking?!? What made you put that airlock mechanism on the only other path to the north side of the base?? Now everyone has to know how to cycle the water out of one room and into the adjoining one for each of the three rooms in sequence without accidentally flooding the room they're in! We lost seven troopers just this week! Next time I'm there you better show me how to do it properly! I can't afford to lose any more of my aids while trying to get to the Selkath!" =============================================================================== -------------------------------6.2 - Equippable Items -------------------------------=============================================================================== [Taken from JPaterson's Item Guide at GameFAQs.com with permission.] "Adrenaline Amplifier Saves: Relfex +2 Description: This device improves the wearer's reflxes by triggering prolonged bursts of adrenaline. It is thought to be perfectly safe, with only a few instances of uncontrolled muscle spasms. Location: In Selven's apartment in the Lower City of Taris. ******************** Adrenaline Stimulator Saves: All +4 Dexterity: +2 This belt endows the wearer with hyper-sensitivity to their surroundings and dynamically improves reflexes and reaction time. ******************** Advanced Adrenaline Amplifier Saves: Reflex +3 This device is an improved version of the basic model, increasing effectiveness with fewer occurences of side effects. It improves reflexes by triggering prolonged bursts of adrenaline. ******************** Advanced Aural Amplifier Skills: Awareness +4 Restricted: not useable by Wookiees

Description: In a fine balancing act, this unit amplifies the faint sounds of moving creatures, while filtering out louder background noise that might otherwise deafen the user. ******************** Advanced Bio-Stabilizer Implant Feats Required: Implant Level 3 Immunity: Mind-Affecting, Poison This detailed micro-computer analyzes the contents of the user's circulatory system, as well as surges and drops in nerve transmission rates. It attempts to stabilize the user's system, and remove undesirable elements from it. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Advanced Bio-Stabilizer Mask Feats Required: Armor Proficiency - Light Immunity: Mind-Affection, Poison Saves: All +1 Similar to the Advanced Bio-Stabilizer Implant, this mask analyzes circulation patterns through the skin, monitors breathing through chemical sensors, and reactions through eye movements. It additionally acts as a nearly complete environmental system, preventing toxins from ever reaching the wearer. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Advanced Combat Implant Feats Bonus Bonus Bonus Bonus Bonus Bonus Bonus Bonus Bonus Bonus Bonus Bonus Required: Implant Level 3 Feat: Weapon Focus - Blaster Pistol Feat: Weapon Focus - Blaster Rifle Feat: Weapon Focus - Heavy Weapons Feat: Weapon Focus - Melee Weapons Feat: Weapon Proficiency - Blaster Pistol Feat: Weapon Proficiency - Blaster Rifle Feat: Weapon Proficiency - Heavy Weapons Feat: Weapon Proficiency - Melee Weapons Feat: Weapon Specialization - Blaster Pistol Feat: Weapon Specialization - Blaster Rifle Feat: Weapon Specialization - Heavy Weapons Feat: Weapon Specialization - Melee Weapons

The Advanced Combat Implant is an experimental technology, designed to make computer data available to the user. Naturally, one of the first uses for this technology was combat. This implant contains weapons specification, and advanced usage techniques for all known weaponry in the Republic and associated territories. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Advanced Computer Tool

Feats Required: Droid Upgrade Class 2 Skills: Computer Use +4 Like the basic unit, this retractable probe allows droid access to the higher programming functions of any computer terminal, though better interface adapters make it more effective. ******************** Advanced Flame Thrower Feats Required: Droid Upgrade Class 3 Uses: #/10 Damage: Heat, 60pts On Hit: Horror, 100% for 3 sec Special: Targets 7th level and up ignore horror effect Save: DC20 for half damage Range: Short Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Intended as a combat upgrade and not generally available to the public, this droid-mounted weapon can inflict a great deal of damage over a broad area. It is widely used by Republic forces. ******************** Advanced Gravity Generator Feats Required: Droid Upgrade Class 3 Uses: #/10 Damage: None On Hit: Slowed, 100% for 9sec Save: DC20 to negate slow Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. This device creates a more powerful gravity swell than the basic unit due to an unregulated energy governor. The use of such items is discouraged because of concern over environmental effects. ******************** Advanced Sensory Implant Feats Required: Implant Level 3 Skills: Awareness +10 Dexterity: +2 By assisting the areas of the user's brain dedicated to sensory-interpretation, this implant gratly heightens the user's awareness of their surroundings, as well as spatial perception and analysis. (only available as part of the Yavin Space Station download from Xbox Live) ********************

Advanced Shield Disruptor Feats Required: Droid Upgrade Class 2 Uses: #/10 Damage: Ion, 40pts Range: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Prototyped by Czerka Corporation, these extremely devastating droid and shield nullifiers have found their way to forces on both sides of the Sith/Republic conflict. ******************** Advanced Stabilizer Gloves Dexterity: +3 Blaster Bolt Deflection: +5 These gloves contain an advanced fire control and trajectory analysis system which links to held ranged weapons. This allows the user greater accuracy when aiming their own weapons, and also gives warning when incoming fire would likely hit the wearer. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Advanced Stealth Unit Skills: Stealth +4 Costly to produce, this unit refinse the Stealth Mode field to better camouflage the user. Opponents must make an Awareness check versus user Stealth skill +4 or remain unaware of them. The user must have paid points into the Stealth skill to use Steath Mode. Combat disrupts the field, but mundane tasks do not. ******************** Advanced Stun Ray Feats Required: Droid Upgrade Class 2 Uses: #/10 Damage: None On Hit: Stun, 100% for 9 sec Save: DC20 to negate stun Range: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. This produce is a special order aftermarket modification of a Quellegh Industrial stun ray. Very expensive to produce, most are in the hands of government-sponsored elite troops. ********************

Advanced Targeting Computer Feats Required: Droid Upgrade Class 2 Bonus Feat: Weapon Focus - Blaster Pistol Bonus Feat: Weapon Focus - Blaster Rifle Meant for droids that see regular combat, this targeting unit improves on the basic model and greatly increases battlefield performance. ******************** Arkanian Heavy Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 2-9 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Description: Arkanian designs of this kind predated mass acceptance of heavier pistols, but 2000 years later they are still superior performers. Location: Buy from Igear in the Undercity of Taris. ******************** Arkanian Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 3-8 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 This is a versatile blaster variant, possibly of ancient Arkanian origin. The Arakanians are very proud that such early efforts continue to be prized among collectors and soldiers. ******************** Aural Amplifier Skills: Awareness +2 Restricted: not useable by Wookiees Description: With this item, Durkish Corporation abandones visual detection in favor of aural, citing that most creatures breathe, and even camouflage fields can't blend the sound of that away. Location: Found in Black Vulkar base, near swoop accelerator.

******************** Baragwin Assault Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Bonus: 2-12 Damge Bonus: +2-12 Energy Critical Threat: 19-20,x2 Attack Modifier: +2 Special: Upgradeable, Melee This advanced vibrosword is a miracle of miniaturization technology. Not only does it deliver increased functionality over a normal vibrosword, it also has capacitors which discharge upon contact with a target. Extra space within the blade can be utilized by a varirety of common upgrade modules. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Assault Gun Feats Required: Weapon Proficiency - Heavy Weapons Damage Type: Energy Damage Points: 3-20 Range: 28m Critical Threat: 20-20,x2 Special: Upgradeable, Ranged This light repeating blaster is an excellent example of the for weaponry. By taking and modifying an existing repating Baragwin have managed to greatly increase the damage output additional functionality with a variety of upgrade options. (only available as part of the Yavin Space Station download ******************** Bacca's Ceremonial Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 4-14 Damage Bonus: +4 Energy Critical Threat: 19-20,x2 Attack Modifier: +2 Special: Upgradeable, Melee The great Bacca was hunting the Shadowlands ages ago when an alien ship crashed through the forest. He saw that first contact was a warning of the destruction outsiders could bring. Made from the debris, this sword is a reminder for his people that trust must be given cautiously, and only to those who earned it. ******************** Baragwin Droid Shield Feats Required: Droid Upgrade Class 1 Uses: unlimited A super-efficient version of a normal droid energy shield, the Baragwin version has been modified and customized to be able to run off the power supply of the Baragwin aptitude blaster design, the and added from Xbox Live)

droid mounting it. While the energy drain on the droid is insignificant, the protection gained is equal, if not superior, to a normal droid energy shield. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Flame Thrower Feats Required: Droid Upgrade Class 2 Uses: unlimited Using an innovative technique, the Baragwin have managed to modify a normal flame thrower to operate in such a fashion as to ignore the very atmosphere around a charged guidance beam. The result is a flame thrower that doesn't need an external fuel source and can be run virtually indefinitely. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Ion-X Weapon Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Ion Damage Points: 1-6 Damage Bonus: +1-10 Physical Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +3 Special: Upgradeable, Ranged this weapon is an experimental Baragwin design that has been extensively modified by Suvam Tan. He has incorporated what he describes as a 'shaped-energy' delivery system into the weapon, which allows it to deliver concussive force on impact in addition to the weapon's normal energy discharge. Upgrades to the weapon could potentially greatly increase both its impact force and its penetration. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Shadow Armor Feats Required: Armor Proficiency - Light Defense Bonus: 7 Max Dexterity Bonus: +4 Skills: Stealth +4 Special: Upgradeable, Armor A speciality of the Baragwin, this modifiable suit has advanced adaptive camouflage technology that, when combined with a stealth generator, allows it to blend in nearly seamlessly with the background when viewed from any direction. It is generally only sold to respected governments, but a number have found their way into more disreputable distribution channels. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Shield Disruptor Feats Required: Droid Upgrade Class 2

Uses: unlimited The Baragwin have tweaked and tuned a normal Shield Disruptor to be able to run off the mounting droid's power supply, giving it unlimited charges. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Stun Ray Feats Required: Droid Upgrade Class 2 Uses: unlimited While not the most Stun Ray to run at droid mounting it, (only available as powerful of weapons, the Baragwin have modified a normal such efficiency that it can tap into the power supply of the giving it unlimited charges. part of the Yavin Space Station download from Xbox Live)

******************** Basic Targeting Computer Requires: Droid Upgrade Class 1 Bonus Feat: Weapon Focus (Blaster Pistol) Description: Battle droids come factory ready for combat, but it is still wise to invest in targeting computer upgrades to optimize performance at range. Cost rises with quality, as always. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Battle Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 8 Max Dexterity Bonus: +1 Description: This isn't the heaviest of armor, but it comes close. Designed for heavy militias, it has the protection needed to keep a soldier alive during ranged combat with massive weapons . Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Beemon Package Feats Required: Implant Level 3 Constitution: +3 Beemon's top of the line package usurps the body's natural reactions to stress and damage, allowing the user to withstand greater amounts of punishment and exertion than normally possible.

******************** Bendak's Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 2-7 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Special: Upgradeable, Ranged Description: This blaster belonged to Bendak Starkiller, a duelist legendary on Taris. It is a highly adaptable weapon, and is definitely of better quality than any standard issue pistol. Location: Awarded to you after you defeat Bendak Starkiller in the death match on Taris. ******************** Bio-Antidote Package Feats Required: Implant Level 3 Immunity: Poison Description: This implant maintains an ever-circulating stream of antitoxins in the user, increasing relevant antidotes for specific poisons introduced. Side effects include dry mouth. Location: The first time you find this item will be at Zelka Forn's medical facility in Upper Taris. ******************** Blaster Cannon Feats Required: Weapon Proficiency - Heavy Weapons Damage Type: Energy Damage Points: 3-10 Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +2 The blaster cannon is a favorite among captains wealthy enough to hire experienced, dangerous crews and who might need a way to take them out quick if things go bad. ******************** Blaster Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 1-8

Range: 25m Critical Threat: 19-20,x2 Created initially by Gungis X Weapons, blaster carbine rifles have become very popular in recent years, helped by falling prices due to competition from other companies. ******************** Blaster Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 1-6 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand The most common ranged weapon in the galaxy is the basic blaster pistol, firing a bolt of intense coherent light powered by a replacable power pack. Many locations throughout the world, it's one of the most common weapons in the game. The first area you'll come upon it is in the Endar Spire, just as the game begins, in the footlocker next to where you're sleeping. ******************** Blaster Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 1-8 Range: 28m Critical Threat: 19-20,x2 Description: More powerful than the commonly available pistol, the blaster rifle is favored by soldiers throughout the galaxy. Civilian ownership of these weapons is not generally encouraged. Location: First found in Taris, in the backpack of a Sith Trooper immediately after leaving the apartment. Can also be found and bought at many places. ******************** Bonadan Alloy Heavy Suit Feats Required: Armor Proficiency - Light Defense Bonus: 6 Max Dexterity Bonus: +4 Description: Bonadan is an emerging industrial society financing their exploration of the galaxy through production of small arms and armor. They favor heavy materials offering solid defense. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in Upper Taris.

******************** Bothan Chuka Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 3-3 Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Attack Modifier: +2 A very effective device used by Bothan elite. Some systems consider simple possession of one as grounds for execution as a spy. High-density discharge cells make this item unwieldly and unusable in the off-hand. ******************** Bothan Discord Gun Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Sonic Damage Points: 2-7 Range: 28m Critical Threat: 20-20,x2 On Hit: Attribute Damage Dexterity DC 14 Attack Modifier: +1 This was conceived as a "last resort" weapon should espionage fail and a quick retreat be called for. It is effective, but the Bothans would prefer that it not be needed. ******************** Bothan Droid Disruptor Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Ion Damage Points: 2-7 Ion: +2-12 vs. Droid Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +1 Droids can be difficult obstacles for a spy, but these weapons take all the guesswork out of dealing with them. ******************** Bothan Needler Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 3-6 Range: 23m Critical Threat: 19-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+o vs. two-weapon penalty if used in the off hand Attack Modifier: +2

For serious espionage, this is the weapon of choice. Simple ownership can get you arrested in some systems, or invited to dine with royalty, depending on what it helped you learn. ******************** Bothan Perception Visor Feats Required: Armor Proficiency - Light Skills: Awareness +3, Demolitions +2, Security +2 Restricted: not useable by Wookiees Bothans treat information like any other resource, and invest a great deal in devices that help collect it. These Bothan visors are considered to be among the best in the galaxy. ******************** Bothan Quick Draw Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 2-5 Range: 23m Critical Threat: 19-20, x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+o vs. two-weapon penalty if used in the off hand Attack Modifier: +1 An unconscious opponent is a quiet opponent. THis weapon is a Bothan favorite, designed to "create opportunities." ******************** Bothan Sensory Visor Feats Required: Armor Proficiency - Light Immunity: Critical Hits Skills: Awareness +4, Demolitions +4, Security +4 Restricted: not useable by Wookiees Description: Bothans place great important on the tools of the information trade. They would consider these items to be average quality, though their standards are exceptionally high. ******************** Bothan Shrieker Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Sonic Damage Points: 2-5 Range: 17m Critical Threat: 20-20,x2 On Hit: Attribute Damage Dexterity DC 14 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 This is an imporvement over the standard sonic pistol design that must seem

doubly shrill to the large ears of the Bothans. ******************** Bothan Stun Stick Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-2 Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Attack Modifier: +1 A useful tool for espionage, this weapon is more effective than the standard stun baton, but is still available on most worlds. High-density discharge cells make this item unwieldly and unusable in the off-hand. ******************** Bowcaster Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 1-10 Damage Bonus: +2 Physical Range: 28m Critical Threat: 19-20,x2 The bowcaster is an invention of the Wookiies of Kashyyyk. Also called a laser crossbow, it actually uses a magnetic accelerator to hurl an explosive energy quarrel at its target. ******************** Breath Mask Feats Required: Armor Proficiency - Medium Immunity: Poison Restricted: not useable Wookiees Description: This is standard issue gear for Republic forces and most professional soldiers, protecting against a variety of gas-based attacks. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Brejik's Arm Band Dexterity: +1 Description: Brejik's gloves are designed to enhance the hand/eye coordination of the wearer. Location: Found on Brejik's corpse after killing him after the swoop race on Taris. If you want it, keep it, because it can't be bought or found anywhere else.

******************** Brejik's Belt Damage Resistance: Resist 5/- vs. Slashing Description: Brejik's arm band, when used in conjunction with his belt, generates an effective barrier against melee attacks. Location: Found on Brejik's corpse after killing him after the swoop race on Taris. If you want it, keep it, because it can't be bought or found anywhere else. ******************** Brejik's Glove Damage Resistance: Resist 5/- vs. Bludgenoning Description: Brejik's belt, when used in conjunction with his arm band, produces an effective barrier against melee attacks. Location: Found on Brejik's corpse after killing him after the swoop race on Taris. If you want it, keep it, because it can't be bought or found anywhere else. ******************** Bronzium Light Battle Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 8 Max Dexterity Bonus: +2 Description: This molded armor is made of better materials than standard military issue, but is still relatively cheap and easy to mass-produce, making it ideal for light militias and the like. Location: First bought from Adum Larp on Dantooine. ******************** Calo Nord's Battle Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 9 Max Dexterity Bonus: +1 Damage Resistance: Resist 10/- vs. Cold Damage Resistance: Resist 10/- vs. Fire Damage Resistance: Resist 10/- vs. Sonic Special: Upgradeable, Armor Commissioned by Calo Nord, this armor was based on heavily modified Mandalorian designs. The maker was killed to appease Nord's ego, ensuring his suit would forever be unique.

******************** Carbonite Projector Feats Required: Droid Upgrade Class 2 Uses: 10/10 Damage: Cold, 20pts On Hit: Paralyze, 100% for 9sec Save: DC15 for half damage, paralyze reduced to 3sec Range: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. The inverse of a flamethrower, this weapon uses a carbonite freezing technique to super-cool synthetic compounds hurled at a target. This unconventional weapon has not yet seen widespread use. ******************** Carbonite Projector Mark II Feats Required: Droid Upgrade Class 3 Uses: #/10 Damage: Cold, 40pts On Hit: Paralyze, 100% for 15sec Save: DC20 for half damage , paralyze reduced to 9sec Range: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Like the basic model, this weapon uses a carbonite freezing technique to super-cool synthetic compounds hurled at a target, though more efficent projectors make it far more effective. ******************** Cardio Package Feats Required: Implant Level 1 What it does: Constitution +1 Description: This implant micromanages the cardiovascular system, effectively increasing the user's constitution faster and further than hard work and exercise might. Location: It can be found throughout the world at many locations, or bought from stores. ******************** Cardio Power System Feats Required: Implant Level 3 Constitution: +4 This implant increases the cadio-vascular recovery rate and pain tolerance of

the wearer, giving them almost supernatural stamina. ******************** Cardio-Regulator Saves: Fortitude +2 Description: This belt monitors heartbeat and breathing and releases chemicals into the body should either of these become irregular. This gives the wearer a higher fortitude than most. Location: Found in many places. Can be bought as well. ******************** Carth's Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 2-7 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two weapon penalty if used in the off hand Special: Upgradeable, Ranged Description: Carth's personal blaster is based on an old Arkanian design, but he has adapted it to incorporate all of the latest modular technology available to the Republic. Location: It's on Carth at the beginning of the game. It can't be found or bought anywhere, so if you want it, keep it; don't sell it. ******************** Cassus Fett's Battle Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 10 Max Dexterity Bonus: +0 Damage Resistance: 10/- vs. Cold Damage Resistance: 10/- vs. Fire Damage Resistance: 10/- vs. Sonic Special: Upgradeable, Armor Description: The armor of Cassus Fett, the most wanted man in known space. Famous for killing the captain of a flagship Republic frigate at the Battle of Jaga's Cluster, he is presumed dead. Location: First bought from Adum Larp on Dantooine. ******************** Cassus Fett's Heavy Pistol

Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 4-11 Range: 23m Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +3 Special: Upgradeable, Ranged Cassus Fett was rarely seen without this adaptable blaster. Famous for killing the captain of a flagship Republic frigate at the Battle of Jaga's Cluster, he is presumed dead. ******************** Chuundar's Bowcaster Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 3-12 Damage Bonus: +4 Physical Range: 28m Critical Threat: 19-20,x2 Attack Modifier: +2 Chuundar's personal weapon is a bowcaster with some unusual Czerka modifications. Most Wookiees would likely not appreciate such outside influence. ******************** Cinnagaran Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 3-10 Damage Bonus: +1 Physical Range: 25m Critical Threat: 19-20,x2 Attack Modifier: +2 This blaster rifle variant is one of many fine weapons produced by the factories of Cinnagar in their continued militarizing after the Great Hyperspace War a thousand years ago. ******************** Cinnagar War Suit Feats Required: Weapon Proficiency - Heavy Defense Bonus: +7 Max Dexterity Bonus: +3 Damage Resistance: 15/- vs. Sonic Description: After the Great Hyperspace War a thousand years ago, the heirs of Empress Teta militarized their world and industry, a legacy that produced battle armor still sought after today.

Location: First bought from Adum Larp on Dantooine. ******************** Clothing Description: These are simple garments that protect little more than the modesty of the wearer. Location: Many locations contain this item, and you'll first find it in the footlocker of the Endar Spire as soon as you wake up, after the opening cinematic. ******************** CNS Strength Enhancer Saves: All +2 Strength: +2 Description: An expirmental system that amplifies power signals along the length of the central nervous system, this generator, attached to a belt, provides greater impulses to all muscles, as well as a resistance to all sorts of perturbations of the user's system. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Combat Sensor Dexterity: +2 Bonus Feat: Weapon Focus - Blaster Pistol Bonus Feat: Weapon Specialization - Blaster Pistol Restricted: not useable by Wookiees The targeting software inherent in this visor uses predictive algorithms to direct the wearer's gaze, allowing them to function more efficiently in combat. ******************** Combat Suit Feats Required: Armor Proficiency - Light Defense Bonus: 4 Max Dexterity Bonus: +5 Description: Even the most frugal of mercenaries know they need at least some form of protection from the rigors of combat, although suits of this type are recommended for light skirmishes only. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought.

******************** Composite Heavy Plating Feats Required: Droid Upgrade Class 3 Defense Bonus: 13 This palting forgoes mobility in favor of sheer mass. The hugh composite plates covering the droid do not allow the range of motion that other armor systems may grant their user, but in terms of physical protection, this plating is the best in the galaxy. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Computer Probe Requires: Droid Upgrade Class 1 Skills: Computer Use +2 Description: This retractable probe allows droid access to the higher programming functions of any computer terminal. Better quality probes provide cleaner access, increasing functionality. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Cyber Reaction System Feats Required: Implant Level 3 Dexterity: +3 This system supplants the user's normal nervous system, enhancing it artificially. It allows the impulses to travel faster and farther along the sysem, improving reaction time, while also cimproving fine motor control, increasing accuracy. ******************** Dark Jedi Knight Robe Feats Required: Jedi Defense Defense: 2 Max Dexterity Bonus: +8 Designed for those who relish personal combat, and know that power comes to those who take it, these robes offer good protection with no hindrance to movement. ******************** Dark Jedi Master Robe Feats Required: Jedi Defense Defense Bonus: 3

Max Dexterity Bonus: +8 These robes offer superior protectionw hile still allowing full freedom of movement. They are the robes of the true masters, those whose will and authority go unopposed. ******************** Davik's Visor Bonus Feat: Improved Power Blast Description: Davik's visor is designed to enhance the user's ability to target and deal damage when using blaster. Location: Found on Davik's corpse after you kill him, as Taris is being bombed. ******************** Darth Bandon's Fiber Armor Feats Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +5 Damage Resistance: Resist 25/- vs. Fire Special: Upgradeable, Armor Despite the unfortunate fate of Darth Bandon, this light armor remains a desirable asset for any warrior. The silvery polish reflects a pride in craftsmanship rarely seen today. ******************** Davik's War Suit Feats Required: Armor Proficiency - Medium Defense Bonus: 8 Max Dexterity Bonus: +3 Damage Resistance: Resist 10/- vs. Cold Damage Resistance: Resist 10/- vs. Fire Description: Davik spent lavishly on his safety, and many a bounty hunter ended up dead in the streets for underestimating both his will to live and the protective qualities of his armor. Location: Found on Davik's corpse after you kill him, as Taris is being bombed. ******************** Demolitions Sensor Skills: Awareness +8, Demolitions +4 Restricted: not useable by Wookiees This item uses advanced processors to assist the wearer in the visual analysis of microelectronics commonly used in demolitions. The acuity granted also

serves to improve general awareness. ******************** Disruptor Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Physical Damage Points: 1-4 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: These pistols are illegal in many planetary systems, being regarded as too pwerful a weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. Unlike typical blasters, disruptors ignore most types of personal energy shields. Location: Black Vulkar base. ******************** Disruptor Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Physical Damage Points: 1-6 Range: 28m Critical Threat: 20-20,x2 Description: This disruptor is even more destructive than its pistol counterpart, and is outlawed on just as many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike typical blasters, disruptors ignore most types of personal energy shields. Location: First found in the Black Vulkar base on Taris. Can be bought and found in many other places. ******************** Double-Bladed Lightsaber Feats Required: Weapon Proficiency - Lightsaber Damage Type: Energy Damage Points: 2-20 Critical Threat: 20-20,x2 Description: These exotic weapons are rare, and most often associated with Jedi attracted to the dark side of the Force, for whom reckless aggression is sometimes considered an asset. The double-bladed lightsaber is capable of inflicting much more damage - but is also less precise - than the single-bladed variant. Location: Found on Brejik's corpse after killing him after the swoop race on Taris. Afterwards, once off Taris, they can be found all over.

******************** Double-Bladed Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-12 Critical Threat: 20-20,x2 Description: A difficult weapon to master, the double bladed sword has a grip in the center with two long blades emerging from either end. The double-bladed sword is capable of inflicting more damage - but is also less precise - than the singlebladed variant. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in Upper Taris. ******************** Dominator Gauntlets Strength: +5 A working proto-type of huge technological advancement in power gauntlets, the Dominators give the user unparalleled strength and power. ******************** Droid Heavy Plating Type 1 Feats Required: Droid Upgrade Class 1 Defense Bonus: 9 Description: Originally used on starship hulls, durasteel is the best protection available for droids. This particular variant of the alloy is the standard for mass-production heavy combat droids. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Droid Heavy Plating Type 2 Feats Required: Droid Upgrade Class 2 Defense Bonus: 10 A specialized variant of heavy plating, this type of durasteel alloy is not sold in mass quantities. More often, it is used to equip elite troops where the initial cost of the battle droid warrants the investment. ******************** Droid Heavy Plating Type 3 Feats Required: Droid Upgrade Class 3 Defense Bonus: 11

The heaviest protection available, this type of plating is uncommon due to the cost involved in production. It is best suited to specialized assassin or assault droids, though such units are highly regulated. ******************** Droid Light Plating Type 1 Feats Required: Droid Upgrade Class 1 Defense Bonus: 3 Description: A thin sheet of alloy plating is a relatively inexpensive way to improve a droid's chance of surviving combat. This model is an excellent option for light-duty droids. Location: Found in the Sith Base on Taris. ******************** Droid Light Plating Type 2 Feats Required: Droid Upgrade Class 2 Defense Bonus: +4 Description: Tough more for the factory floor, plating of this type is seeing more general use. Light but effective, this upgrade can mean the difference between repair and replacement if a droid comes to harm. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Droid Light Plating Type 3 Feats Required: Droid Upgrade Class 3 Defense Bonus: 5 Description: The strongest of the light-grade plating, this is the best protection most individuals consider purchasing for droids not actively in a class intended for combat. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Droid Medium Plating Type 1 Feats Required: Droid Upgrade Class 1 Defense Bonus: 4 Description: Developed by engineer Hoot Calin, this plating relies more on deflecting angles

than exotic alloys. Cost can be prohibitive, though this is the most affordable model of the type. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Droid Medium Plating Type 2 Feats Required: Droid Upgrade Class 2 Defense Bonus: 5 This version of the Calin Industries plating system signlaed a company shift in production from construction droids to military models. It now sees use on many different worlds. ******************** Droid Medium Plating Type 3 Feats Required: Droid Upgrade Class 3 Defense Bonus: 6 To solidify its place in the market, Calin industries introduced this specialty variant of their medium plating system. Only heavy plating protects better, though the cost is prohibitive for some. ******************** Droid Motion Sensors Type 1 Feats Required: Droid Upgrade Class 1 Skills: Awareness +2 Description: These devices allow a droid to better detect creatures hidden by stealth fields. This basic model is the most inexpensive of the type, and is commonly available on many worlds. Location: First found in the Strange Ruins Dantooine. ******************** Droid Motion Sensors Type 2 Feats Required: Droid Upgrade Class 2 Skills: Awareness +4 This sensor package greatly enhances droid vision, increasing the likelihood of detecting creatures hidden by stealth fields. This model is marketed mainly to manufacturers of sentry and combat droids. ******************** Droid Motion Sensors Type 3 Feats Required: Droid Upgrade Class 3 Skills: Awareness +6 Incorporating the most sophisticated sensors available, this model of upgrade

is usually purchased for special-duty droids guarding sensitive materials or galactic heads of state. ******************** This sensor package greatly enhances droid vision, increasing the likelihood of detecting creatures hidden by stealth fields. This model is marketed mainly to manufacturers of sentry and combat droids. Durasteel Heavy Armor Feats Required: Armor Proficiency - Heavy Armor Defense Bonus: 10 Max Dexterity Bonus: +0 Battle armor production is thriving on Bonadan as the Republic recovers from war. This model's thinner skin of durasteel reduces weight, but still restricts movement somewhat. ******************** Echani Battle Armor Feats Required: Armor Proficiency - Medium Defense Bonus: +7 Max Dexterity Bonus: +3 Description: This armor provides solid defense at the cost of some flexibility, although it is still an Echani product and is therefore well suited to quick-moving combat. Location: Buy it from Igear in the Undercity of Taris. ******************** Echani Dueling Shield Uses: #/5 Deflection: Energy, Electrical 60pts Duration: 200 seconds or max damage taken Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Far more powerful than most forearm shields, when activated this unit absorbs some of the incoming energy to provide good protection without the need for bulky generators. The unit must still be replaced after repeated use, however. ******************** Echani Fiber Armor Feats Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +5 Special: Upgradeable, Armor Description:

Many elite Echani duelists use armor of this type, though its adaptability has made it popular with professional soldiers and bounty hunters alike. Location: Found in an apartment in Lower Taris, after solving the "Twisted Rancor Trio" puzzle. ******************** Echani Foil Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 5-15 Critical Threat: 17-20,x2 Attack Modifier: +3 These swords were crafted to honor Raskta Fenni, the best Echani duelist of her time. Many were sold, but imperfections in the difficult lightsaber-deflecting cortosis weaved caused few to survive. ******************** Echani Light Armor Feats Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +5 Damage Resistance: Resist 15/- vs. Fire Description: Echani prefer elegant design to brute force. The Maktites learned this when their stores of thermal weapons were rendered ineffective by simple changes in the Echani light armor. Location: Found on a dead settler just beyond the Matale Estate on Dantooine after you become a Padawan. ******************** Echani Ritual Brand Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 3-13 Critical Threat: 20-20,x2 Attack Modifier: +1 Description: Echani Firedancers use the double bladed Ritual Brand in a dodging and slicing pattern so graceful it looks more like a dance than combat. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in Upper Taris. ******************** Echani Shield

Uses: #/5 Deflection: Energy, Sonic, Electrical 50pts total Duration: 200 seconds or max damage taken Description: The Echani put much effort into developing a forearm shield that, once activated, would allow a mercenary to close on a blaster-weilding enemy relatively unscathed. This unit is discarded once its energy cells are depleted. Location: Found on a dead settler just beyond the Matale Estate on Dantooine after you become a Padawan. ******************** Echani Vibroblade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 3-12 Damage Bonus: +2 Cold Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 These blades are typically used in the off hand. In addition to a cortosis weave that deflects lightsaber sparring damage, some Echani vibroblades are supercooled to keep them in alignment, giving them an icy sting. ******************** Electrical Capacitance Shield Damage Immunity: 100% vs. Electrical This shielding device, worn around the waist, absorbs and stores electrical energy directed at the user, which is then released slowly over a period of time, dissipating harmlessly. The manner of release generates vibrations along the inside edge of the shield, giving it the less than complimentary nickname, 'The Tingler'. ******************** Energy Shield Uses: #/5 Deflection: Energy, Electrical, 20pts Duration: 200 seconds, or max damage taken Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: When equipped and activated, these items project an energy shield around the wearer. The small power source can burn out when repeatedly stressed, requiring replacement of the entire unit.

Location: The first time you find this item will be at Larrim's kiosk in Taris. MY NOTES: Don't bother buying this when you first come across it. You will find it, for free, in about twenty minutes, and until then, your battles will be easy. ******************** Energy Shield Level 1 Feats Required: Droid Upgrade Class 1 Uses: #/10 Deflection: Energy, 20pts Duration: 200 seconds or max damage taken Description: This is a basic model energy shield universally applicable to most droids. The power drain is significant, however, and units like this must be replaced regularly. Location: Found on a droid corpse in the Sandral Estate on Dantooine. ******************** Energy Shield Level 2 Feats Required: Droid Upgrade Class 2 Uses: #/10 Deflection: Energy, 30pts Duration: 200 seconds, or max damage taken Description: Upgraded from the basic portable energy shield, these units are marketed to companies and governments that keep large standing forces of combat droids. The power drain is significant, however, and they must be replaced regularly. Location: Found in the Sith Base on Taris. ******************** Energy Shield Level 3 Feats Required: Droid Upgrade Class 3 Uses: #/10 Deflection: Energy, 50pts Duration: 200 seconds, or max damage taken This sophisticated item is designed for top quality combat droids, and produces superior protection for any droid with the necessary software to install it. The power drain is significant, however, and it must be replaced regularly. ******************** Environment Shield Level 1 Feats Required: Droid Upgrade Class 1 Uses: ##/10

Deflection: Energy, Sonic, Cold, Heat, 20pts total Duration: 200 seconds or max damage taken Description: Initially designed to resist the harsh conditions of factory floors, these shields provide a droid with basic protection against a broad array of effects. The power drain is significant, however, and they must be replaced regularly. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Environment Shield Level 2 Feats Required: Droid Upgrade Class 2 Uses: ##/10 Deflection: Energy, Sonic, Cold, Heat, 30pts total Duration: 200 seconds or max damage taken This unit is an aftermarket modification of the shielding typically found on deep-core mining droids. It provides broad protection against many effects, but the power drain is significant and it must be replaced regularly. ******************** Environment Shield Level 3 Feats Required: Droid Upgrade Class 3 Uses: ##/10 Deflection: Energy, Sonic, Cold, Heat, 50pts total Duration: 200 seconds or max damage taken This variant of environmental shielding is designed for frontline combat droids. It provides broad protection against many effects, but the power drain is significant and it must be replaced regularly. ******************** Environmental Bastion Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 7 Max Dexterity Bonus: +3 Damage Immunity: 100% vs. Cold Damage Immunity: 100% vs. Fire Damage Immunity: 100% vs. Sonic Special: Upgradeable, Armor A modified environmental suit, this armor gives the wearer complete protection from the elements as well as superior combat protection. With additional enhancements, it can be converted into a completely contained environmental system and shield the wearer from outside radiation as well. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Eriadu Stealth Unit

Skills: Stealth +6 This sophisticated Eriadu Stealth Mode unit expertly camouflages the user. Opponents must make an Awareness check versus the user Stealth skill +6 or remain unaware of them. The user must have paid points into the Stealth skill to gain the use of Stealth Mode. Combat disrupts the field, but mundane tasks do not. ******************** Eriadu Strength Amplifier Strength: +2 Description: This device uses microbursts of repulsorlift energy to assist actions in combat, giving the appearance that the user is stronger than normal. Location: Found on the corpse of a Mandalorian in Dantooine. ******************** Exar Kun's Light Battle Suit Feats Required: Armor Proficiency - Medium Defense Bonus: 9 Max Dexterity Bonus: +3 Attributed to Exar Kun, this armor may well have been worn by the Dark Lord prior to his defeat forty years ago. He was rarely without considerable, yet flexible, poersonal armor. ******************** Flame Thrower Feats Required: Droid Upgrade Class 2 Uses: #/10 Damage Type: Heat Damage Points: 30 On Hit: Horror, 100% for 3sec Special: Targets 7th level and up ignore horror effect Save: DC15 for half damage Range: Short Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: This droid-mounted weapon can inflict damage over a broad area. The incendiary compounds within border on military quality, though the unit was intially designed for industrial purposs. Location: Found in the Sith Military Base on Taris. ********************

Gaffi Stick Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-8 Critical Threat: 20-20,x2 The gaffi stick, or gaderffii, is the traditional melee weapon of the Sand People. Crafted out of whatever salvage is at hand, they can be very effective in close combat. ******************** Gordulan Reaction System Feats Required: Implant Level 3 Dexterity: +4 This implant hyper-stimulates the nervous system of the wearer, significantly improving both reaction time and hand-eye coordination. ******************** Gravity Generator Feats Required: Droid Upgrade Class 2 Uses: 10/10 Damage: None On Hit: Slowed, 75% for 9sec Save: DC15 to negate slow Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. These devices allow a droid to create localized gravity swells, the reverse effect of a repulsorlift engine. This can seemingly increase the weight of an enemy, slowing their movement. ******************** Heavy Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 1-8 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: These resemble regular blasters in the same way Quoorian marshsuckers resemble mosquitoes. Sure, they both do damage, but the former definitely has the edge in kill-potential. Location: First found on the corpse of a Black Vulkar guard in the Lower City apartments of Taris. ********************

Heavy Combat Suit Feats Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +4 Description: This version of the combat suit offers more protection than the basic model. It is heavier overall and not quite as flexible, but many consider the tradeoff worthwhile. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Heavy Exoskeleton Feats Required: Armor Proficiency - Medium Defense Bonus: 9 Max Dexterity Bonus: +2 Constitution: +1 Strength: +2 Special: Upgradeable, Armor A heavy and durable suit, this mechanical exoskeleton provides much greater strength and endurance, and vastly improved armor protection to the wearer than lighter models. With additional enhancements, this capability can be expanded even further, rivaling some light armored vehicles for protection. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Heavy Targetting Optics Bonus Bonus Bonus Bonus Feat: Feat: Feat: Feat: Weapon Weapon Weapon Weapon Focus - Blaster Rifle Focus - Heavy Weapons Specialization - Blaster Rifle Specialization - Heavy Weapons

This advanced optics and targetting system, worn as a mask, attaches to a held weapon, in this case rifles and heavy weapons, and provides targetting information, distances, and tracking of potential targets within line of sight. ******************** Hold Out Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 1-4 Range: 23m Critical Threat: 19-20,x2 On Hit: Stun 25% chance, 6 seconds, DC10 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: Sometimes called a "sleeper," the hold out blaster is the preferred method of temporarily incapacitating an enemy.

******************** Infiltrator Gloves Skills: Computer Use +4, Security +4 Dexterity: +1 Description: These gloves are equipped with an advanced artificial intelligence unit that the wearer can use to tap into nearby computer systems cables or wireless transmission. The system also stabilizes the wearer's hands for fine detail work. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Interface Band Damage Resistance: Resist 5/- vs. Sonic Skills: Computer Use +2, Demolitions +2, Security +2 Restricted: not useable by Wookiees Description: This item provides a mental interface to a store of information on electronic systems common to security, demolitions, and general computing functions. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Interface Visor Feats Required: Armor Proficiency - Light Damage Resistance: Resist 5/- vs. Sonic Skills: Computer Use +4, Demolitions +4, Security +4 Restricted: not useable by Wookiees This visor combines mental and visual interfaces to aid in the analysys of electronic systems common to security, demolitions, and general computing functions. ******************** Ion Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Ion Damage Points: 1-4 Ion: +1-10 vs. Droid Range: 17m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: Unlike a typical blaster, this weapon fires a stream of energy very damaging to electrical systems, causing havoc on the internal components of droids.

Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Ion Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Ion Damage Points: 1-6 Ion: +2-12 vs. Droid Range: 28m Critical Threat: 20-20,x2 Description: Any well-stocked militia usually has stores of ion rifles in reserve. They aren't much use against the living, but if the enemy has battle droids these weapons become essential. Location: First found in the Black Vulkar base on Taris. Can be bought and found at many other places. ******************** Jamoh Hogra's Battle Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 11 Max Dexterity Bonus: +2 Immunity: Critical Hits Strength: +1 Jamoh Hogra was a Zabrak mercenary who feared for his life after a raid on a Sith dreadnaught. He spent a fortune on his personal armor, only to be killed while in the bath. ******************** Jamoh Hogra's Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 3-10 Damage Bonus: +1-4 Physical Range: 25m Critical Threat: 19-20,x2 Attack Modifier: +2 Special: Upgradeable, Ranged Description: This was the weapon of mercenary Jamoh Hogra, and was supposed to protect him against the many enemies he earned in his lifetime. Hogra's skill didn't match his potential, however. ******************** Jedi Knight Robe

Feats Required: Jedi Defense Defense Bonus: 2 Max Dexterity Bonus: +8 Description: Members of the Order typically wear plain or unassuming garments, but this variant offers the additional protection needed by Jedi influencing important events. Location: Found on Nemo's corpse in the Strange Ruins on Dantooine. ******************** Jedi Master Robe Feats Required: Jedi Defense Defense Bonus: 3 Max Dexterity Bonus: +8 Members of the Order typically wear plain or unassuming garments, but Jedi Masters also know the importance of adequate protection when great challenges must be surmounted. ******************** Jedi Robe Feats Required: Jedi Defense Defense Bonus: +1 Max Dexterity Bonus: +8 Description: Members of the Jedi Order typically wear plain or unassuming garments. Location: First given to you after clensing the Grove on Dantooine. ******************** Jurgan Kalta's Assault Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 1-8 Ion: +1-6 vs. Droid Range: 28m Critical Threat: 19-20,x2 Attack Modifier: +3 Special: Upgradeable, Ranged Description: Jurgan Kalta wanted to make a big noise in the galaxy. If it was the screams of his enemies, all the better. This weapon was his favorite because it shared his adapatability Location: Bought from Karl Karr/Crattis Yurkal on Dantooine.

******************** Jurgan Kalta's Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 4-11 Damage Bonus: +2 Physical Range: 25m Critical Threat: 19-20,x2 Attack Modifier: +3 Description: The Zabrak mercenary Jurgan Kalta commissioned this rifle, a weapon he liked to think of as "amusingly destructive". ******************** Karakan Gauntlets Saves: All +3 Dexterity: +1 These heavy gauntlets, created by the isolationist Karakan, are almost a complete medical computer in themselves. They constantly monitor and adjust the nervous impulses, blood pressure, and tension through the wearers hands. The resulting increase in stability and overall system integrity have many benefits. ******************** Krath Blood Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-11 Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Twisted by the dark side, this Krath weapon is as deadly as a modern vibroblade. It was meant for assassination, and a cortosis weave that prevents lightsaber sparring damage ensured that even Jedi must respect it. ******************** Krath Double Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 4-14 Damage Bonus: +1 Cold Critical Threat: 20-20,x2 Attack Modifier: +2 Twisted by the dark side, the Krath favored weapons of fearsome appearance requiring brute strength to wield, and the blades of this weapon are certainly effective, if not elegant. ********************

Krath Heavy Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 9 Max Dexterity Bonus: +2 Typical of the old Krath military elite, these suits were worn during slave raids on neighboring systems. Slaving is profitable but risky, so little cost is spared in equipment. ******************** Krath Holy Battle Suit Feats Required: Armor Proficiency - Medium Defense Bonus: 9 Max Dexterity Bonus: +2 Damage Resistance: Resist 15/- vs. Cold Damage Resistance: Resist 15/- vs. Fire Damage Resistance: Resist 15/- vs. Sonic Many Krath sought to be guards of their dark temples in armor of this type. Cynics dismiss this fervor, noting that guard duty was safer than participating in military slave raids. ******************** Krath War Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-13 Critical Threat: 20-20,x2 Attack Modifier: +1 Twisted by the dark side, the Krath tempered swords with the power of the Force perhaps even before lightsabers became the weapon of the Jedi, both dark and light. ******************** Light Exoskeleton Feats Required: Armor Proficiency - Light Defense Bonus: 6 Max Dexterity Bonus: +5 Dexterity: +1 Strength: +1 Special: Upgradeable, Armor A relatively new type of power-assisted armor, this suit mimics the major muscle movements of the wearer with mechanical impulses, resulting in greater strength and faster reaction times. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Light-Scan Visor

Feats Required: Armor Proficiency - Light Skills: Awareness +4 Restricted: not useable by Wookiees Description: These are invaluable tools that increase visual acuity by analyzing light on several frequencies above those of normal sight. Location: Found in a footlocker in the Sandral Estate. ******************** Light Battle Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 7 Max Dexterity Bonus: +2 Description: Providing solid protection for a minimal cost, this armor is excellent for entrenched troops or guarrds. A force on the move, however, may find it somewhat constricting. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Light Repeating Blaster Feats Required: Weapon Proficiency - Heavy Weapons Damage Type: Energy Damage Points: 1-8 Range: 28m Critical Threat: 20-20,x2 Description: This weapon allows the user to fire more quickly than usual, increasing his chances of survival without drastically changing the amount of equipment he would have to carry. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Lightsaber Feats Required: Weapon Proficiency Damage Type: Energy Damage Points: 2-16 Critical Threat: 19-20,x2 Description: Traditionally associated with the Jedi, the lightaber is a devastating weapon difficult to master. Properties can vary with the type of focusing crystal used in construction. Location:

First given to you after selecting your Jedi class in Dantooine. ******************** Long Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-12 Critical Threat: 20-20,x2 Description: Here is where the roots of the lightsaber begin, with traditional swords still wielded today in many primitive cultures. They are simple, but still effective in the right hands. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Mandalorian Assault Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 13 Max Dexterity Bonus: +0 Damage Resistance: Resist 25/- vs. Cold Damage Resistance: Resist 25/- vs. Fire This was the armor of the Mandalorian elite frontline troops, a sight that Republic soldiers were all too familiar with during the war. ******************** Mandalorian Assault Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 3-10 Range: 28m Critical Threat: 19-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Attack Modifier: +2 These weapons are almost overpowered for their size, but the Mandalorians prefer them that way. They do not make a habit of being subtle in their war making. ******************** Mandalorian Battle Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 11 Max Dexterity Bonus: +0 Damage Resistance: Resist 25/- vs. Electrical Republic soldiers saw this armor all too often during the Mandalorian War. It's understandable that the conflict could drag on when a fanatical enemy is

so defensively outfitted. ******************** Mandalorian Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 2-7 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 The Mandalorian Blaster is a slightly more powerful version of the basic blaster pistol common throughout the galaxy. ******************** Mandalorian Heavy Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 4-11 Damage Bonus: +2 Physical Range: 23m Critica Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +3 Description: Mandalorians boast that a shot from one of these pistols can take a starship out of commission. It's an obvious exaggeration, but for safety's sake, most listeners just smile and nod. ******************** Mandalorian Heavy Repeater Feats Required: Weapon Proficiency - Heavy Weapons Damage Type: Energy Damage Points: 1-10 Damage Bonus: +1-4 Ion Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +1 Description: With this weapon, the Mandalorians against demonstrate a complete lack of subtlety. The only thing better than a big blaster, apparently, is one that shoots faster. ******************** Mandalorian Melee Shield Uses: #/5 Deflection: Bludgeoning, Piercing, Slashing, 20pts total Duration: 200 seconds or max damage taken

Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: Mandalorians don't fear melee combat, but anything that absorbs physical damage brings them a step closer to victory, and these forearm shields are a favorite. The units are discarded once their maximum activations have been expended. Location: Found on the corpse of a Mandalorian in Dantooine. ******************** Mandalorian Power Shield Uses: #/5 Deflection: Energy, Bludgeoning, Pierching, Slashing, Electrical 30pts total Duration: 200 seconds or max damage taken Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. An improvement by the Mandalorians on their basic forearm shield, this variant proved decisive in several battles with the Republic. The units are discarded once their maximum number of activations have been expended. ******************** Mandalorian Ripper Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Physical Damage Points: 3-6 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 A weapon similar to this energy propelled slug-thrower belonged to Jigger Wraith, a bounty hunter who plagued the Republic years ago. Thirty-seven Mandalorians were executed for being him until sightings declined. As a type of disruptor, this weapon ignores most personal energy shields. ******************** Marko Ragnos' Gauntlets Feats Required: Jedi Defense Restricted to: Dark Side Bonus Feat: Weapon Focus - Lightsaber Bonus Feat: Weapon Specialization - Lightsaber Ancient but still intact, these gloves appear to be made of black scales; they pulse with a dark power. ******************** Massassi Ceremonial Armor

Feats Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +5 Immunity: Critical Hits Long-term domination by the Sith has erased the memory of the Massassi rituals for which this armor was designed, but it retains its effectiveness on the battlefield regardless. ******************** Medium Repeating Blaster Feats Required: Weapon Proficiency - Heavy Weapons Damage Type: Energy Damage Points: 2-9 Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +1 Weapons such as this are not usually available for public purchase. They are best utilized during quick troop deployment and other situations where rapid suppressing fire is required. ******************** Military Suit Feats Required: Armor Proficiency - Medium Defense Bonus: 6 Max Dexterity Bonus: +3 Description: This standard issue suit provides good protection, but can be heavier and more restrictive than some of its counterparts. Even so, many mercenaries swear the tradeoffs are worth it. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Mission's Vibroblade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-10 Damage Bonus: +1 Physical Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Special: Upgradeable, Melee Description: Working with few resources, Mission Vao turned this basic vibroblade into an exceptional weapon almost as adaptable as she is. Location: It's automatically given to you when Mission joins your party in the Undercity of Taris.

******************** Motion Detection Goggles Feats Required: Armor Proficiency - Light Skills: Awareness +2, Demolitions +1, Security +1 Restricted: Not useable by Wookiees Description: A built-in micro tracking processor means a user wearing these goggles can detect almost any movement. Location: Found in the Undercity on Taris. ******************** Naga Sadow's Poison Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 4-15 Critical Threat: 20-20,x2 On Hit: Poison, Average Damage DC 25 Attack Modifier: +3 The mere presence of Dark Lord Naga Sadow would come to imbue his personal weapons with the taint he carried, poisoned as his spirit was. ******************** Navardan Regenerator Feats Required: Implant Level 3 Regeneration: 2 This implant gives incredible healing powers, allowing wounds and injuries to heal in mere seconds instead of days or weeks. ******************** Nerve Amplifier Belt Immunity: Mind-Affecting Description: This belt monitors the brain, emitting energy waves to reinforce established patterns and black any outside influence. It's extremely effective, if mildly uncomfortable. ******************** Nerve Enhancement Package Feats Required: Implant Level 2 Immunity: Mind-Affecting Description: This implant regulates the nervous system, preventing loss of consciousness due

to sudden impact or sensory overload. Location: The first time you find this item will be at Zelka Forn's medical facility in Upper Taris. ******************** Neural Band Saves: Will +2 Restricted: Not useable by Wookiees Description: Developed after the Exar Kun war, this item bolsters the willpower of the user by electrically reinforcing established mental patterns. Republic troops call it "Little Shocky". Location: In the apartment complex in the Lower City in Taris. ******************** Notched Steel Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-12 Critical Threat: 20-20,x2 The blade of this sword is an ebony black and notched along its length to give it a cruel and jagged appearance. There is a strange visual effect upon the sword which makes it seem as if shadows pulse and ebb along its surface. It is very cool to the touch, and upon close inspection a small insignia of a dark circle can be spotted on its hilt. ******************** Pistol Targetting Optics Bonus Feat: Weapon Focus - Blaster Pistol Bonus Feat: Weapon Specialization - Blaster Pistol This advanced optics and targetting system, worn as a mask, attaches to a held weapon, in this case pistol, and provides targetting information, distances, and tracking of potential targets within line of sight. ******************** Powered Battle Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 9 Max Dexterity Bonus: +1 Strength: +1 Description: The micro-hydraulics of this armor provides the operator with both protection and strength enhancement. It is rare outside of professional mercenaries and soldiers.

******************** Powered Light Battle Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 8 Max Dexterity Bonus: +2 Damage Resistance: Resist 25/- vs. Sonic Strength: +1 Description: This is an early attempt at power-assisted armor. Dampening fields block the noise of servomotors, unintentionally shielding against external extremes in sonic frequencies as well. ******************** Prototype Vibroblade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-10 Damage Bonus: +1 Physical Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Special: Upgradeable, Melee Description: This is a very adaptable model of cibroblade, made for the user on a budget that will be purchasing upgrades as resources or finances become available. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Qel-Droma Robes Feats Required: Jedi Defense Defense Bonus: 5 Max Dexterity Bonus: +8 Wisdom: +2 Restricted to Light Side The Force is strong in the Qel-Droma blood, and many of the family have joined the Jedi Order over the centuries. These robes were creates as a gift for Cay Qel-Droma during the war against Exar Kun, and it is said that only one who truly walks the path of the light can wear them. Cay himself wore the robes in his duel against Ulic Qel-Droma, his brother who had fallen to the dark side. Cay was slain in the battle, but his death at his brother's hand eventual lead to Ulic's redemption. These powerful robes then passed down to Duron Qel-Droma, Cay's cousin, when he joined the Jedi. But Duron disappeared shortly after the time of the Great Hunt, and the robes were lost with him. ******************** Quarterstaff

Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-6 Critical Threat: 20-20,x2 Description: Usually just a smooth staff of wood or light alloys, this is a very simple weapon of ancient design. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Raito's Gaderffii Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 6-13 Critical Threat: 20-20,x2 Attack Modifier: +5 This may have belonged to a Sand People warrior famous among his kind for killing a young Jedi, the the one tribe that kept the oral history of this event was wiped out long ago. ******************** Rakatan Battle Wand Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 3-3 Critical Threat: 20-20,x2 On Hit: Stun 50% chance, 6 seconds, DC 14 Attack Modifier: +2 Special: Upgradeable, Melee Weighted to fit a Rakatan grip, this item is most like a stun baton. It seems more adaptable than one of Republic issue, though similar high-density cells make it unwieldy and unusable with weapons in the off-hand. ******************** Reinforced Fiber Armor Feats Required: Armor Proficiency - Light Defense Bonus: +7 Max Dexterity Bonus: +4 Inspired by craftsmen on worlds where metal is in short supply, this type of light armor consists of jung-ju tree fibers bound with synthetics, offering good, flexible protection. ******************** Republic Mod Armor Feats Required: Weapon Proficiency - Light Defense Bonus: 5

Max Dexterity Bonus: +4 Special: Upgradeable, Armor Description: The Republic has prospered militarily by keeping its troops well supplied with modular armor, ensuring they are always prepared for a variety of battle conditions. Location: In the apartment complex in the Lower City in Taris. ******************** Response Package Feats Required: Implant Level 1 Dexterity: +1 Description: This implant boosts the regular energy impulses of the nervous system, sharpening the performance of dexterous action. Inactive users may suffer the odd lingering twitch. Location: Black Vulkar base. ******************** Retinal Combat Implant Feats Required: Implant Level 2 Immunity: Critical Hits Skills: Awareness +1 Description: This ocular implant greatly increases visual acuity, allowing the user to better track enemy movement in combat. General awareness will improve as well. Location: Buy from Igear in the Undercity of Taris. ******************** Sanasiki's Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 3-12 Ion: +3 vs. Droid Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 Special: Upgradeable, Melee Description: Sanasiki used this weapon to kill Nelinik, a Zabrak who assassinated the Echani High Protector with battle droids. Cortosis protects the blade against lightsaber sparring damage while energy cells disrupt droid opponents. Location:

Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Security Decryption Interface Feats Required: Droid Upgrade Class 2 Skills: Security +4 This model of security breaker is no longer in production. It was an effective option before the factories of Toshan Gant took over the market. A droid must have basic Security software (paid points into the skill) to benefit from this item. ******************** Security Domination Interface Feats Required: Droid Upgrade Class 3 Skills: Security +6 Modified on the aftermarket, this Toshan Gant security breaker is the best available. A droid must have basic Security software (paid points into the skill) to benefit from this item. ******************** Security Interface Tool Feats Required: Droid Upgrade Class 2 Skills: Security +2 Description: Pioneered by Toshan Gant, this is the basic droid across the galaxy. Gant did most of his research after private efforts led to his imprisonment. A Security software (paid points into the skill) to security breaker in use for the Republic military droid must have basic benefit from this item.

Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Sensor Probe Feats Required: Droid Upgrade Class 1 Skills: Demolition +2 Description: This basic probe improves a droid's demolitions capabilities, allowing for more sensitive adjustments of volatile substances. A droid must have basic Demolitions software (paid points into the skill) to benefit from this item. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ********************

Shield Disruptor Feats Required: Droid Upgrade Class 1 Uses: ##/10 Damage Type: Ion Damage Points: 20 Rang: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: Designed for Republic forces, these devices allow a droid to potentially devastate opponent droids or the personal shielding of an enemy, though the energy drain is quite large. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Short Lightsaber Feats Required: Weapon Proficiency - Lightsaber Damage Type: Energy Damage Points: 2-12 Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Lightsabers can come in shorter styles, often used in the off hand during two-weapon fighting. As in larger versions, different focusing crystals can produce additional effects. ******************** Short Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-6 Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: Disregarded by most modern warriors, a good short sword can still serve well in combat if the user is skilled. Location: Too many to list. Depending on your character class, the short sword can be found in your footlocker on the Endar Spire when you first wake up. ******************** Silver Lined Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-12

Critical Threat: 20-20,x2 This blade is long and straight and sparkles with a silver glow that becomes brighter as the hilt is touched. It is quite warm, and it almost appears that the blade becomes white-hot once it is equipped. Such a fiery weapon would be devastating against an unarmored opponent. A small insignia of a flame is impressed upon the hilt. ******************** Sith Assassin Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 3-6 Ion: +1-10 vs. Droid Range: 23m Critical Threat: 19-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 These weapons are designed to incapacitate so death may be quick or lingered upon as desired. Droids are simply dispatched, as cruelty is best rationed among the living. ******************** Sith Assault Gun Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 2-9 Damage Bonus: +1 Physical Range: 25m Critical Threat: 19-20,x2 Attack Modifier: +1 This is a modification on the blaster carbine rarely seen outside of Sith-controlled space. ******************** Sith Energy Shield Uses: #/5 Deflection: Energy, Sonic, Electrical 30pts total Duration: 200 seconds or max damage taken Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: The Sith have made many improvements to personal forearm shielding, much to the dismay of the Jedi. Though efficient, the unit must be replaced often as it burns out when repeatedly activated. Location: Found in the Undercity of Taris.

******************** Sith Mask Feats Required: Armor Proficiency - Heavy Immunity: Mind-Affecting Bonus Feat: Weapon Focus - Lightsaber Regeneration Force Points: 1 This mask blocks outside mental influence and other sensory noise, allowing the user to focus their abilities inward with no distraction. ******************** Sith Power Gauntlets Strength: +3 Based on stolen Eriadu designs, items of this type utilize almost uncomfortable bursts of repulsorlift energy to assist movement. They are rarely seen outside of Sith possession. ******************** Sith Regenerator Feats Required: Implant Level 3 Regeneration: 2 Extensively used by Sith intelligence operatives, this implant stimulate cell replication in the user's body, alowing wounds to be healed quickly and easily. It is most frequently used on operatives operating behind enemy lines for extended periods, where medical treatment is not normally available. ******************** Sith Sniper Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 2-9 Range: 28m Critical Threat: 19-20,x2 Attack Modifier: +1 Description: Despite its effectiveness, these modified blaster rifles are not often employed by the Sith. They prefer to engage their enemies up close and personal. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in Upper Taris. ******************** Sith Tremor Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical

Damage Points: 4-14 Damage Bonus: +2 Sonic Critical Threat: 19-20,x2 Attack Modifier: +2 Traced to the Bladeborn, a Sith offshoot dedicated to sword mastery, these cortosis-laced weapons were given to "masterblades" who survived no less than ten lightsaber-wielding warriors in combat. ******************** Sonic Nullifiers Feats Required: Armor Proficiency - Light Damage Resistance: Resist 10/- vs. Sonic Restricted: not useable by Wookiees Description: Replacing bulky ear protection, these items make use of newly developed counterwave-nullifiers, an innovation pioneered by shipyard workers, not the military. Location: Found near the Mandalorian leader on Dantooine. ******************** Sonic Pistol Feats Required: Weapon Profciency - Blaster Pistol Damage Type: Sonic Damage Points: 1-4 Range: 17m Critical Threat: 20-20,x2 On Hit: Attribute Damage Dexterity, DC 14 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: Sometimes referred to as "squealers", these weapons deliver a high-frequency jolt to the sense that can damage and potentially disorient an opponent. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Sonic Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Sonic Damage Points: 1-6 Range: 28m Critical Threat: 20-20,x2 On Hit: Attribute Damage Dexterity DC 14 Description: More powerful than the pistol, the sonic rifle fires a blast of sound that causes a great deal of sensory overload in addition to damage, disorienting the victim.

Location: Found in a footlocker in the Sandral Estate. ******************** Sound Damepning Stealth Unit Skills: Stealth +2 Description: This Republic unit improves on the basic Stealth Mode field by dampening all sound that the user might make. Opponents must make an Awareness check versus user Stealth skill +2 or remain unaware of them. The user must have paid points into the Stealth skill to use Stealth Mode. Combat disrupts the field, but mundane tasks do not. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Stabilizer Gauntlets Skills: Demolitions +2 Description: These gauntlets are quite stiff, minimizing actions that might interfere with the manipulation of volatile materials. The users must have basic knowledge of Demolitions (paid points into the skill) to benefit from this item. Location: Found in the footlocker of a Mandalorian party on Dantooine. ******************** Stabilizer Mask Feats Required: Armor Proficiency - Medium Immunity: Mind-Affecting Saves: All +2 Restricted: not useable by Wookiees This mask uses micro-bursts of electricity to regulate the user's mental patterns. It effectively fortifies both mind and body against attack. ******************** Star Forge Robes Defense Bonus: 5 Max Dexterity Bonus: +8 Saves: All +2 Restricted to: Light Side Wisdom: +5 Restricted to: Jedi Consular Restricted to: Jedi Guardian Restricted to: Jedi Sentinel Created by the mystical technology of the Star Forge, these robes focus the inherent Force abilities of the wearer, fueling their power. Although the Star

Forge itself is an artifact of the dark side, these robes were customized using an analysis of the Jedi they were created for, resulting in a powerful light side item that the Jedi can safely use against their enemies without fear of taint or corruption. ******************** Stealth Field Generator Description: This device enables Stealth Mode, a camouflage field that hides the user. Opponents must make an Awareness check versus the Stealth skill of the user or remain unaware of them. The user must have paid points into the Stealth skill to use Stealth Mode. Combat disrupts the field, but mundane tasks do not. Location: It will be in the footlocker next to your bed on the Endar Spire. I haven't found it anywhere in the world, other than buying it at a store. ******************** Stealth Field Reinforcement Feats Required: Armor Proficiency - Light Skilsl: Stealth +8 Restricted: not useable by Wookiees A very powerful item designed to both regulate stealth field emissions and improve the user's perception of the field while in Stealth Mode. ******************** Strength Gauntlets Strength: +1 Description: Developed by the Mephilis Corporation, these gauntlets use pulses of energy to stimulate muscles at the key leverage points of combat actions, effectively increasing strength. Location: Found in the Sith Governor's room in the Sith Base on Taris. ******************** Stun Baton Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-1 Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC10 Description: A common weapon, stun batons do minimal damage but can incapacitate a target. The high-density cells needed for repeated discharge are unwieldly, making it unusable in the off-hand. Location:

The first time you find this item will be at Larrim's kiosk in Taris. ******************** Stun Ray Feats Required: Droid Upgrade Class 1 Uses: ##/10 Damage: None On Hit: Stun, 100% for 9 sec Save: DC15 to negate stun Range: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: Quellegh industrial is becoming the standard in publicaly traded non-lethal droid-mounted weapons. Company officials credit aggressive marketing towards any despot with credits. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Superior Targeting Computer Feats Bonus Bonus Bonus Bonus Required: Droid Upgrade Class 3 Feat: Weapon Focus - Blaster Pistol Feat: Weapon Specialization - Blaster Rifle Feat: Weapon Focus - Blaster Pistol Feat: Weapon Specialization - Blaster Rifle

Reserved for the highest quality battle droids, targeting units of this type are rarely seen outside of military operations. ******************** Thermal Shield Generator Damage Immunity: 100% vs. Fire Description: This generator forms a magnetic shield around the wearer which, while ineffective against most modern weaponry, does allow for the ablation of directed heat attacks, generally in the form of fire. ******************** Tulak Hord's Mask Damage Resistance: Resist 10/- vs. Fire Skills: Stealth +2 Restricted to: Dark Side This ancient mask, blackened with age, has an eerie glow and seems uncomfortably claustrophobic.

******************** Uninversal Computer Interface Feats Required: Droid Upgrade Class 3 Skills: Computer Use +6 The best and most expensive of its type available, this retractable probe allows droid access to the higher programming functions of any computer terminal. ******************** Vacuum Mask Feats Required: Armor Proficiency - Medium Immunity: Mind-Affecting, Poison Restricted: not useable by Wookiees Intersystem travel is commonplace, but the inherent dangers should not be forgotten, especially in times of war. Many consider these to be essential equipment for spacefarers. ******************** Verpine Bond Gauntlets Skills: Demolitions +6 Tensor-mesh stiffens the forearm for steady handling of volatile materials. The insect-like Verpine don't personally use these items, claiming they merely mimic their own exoskeletons. The user must have basic knowledge of Demolitions (paid points into the skill) to benefit from the item. ******************** Verpine Cardio-Regulator Saves: Fortitude +3 Description: This device regulates the body in distress with emergency fortitude support for the wearer. It functions so well that some wonder how many "bodies in distress" the Verpine tested. Location: Found near the Mandalorian leader on Dantooine. ******************** Verpine Demolitions Probe Feats Required: Droid Upgrade Class 2 Skills: Demolitions +4 Wartime contracts over the last forty years saw a great deal of money poured into Verpine droid modifications, particularly in the area of demolitions. A droid must have basic Demolitions software (paid points into the skill) to benefit from the item.

******************** Verpine Droid Disruptor Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Ion Damage Points: 3-8 Ion: +2-12 vs. Droid Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +2 While they may have borrowed liberally from designs the Bothans initiated, the Verpime say you can't argue with results. These weapons are simply devastating against droids. ******************** Verpine Fiber Mesh Feats Required: Armor Proficiency - Medium Defense Bonus: 8 Max Dexterity Bonus: +3 Raxsus Nuli had plans of planetary conquest in hte wake of Sith aggression. Though eclipsed by recent events, the Jedi saw the pirate jailed and his Verpine stockpiles auctioned. ******************** Verpine Headband Saves: Will +3 Skills: Awareness +2 Restricted: not useable by Wookiees Description: Not subject to Republic regulations, the Verpine increased neural band effectiveness with brute electrical force. The market is there, but long-term effects on users are unknown. Location: First found in Black Vulkar base. Found on a dead settler just beyond the Matale Estate on Dantooine after you become a Padawan. ******************** Verpine Ocular Enhancer Feats Required: Armor Proficiency - Light Damage Resistance: Resist 5/- vs. Sonic Dexterity: +1 Restricted: not useable by Wookiees The Verpine only manufacture this product for export, having no need of it themselves. They have highly evolved sight, a quality they smugly say the visors mimic but do not exceed. ********************

Verpine Prototype Ion Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Ion Damage Points: 3-6 Ion: +1-10 vs. Droid Range: 17m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 Demonstrating this weapon, the insect-like Verpine destroyed legions of droids, doing nothing to quell the public's supicious of what testing their stun guns must have been like. ******************** Verpine Prototype Shield Uses: #/5 Deflection: Energy, Sonic, Cold, Heat, Electrical 70pts total Duration: 200 seconds or max damage taken Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Though manufactured by the Verpine, these forearm shields are based on highly modified Arkanian designs. They are must-have items for the professional soldier, though they have to be replaced when the maximum number of activations are expended. ******************** Vibroblade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-10 Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: Small size makes this a good off hand weapon. Echani vibroblades use a rare cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay to continue in the time of Jedi and Sith. Location: First found in Taris, in the backpack of a Sith Trooper, immediately after leaving the apartment. Can also be found and bought throughout the galaxy. ******************** Vibrosword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-12 Critical Threat: 19-20,x2

Description: Ultrasonic generators power this Echani-developed weapon design. A rare cortosis weave that protects against sparring damage ensures that traditional swordplay will endure in the time of lightsabers. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Vibro Double-Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-16 Critical Threat: 20-20,x2 Description: Ultrasonic vibrators make this double-bladed sword exceptionally deadly. A rare Echani cortosis weave protects it against lightsaber sparring damage, ensuring effectiveness even against Jedi and Sith. The double-bladed sword is capable of inflicting more damage - but is also less precense - than the single-bladed variant. Location: Found on the body of a Mandalorian on Dantooine. ******************** Vulkar Shock Stick Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-5 Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC10 Description: A favorite weapon of the Vulkars, this modified stun baton is designed more for the purpose of inflicting pain than actually incapacitating an opponent. The high-density cells needed for repeated discharge are unwieldly, making it unusable in the off-hand. Location: You first find this weapon when you enter Lower Taris, and have your first enocunter with members of the Black Vulkar gang. ******************** Wookiee Warblade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-10 Critical Threat: 20-20,x2 Though initially they might seem cumbersome, Wookiee Warblades are actually a very efficient design. Kept in continual motion, they can cut a swath through almost anything.

******************** Yusanis' Brand Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 4-18 Ion: +5 vs. Droid Critical Threat: 20-20,x2 Attack Modifier: +2 Special: Upgradeable, Melee Description: Yusanis was the most famous of Echani warriors fighting against oppression and villainy until encountering Darth Revan. Discovering that Revan had killed an Echani senator, Yusanis attempted to tell authorities but fell to the powers of the Sith Lord despite his own impressive abilities and the cortosis weave inherent in all Echani vibroblades. ******************** Zaalbar's Bowcaster Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 1-10 Range: 28m Critical Threat: 19-20,x2 Attack Modifier: +1 Special: Upgradeable, Ranged Description: This is Zaalbar's personal bowcaster. He has made modifications to it over the years, but it still tightly conforms to the traditions of his people. Location: Found in the sewers of the Undercity when you free Zaalbar from his prison. If you want it, keep it, because it can't be bought or found again. ******************** Zabrak Battle Armor Feats Required: Armor Proficiency - Light Defense Bonus: 6 Max Dexterity Bonus: +4 Damage Resistance: Resist 20/- vs. Cold Description: In northern Iridonia the Zabrak produce expensive armor that nonetheless has become very popular on the galactic markets, due to excellent low-temperature defensive properties. ******************** Zabrak Battle Cannon Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy

Damage Points: 6-13 Range: 28m Critical Threat: 19-20,x2 Attack Modifier: +3 These weapons are almost beginning to cross the line to light artillery. Armor is generally ineffective against such a weapon, unless it is of the highest quality. ******************** Zabrak Blaster Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 4-9 Range: 23m Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +3 This blaster is the staple of the Zabrak mercenary, known dor deadly accuracy and exceptional damage. ******************** Zabrak Combat Suit Feats Required: Armor Proficiency - Light Defense Bonus: +5 Max Dexterity Bonus: +5 Description: A Zabrak improvement on the combat suit, this armor is good protection where speed and unrestricted movement are more important than bulky plating. ******************** Zabrak Disruptor Cannon Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Physical Damage Points: 8-13 Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +2 Zabrak always command respect, especially with the aid of weapons that are even more damaging than already-outlawed standard disruptors. Unlike typical blasters, disruptors ignore most types of personal energy shields. ******************** Zabrak Tystel Mark III Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 3-10 Damage Bonus: +2 Physical

Range: 20m Critical Threat: 20-20,x2 Balanced +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 The Zabrak killed many pirates who attempting to seize shipments of these weapons and then sold them on the black market anyway. It's not a matter of where they end up, but of who gets paid." =============================================================================== ----------------------------6.3 - Utility Items ----------------------------=============================================================================== [Taken from JPaterson's Item Guide at GameFAQs.com with permission.] "Adrenal Alacrity Single Use Attribute Bonus: Dexterity +4 Speed: Movement +20% Duration: 120 secs Description: A shot of this enhancer provides a temporary boost in the dexterity of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. Location: Depending on your character class, it'll be in the footlocker next to your bed on the Endar Spire when you first wake up. It can also be found in many areas. ******************** Adrenal Stamina Single Use Attribute Bonus: Constitution +4 Duration: 120 secs Description: A shot of this enhancer provides a temporary boost in the constitution of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. Location: First found onboard the Endar Spire, as well as several other places. ******************** Adrenal Strength Single Use Attribute Bonus: Strength +4 Duration: 120 secs Description: A shot of this enhancer provides a temporary boost in the strength of the user. The effect wears off after a short time, and side effects are considered

minimal. Stim bonuses that affect the same statistic do not stack. Location: First found onboard the Endar Spire, as well as several other places. ******************** Advanced Medpac Single Use Description: An advanced medpac contains an improved array of equipment for the treatment of wounds. They cannot be used by droids. Advanced medpacs heal 20 vitality points + WIS modifier + (2 x user's skill in Treat Injury). Location: The first time you find this item will be at Zelka Forn's medical facility in Upper Taris. ******************** Advanced Repair Kit Single Use Description: Included are an improved assorment of tools and parts needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings. Advanced kits repair 25 vitality points + INT modifier + (2 x user's skill in repair). Location: Besides being bought and found everywhere, you'll first find it in the Lower City apartments of Taris. ******************** Antidote Kit Single Use Description: This kit contains wide-spectrum antidote hypospray injectors designed to neutralize all known poisons. Lowered attribute scores are returned to normal and physical damage is halted. Damage already suffered must still be treated by other means. Location: The first time you find this item will be at Zelka Forn's medical facility in Upper Taris. ******************** Armor Reinforcement Special: Upgrade Item, Armor Description: Durasteel reinforcement is a complicated armor application that increases

protective qualities. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: First found in an apartment in one of the Lower Taris City's apartment complex. ******************** Average Flash Mine Damage: None Secondary: Stun for 9 sec Area of Effect: 3.3m radius Save: DC20 to negate stun Description: This variant of the stun mine is an improvement on the basic model. Larger power cells increase its effectiveness a considerable amount. Location: Found in the footlocker of a Mandalorian party on Dantooine. ******************** Average Frag Mine Damage Type: Piercing Damage Points: 30 Area of Effect: 3.3m radius Save: DC20 for half damage Description: Like all frag mines, this item sends a blast of shrapnel through any nearby enemies. This variant is much more powerful than the basic model. Location: First found in the Black Vulkar base on Taris. Can be bought and found in many places. ******************** Average Plasma Mine Damage Type: Heat Damage Points: 42 Area of Effect: 3.3m radius Save: DC20 for half damage Description: An extremely volatile mixture of incendiary chemicals makes this plasma mine much more powerful than the basic model. Location: Found in the footlocker of a Mandalorian party on Dantooine. ******************** Deadly Plasma Mine Damage Type: Heat

Damage Points: 72 Area of Effect: 3.3m radius Save: DC25 for half damage The most damaging plasma mine available, this item throws intense heat over a wide radius. ******************** Bantha Fodder Description: This is a highly pungent mixture of local plants and fungus. Banthas apparently find it irresistible, though it's doubtful any intelligence species would willingly call it food. ******************** Battle Stimulant Single Use Bonus: Vitality max +8pts Attack: +1 Damage: +1 Duration: 120 secs Description: This stimulant enables the user to better absorb damage and focuses the mind on the fight, improving the ability to hit. The effect wears off after a short time. Stim bonuses that affect the same statistic do not stack. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Beam Splitter Special: Upgrade Item, Ranged Description: This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: Found in the Undercity on Taris. ******************** Computer Spike Description: These items allow a user to slice computer programs, assaulting systems with garbage data to overwhelm security measures. They are one-use items. A high Computer Use skill reduces the number of spikes required for any given task. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought.

******************** Concussion Grenade Damage: None Secondary: Stun for 9 sec Area of Effect: 4m Range: Long Save: DC15 for no effect Description: This type of grenade explodes in a concussive wave of force that disrupts the senses of both organic and inorganic targets in the area of effect. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Construction Kit Single Use This kit contains all the necessary parts for a droid to repair itself after being damaged in combat, including electrical regulators designed to isolate malfunctions. This kit can't be used by living beings. Construction kits repair 35 vitality points + INT modifier + ( x user's skill in Repair). ******************** CryoBan Grenade Damage Type: Cold Damage Points: 20 Secondary: Paralyzation for 6 sec Area of Effect: 4m Range: Long Save: DC15 for half damage, negates paralyzation Description: A CryoBan grenade releases a supercooled liquid that freezes on contact, causing intense pain and damage to victims caught in the effect. Location: I've found it on the Endar Spire, but only certain times; it appears randomly. Otherwise, it can be bought or found like other items. ******************** Crystal, Blue Special: Upgrade Item, Lightsaber Blade Color: Blue Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner blue light. Location:

First found in a crystal cave in Dantoonie, near CB-42, the personal assistance droid. ******************** Crystal, Bondar Special: Upgrade Item, Lightsaber On Hit: Stun, 25% for 6 sec Save: DC10 to negate stun, Description: This crystal was mined on a far-orbit asteroid circling the Alderaans system. It produces a volatile lightsaber beam that pulses on impact, potentially stunning an opponent. Location: First found in a crystal cave in Dantoonie, near CB-82, the personal assistance droid. ******************** Crystal, Damind Special: Upgrade Item, Lightsaber Attack: +3 Found on the desert world of Daminia, this crystal can be used in lightsaber construction to produce a clearly defined beam of subtly wider width and length. ******************** Crystal, Green Special: Upgrade Item, Lightsaber Blade Color: Green Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner green light. Location: First found in a crystal cave in Dantoonie, near CB-82, the personal assistance droid. ******************** Crystal, Jenruax Special: Upgrade Item, Lightsaber Damage: +2 Blaster Deflection: +5 The refined form of Opila, this crystal has been cleansed of all impurities. When used in lightsaber construction it produces a blade of unerring quickness. ******************** Crystal, Luxum

Special: Upgrade Item, Lightsaber Damage: +1-6 vs. droids Attack: +2 Ambria was a world in the grip of the dark side. Through years of mental battle, strange Jedi Master Thon contained the evil to Lake Natth. Long meditation can form this powerful crystal from the tainted water. ******************** Crystal, Nextor Special: Upgrade Item, Lightsaber Attack: +1 Critical Threat Range: x2 This crystal is mined in the mountains of M'haeli, and when used in lightsaber construction it produces a volatile blade that can cause surprising amounts of damage. ******************** Crystal, Opila Special: Upgrade Item, Lightsaber Damage: +3 Massive Criticals: +2-12dmg on critical hit Found in the asteroid fields of the Fyrth system, this crystal can be used in lightsaber contruction to produce an intense beam that seems extraordinarly quick to the cut. ******************** Crystal, Red Special: Upgrade Item, Lightsaber Blade Color: Red A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner red light. ******************** Crystal, Rubat Special: Upgrade Item, Lightsaber Damage: +1 Attack: +1 Description: Used in lightsaber construction, rubat crystal is mined on Phemis. It produces a clearly defined blade that a Jedi can easily track, making it easier to hit opponents. Location: First found in a crystal cave in Dantoonie, near CB-82, the personal assistance droid.

******************** Crystal, Sapith Special: Upgrade Item, Lightsaber Damage: +3 Attack: +2 This crystallized material was excreted once every 11 years by the ancient Volice worm of Lwhekk, now extinct. It produces a more intense lightsaber beam, granting better control. ******************** Crystal, Sigil Special: Upgrade Item, Lightsaber Damage: Energy 1-6 Attack: +1 Description: Mined in the Sigil System, this crystal is a costly but valued addition to a lightsaber. It produces a fiercely bright beam that sears on contact, causing grat damage. Location: Found in the Strange Ruins on Dantooine. ******************** Crystal, Solari Special: Upgrade Item, Lightsaber Damage: +3, +1-8 Physical Damage vs. Dark Side Attack: +3 Limitation: Can only be used by a Light Jedi. There are many famous lightsaber crystals spoken of in the history of the Jedi Order, though none is as powerful as the legendary Solari Crystal. An artifact of true light side power, only those Jedi who are pure in spirit can wield a lightsaber equipped with this gleaming white gem. When the great Jedi Master Ood Bnar initiated his life-cycle chnage after a thousand years of serving the Order, he bequeathed the Solari Crystal to his most promising student, a young female Jedi named Shaela Nuur. When Shaela disappeared shortly after the time of the Great Hunt, the Solari Crystal vanished with her. ******************** Crystal, Upari Special: Upgrade Item, Lightsaber Damage: +1-8 Attack: +3 Strangely, this crystal is usually encountered scattered in the orbit of primarily forest worlds. It is brittle but versatile, and a Master Jedi can get it to produce many effects. ********************

Crystal, Violent Special: Upgrade Item, Lightsaber Blade Color: Violet A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner violet light. ******************** Crystal, Yellow Special: Upgrade Item, Lightsaber Blade Color: Yellow Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner yellow light. Location: First found in a crystal cave in Dantoonie, near CB-82, the personal assistance droid. ******************** Datapad 1 Description: This seems to be an activity log for the day. Of interest is the following entry: "The power conduit we installed in the elevator seems to have solved the shield outage problem on the droid. Finish tuning it today." Location: Found on a Sith technician corpse in the Sith Base on Taris. ******************** Datapad 2 Description: This datapad contains a record of Calo Nord's trophy kills... sentinent and otherwise. The last entry is an account of a recent Rancor hunt. "What the Rancor lacked in intelligence it made up for in size, strength and ferocity. Conventional blasters were all but useless against its impenetrable hide, and I was forced to resort to more unorthodox methods to bring the beast down. Some well placed mines near a watering hole were the first step, their explosions herding the creature into a dead-end canyone where I lay in wait, perched among the rocks. As soon as the Rancor was below me, I dropped down onto its massive neck. It reared back, buckling and clawing in an effort to dislodge me, but I had the perfect position.

Unable to shake me, the monster opened its mouth in an outraged howl, and I was able to flip several frag grenades down its gaping maw. The explosion blew me clear of the shredded corpse, but luckily the head was still intact. If I take it to Taris, I'm sure Davik will mount it in his trophy room along with the other heads I have collected for him. Davik's also expressed interest in hiring me. I may take him up on his offer, even though I still have yet to claim the greatest hunting trophy of all: a pearl from one of the Krayt Dragons of Tatooine." Location: Found in a footlocker aboard Davik's base while waiting for your background check. ******************** Desert Wraid Skull Plate This is the incredibly dense bone skull plate cut from a desert wraid. They are rumored to have medical uses, but the market for them is very specific. ******************** Durasteel Bonding Alloy Special: Upgrade Item, Melee Description: Application of this alloy can strengthen a melee weapon, increasing damage and possibly resistance to damage. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: First found in the Black Vulkar base. ******************** Duron's Journal Thisa data pad appears to be the personal journal of the Jedi Duron Qel-Droma. The last entry reveals what he was doing on this world: Korriban is everything I imagined - and feared. I can feel the power of the dark side here, I can sense the terentatek hiding in this evil place. Shaela and I have decided to venture forth into the Valley of the Sith Lords in search of the creatures. I only wish Guun Han was still with us. Why couldn't he just accept that Shaela and I are in love? He claims our passion for each other will lead us down the dark side, but he can't even see how his own pride and arrogance are leading him away from the light. Maybe it is good that he left, after all. Even as dangerous as the terentatek are, I'm certain Shaela and I can defeat one without his help. ******************** Echani Battle Stimulant

Single Use Bonus: Vitality max +25 pts Attack: +3 Damage: +3 Duration: 120 secs This stimulant produces a chemical cocktail that sends a boost of adrenaline through the body, focusing the mind and bolstering the user's tolerance for damage. Stim bonuses that affect the same statistic do not stack. ******************** Energy Projector Special: Upgrade Item, Melee Description: This modular projector can cause a melee weapon to do additional energy-based damage. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: First found on the corpse of Largo in the apartments near Upper Taris North if you choose to kill him to collect the bounty. ******************** Frag Grenade Damage Type: Piercing Damage Points: 20pts Area of Effect: 4 meters Range: Long Save: DC15 for half damage Description: Fragmentation grenades are very basic. They explode when thrown, showering the enemy in shrapnel. It's not elegant, but it's definitely effective. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Garage Head Key Card Description: This key card will give access to most of the restricted areas in the Vulkar garage. Location: Found in Garage Head's office in the Black Vulkar base. Can only be used in the base. ******************** Gizka Poison Description:

Any gizka ingesting one of these toxic pellets will die within a few seconds. It will also cuase the creature to attack all other gizka in the area, infecting them as well. ******************** Guun Han's Journal This data pad was recovered from the remains of a terentatek on Kashyyyk, and must have been devoured by the beast. It appears to be the personal journal of Guun Han Saresh. The last entry explains what he was doing on Kashyyyk: Duran and Shaela have given in to their passion for each other, and are doomed to fall to the dark side. I tried to warn them against expressing their love, but they called me arrogant and accues me - ME! - of being the one on the dark path. I left the fools on Korriban. But I am not about to abandon the mandate given me by the Jedi Council. I will destroy the terentatek wherever I find them. I have heard rumors such a beast may exist in the Shadowlands of Kashyyyk. I shall go there and slay the beast, proving that I do not need either Duran or Shaela with me to defeat these creatures! ******************** Hair Trigger Special: Upgrade Item, Melee Description: This unit regulates the firing mechanism of certain blaster types, improving the ability of a skilled user to fire rapidly. The modifications require a workbench with adequate tools and a weapon of high quality weapon marked as upgradeable. Location: First found in Black Vulkar base. ******************** Hyper-Adrenal Alacrity Single Use Attribute Bonus: Dexterity +6 Speed: Movement +30% Duration: 120 secs This model of alacrity stim uses a very powerful mixture of chemicals to produce an incredible increase in the dexterity of the user. Stim bonuses that affect the same statistic do not stack. ******************** Hyper-Adrenal Stamina Single Use Attribute Bonus: Constitution +6 Duration: 120 secs

Steeling the user against pain, this stim provides a very large boos in Constitution. Stim bonuses that affect the same statistic do not stack. ******************** Hyper-Adrenal Strength Single Use Attribute Bonus: Strength +6 Duration: 120 secs More effective than the basic model, this stim uses a risky cocktail of chemicals to boost the strength of the user. Stim bonuses that affect the same statistic do not stack. ******************** Hyper-Battle Stimulant Single Use Bonus: Vitality max +16 pts Attack: +2 Damage: +2 Duration: 120 secs Description: This stim removes all distractings, allowing the user to focus purely on the battle. The user is almost oblivious to damage suffered. Stim bonuses that affect the same statistic do not stack. ******************** Improved Energy Cell Special: Upgrade Item, Ranged Description: This cell increases the energy output of certain blaster types, allowing users to better deliver powerful attacks. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: Found in Black Vulkar base. ******************** Ion Grenade Damage Type: Ion Damage Points: 15 vs. shields, 45 vs. droids Area of Effect: 4m Range: Long Save: DC15 for half damage Description: These grenades emit an extremely strong burst of energy devastating to any droids or personal shields caught in the effect. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in

Upper Taris. ******************** Krayt Dragon Pearl Special: Upgrade Item, Lightsaber Damage: +2 Attack: +3 Taken from the gullet of a krayt dragon, this crystalline "pearl" appears to have refracctory qualities that might allow it to function as a lightsaber cystal once properly adapted. ******************** Lightsaber Crystal, Blue Special: Upgrade Item, Lightsaber Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner blue light. Location: First given to you by Master Dorak on Dantooine. ******************** Lightsaber Crystal, Green Special: Upgrade Item, Lightsaber Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner green light. Location: First given to you by Master Dorak on Dantooine. ******************** Lightsaber Crystal, Yellow Special: Upgrade Item, Lightsaber Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner yellow light. Location: First given to you by Master Dorak on Dantooine. ******************** Life Support Pack Single Use Description:

A life support pack contains derman regenerators and other equipment for the treatment of wounds. They cannot be used by droids. Life support packs heal 30 vitality points + WIS modifier + (3 x user's skill in Treat Injury). ******************** Mandalorian Datapad This request is in the Mandalorian language. "A stump disabled the stabilizers on my swoop. I request parts before other systems fail. If the generator goes, my blending field will stop working and I'll be visible to our prey." ******************** Mandalorian Datapad This is a personal log in the Mandalorian language. "This hunt is no challenge. How will attacking unarmed creatures train us to use these Jedi toys? You want new warriors to learn? Watching a comrade lop his own arm off fighting a real opponent owuld teach more than these pointless battles. I obey, Mandalore, but with protest. The blending field generators on the swoops grant near perfect camouflage. Why only attack unarmed opponents?" ******************** Medpac Single Use Description: A medpac contains essential equipment for the treatment of wounds. They cannot be used by droids. Basic medpacs heal 10 vitality points + VIS modifier + user skill in Treat Injury. Location: All over, and bought from stores. You will find two in the footlocker next to your bed on the Endar Spire when you first wake up. ******************** Mesh Underlay Special: Upgrade Item, Armor Description: Mesh underlay can have a variety of effects, depending on the nature of the armor it is applied to. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: On Matrik's corpse, in his apartment, in the Lower City apartment complex of Taris. ******************** Minor Flash Mine Damage: None Secondary: Stun for 9sec Area of Effect: 3.3m radius

Save: DC15 to negate stun Description: Carefully set flash mines can stun any enemies unfortunate enough to step on them. This is the basic model. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Minor Frag Mine Damage Type: Piercing Damage Points: 18pts Area of Effect: 3.3m radius Save: DC15 for half damage Description: Frag mines send blasts of shrapnel through any nearby enemies. This is the basic model. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Minor Gas Mine Damage: Special Secondary: Poison, 3 pts every 3 sec Duration: 30 sec Area of Effect: 3.3m radius Save: DC15 for no effect Description: When stepped on, gas mines saturate the immediate area with poisonous gas. This is the basic model. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Minor Plasma Mine Damage Type: Heat Damage Points: 24 Are of Effect: 3.3m radius Save: DC15 for half damage Description: When stepped on, plasma mines emit a short burst of intense heat, searing all nearby enemies. This is the basic model. Location: The first time you find this item will be at Larrim's kiosk in Taris. ********************

Parts Description: This is a disposable package of universally adaptable parts, designed for characters using the Repair skill on machines. Each pack is a one-use item. A high Repair skill reduces the number of parts required for any given task. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Plasma Grenade Damage Type: Heat Damage Points: 36 Area of Effect: 4m Range: Long Save: DC15 for half damage Descriptions: These grenades release a quick burst of an incendiary agent that ignites immediately, damaging all enemies within the area of effect. Location: Black Vulkar base. Can be bought and found. ******************** Poison Grenade Damage: Special Secondary: Poison, 4pts every 3 sec Duration: 30 sec Area of Effect: 4m Range: Long Save: DC25 for no effect Description: This grenade unleashes a blast of poison gas that affects the nervous system, lingering in the air to ensure that the effect is not escaped easily. Location: First found in Taris, in the backpack of a Sith Trooper, immediately after leaving the apartment. Can also be found and bought throughout the galaxy. ******************** Race Bond Description: Issued by Motta the Hutt, these bonds are honored throughout the galaxy. Each digital certificate can usually be redeemed for around 60 credits simply by selling them to any merchant or at any store. ******************** Repair Kit

Single Use Description: Included are the basic tools needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings. Basic kits repair 15 vitality points + INT modifier + user's skill in Repair. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Scientist's Memo In response to those firaxan sharks outside I managed to whip up a little something in one of the workrooms. This is a sonic emitter which should scare them off. The sound seems to work a lot better underwater than through the air and if you fix it on the outside of an envirosuit, just push the button every time they get near and you'll have no problems. So I was just wondering... when am I going to get that raise? -- Caal Jordan ******************** Scope Special: Upgrade Item, Ranged Description: This scope increases the accuracy of certain blaster types, increasing the user's effectiveness with sniper attacks. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: In one of the apartment complexes in the Lower City of Taris. ******************** Security Spike Description: This one-use item improves the user's ability to bypass security measures, creating electronic interference in the locking mechanisms of doors and containers. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in Upper Taris. ******************** Security Spike Tunneler This one-use item employs anti-encryption software and electronic interference to improve the user's ability to bypass locking mechanisms on doors and containers. ********************

Shaela's Journal This data pad is the personal journal of the Jedi Shaela Nur. Her last entry is particularly compelling: I have tracked the terentatek that ambushed us in the Shyrack caves to this tomb, but even as I stand at the entrance I know this is wrong. Dark thoughts fill my mind: hatred and vengeance. I cannot stop myself from blaming Gunn Han for Duran's death. If he had not abandoned us, my love would surely have survived the terentatek's first attack. But my hatred of Gunn Han pales beside my burning desire for revenge. My blood boils to destroy the creature that ended Duran's life, no matter what the cost. I know such thoughts are those of the dark side, but I cannot help them. Even the second set of tracks outside the cave cannot dissuade me from my task. One terentatek, two, a thousand... it makes no difference to me now. The only image I see is that of Duran's broken body, and only blood can cleanse it from my mind. I hope my Master will forgive me for what I am about to do. ******************** Sonic Grenade Damage Type: Sonic Damage Points : 20pts Secondary: -6 Dexterity for 30 seconds Area of Effect: 4m Range: Long Save: DC15 for half damage, negates Dexterity penalty Description: These grenades explode loudly, but the majority of their effect is delivered in disorienting frequencies the ear can barely perceive, even as it is damaged. Location: Too many to list. Depending on your character class, the short sword can be found in your footlocker on the Endar Spire when you first wake up ******************** Thermal Detonator Damage Type: Energy Damage Points: 60pts Secondary: Knockdown Area of Effect: 4m Range: Long Save: DC15 for half damage Description: This Republic device contains a baradium compound that produces a small fusion energy explosion of great force. Civilian possession of these items is outlawed almost everywhere.

******************** Vibration Cell Special: Upgrade Item, Melee Description: A cell like this can stabilize a melee weapon allowing it to hit and damage better, and possibly gain other effects. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: First found onboard the Endar Spire. May also be found at other areas by searching for it." =============================================================================== -------------------------6.4 - Shop Lists -------------------------=============================================================================== [Taken from JPaterson's Item Guide at GameFAQs.com with permission.] "This section will tell you what stores sell what items, where the store is located, how much each item costs, and how many of that item the store has. Items are not listed alphabetically; instead, they are listed in the same way as the store. The layout is like this: ITEM NAME - PRICE - AMOUNT AVAILABLE For example: Blaster Rifle - 250 - 4 means you can buy four Blaster Rifles at 250 credits each from that store. |-----------------------------------------------------------------------------| | [3.1] Taris | |-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Larrim's Kiosk, South Apartments @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Medpac - 44 - Infinite Computer Spike - 275 - 2 Parts - 220 - 2 Military Suit - 165 - 1 Heavy Combat Suit - 110 - 1 Combat Suit - 55 - Infinite Light Battle Armor - 275 - 1 Vibroblade - 88 - 1 Stun Baton - 33 - Infinite Long Sword - 5 - Infinite Quarterstaff - 2 - Infinite Vibrosword - 132 - 1 Short Sword - 1 - Infinite Ion Blaster - 220 - 1 Sonic Pistol - 220 - 1 Blaster Pistol - 110 - Infinite Light Repeating Blaster - 550 - 1

Poison Grenade - 143 - 1 Sonic Grenade - 143 - 1 Concussion Grenade - 88 - 2 Frag Grenade - 88 - Infinite Energy Shield - 154 - 1 Sound Dampening Stealth Unit - 220 - 1 Stealth Field Generator - 110 - Infinite Battle Stimulant - 110 - 1 Minor Flash Mine - 110 - 1 Minor Frag Mine - 110 - 1 Minor Gas Mine - 110 - 1 Minor Plasma Mine - 110 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Kebla Yurt's Equipment Emporium, Upper City South @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Medpac - 40 - Infinite Security Spike - 100 - 5 Bonadan Alloy Heavy Suit - 900 - 1 Military Suit - 150 - Infinite Heavy Combat Suit - 100 - Infinite Combat Suit - 50 - Infinite Light Battle Armor - 250 - 1 Vibroblade - 80 - 2 Stun Baton - 30 - Infinite Long Sword - 5 - Infinite Quarterstaff - 2 - Infinite Echani Ritual Brand - 280 - 1 Vibrosword - 120 - 5 Double-Bladed Sword - 80 - 2 Short Sword - 1 - Infinite Ion Blaster - 200 - 2 Blaster Pistol - 100 - Infinite Sith Sniper Rifle - 1500 - 1 Blaster Rifle - 300 - Infinite Ion Grenade - 130 - Infinite Sonic Grenade - 130 - Infinite Frag Grenade - 80 - Infinite Concussion Grenade - 80 - Infinite Sound Dampening Stealth Unit - 200 - 1 Stealth Field Generator - 100 - Infinite Minor Flash Mine - 100 - Infinite Minor Frag Mine - 100 - Infinite Minor Gas Mine - 100 - Infinite Minor Plasma Mine - 10 - Infinite Permacrete Detonator - 50 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Zelka Forn's Medical Facility, Upper City South @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 5 Antidote Kit - 49 - Infinite Medpac - 40 - Infinite Bio-Antidote Package - 500 - 1 Nerve Enhancement Package - 500 - 1 Adrenal Alacrity - 50 - Infinite Adrenal Stamina - 50 - Infinite Adrenal Strength - 50 - Infinite

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Janice Nall's Droid Shop, Upper City North @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Repair Kit - 25 - Infinite Computer Spike - 250 - Infinite Parts - 200 - Infinite Droid Light Plating Type 2 - 150 - Infinite Droid Light Plating Type 1 - 75 - Infinite Basic Targeting Computer - 500 - Infinite Sensor Probe - 500 - Infinite Computer Probe - 500 - Infinite Security Interface Tool - 500 - Infinite Environment Shield Level 1 - 350 - Infinite Stun Ray - 300 - Infinite Shield Disruptor - 300 - Infinite @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Uriah, Jayvar's Cantina, Lower City @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Card Card Card Card card Card Card Card Card Card Card Card +/-1 +/-3 +1 +2 -2 +/-6 +3 +4 -4 +5 +6 -6 - 200 - 2 - 125 - 1 100 - Infinite 75 - Infinite 75 - Infinite - 50 - Infinite 50 - Infinite 25 - Infinite 25 - Infinite 12 - Infinite 5 - Infinite 5 - Infinite

@@@@@@@@@@@@@@@@@@@@ @ Igear, Undercity @ @@@@@@@@@@@@@@@@@@@@ Antidote Kit - 36 - 6 Medpac - 30 - Infinite Repair Kit - 18 - 5 Computer Spike - 187 - 2 Echani Battle Armor - 1312 - 1 Vibroblade - 60 - 1 Stun Baton - 22 - Infinite Long Sword - 3 - Infinite Quarterstaff - 1 - Infinite Vibrosword - 90 - 1 Arkanian Heavy Pistol - 750 - 1 Frag Grenade - 60 - 5 Retinal Combat Implant - 562 - 1 Scope - 150 - 1 Vibration Cell - 112 - 1 Pazaak Card -2 - 56 - 1 Pazaak Card +2 - 56 - 1 Pazaak Card -3 - 18 - 1 |-----------------------------------------------------------------------------| | [3.2] Dantooine |

|-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Crattis Yurkal, Aratech Merchantile @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 5 Antidote Kit - 49 - 5 Medpac - 40 - Infinite Military Suit - 150 - 2 Heavy Combat Suit - 100 - 2 Combat Suit - 50 - 2 Battle Armor - 400 - 1 Light Battle Armor - 250 - 1 Sanasiki's Blade - 7000 - 1 Jurgan Kalta's Assault Rifle - 8000 - 1 Stealth Field Reinforcement - 2400 - 1 Interface Band - 1000 - 1 Breath Mask - 100 - 1 Aural Amplifier - 50 - 1 Infiltrator Gloves - 7000 - 1 Arkanian Energy Shield - 700 - 1 Energy Shield - 140 - 4 CNS Strength Enhancer - 8500 - 1 Retinal Combat Implant - 750 - 1 Adrenal Alacrity - 50 - 5 Adrenal Stamina - 50 - 5 Adrenal Strength - 50 - 5 Pazaak Card +/-1 - 200 - 1 Pazaak Card +/-3 - 125 - 1 Pazaak Card -2 - 75 - 1 Pazaak Card +/-5 - 75 - 1 Pazaak Card -4 - 25 - 1 Pazaak Card -6 - 5 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Karal Kaar, Aratech Merchantile @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Repair Kit - 50 - 5 Repair Kit - 25 - Infinite Droid Heavy Plating Type 1 - 1250 - 1 Droid Medium Plating Type 1 - 500 - 1 Droid Light Plating Type 3 - 250 - 1 Droid Light Plating Type 2 - 150 - 1 Droid Light Plating Type 1 - 75 - 2 Basic Targeting Computer - 500 - 1 Sensor Probe - 500 - 1 Computer Probe - 500 - 1 Security Interface Tool - 500 - 1 Environment Shield Level 1 - 350 - 1 Energy Shield Level 1 - 300 - 1 Stun Ray - 300 - Infinite Shield Disruptor - 300 - Infinite @@@@@@@@@@@@@@@@@@@@@@@@ @ Adum Larp, Courtyard @ @@@@@@@@@@@@@@@@@@@@@@@@ Cinnagar War Suit - 3000 - 1

Cassus Fett's Battle Armor - 15000 - 1 Bronzium Light Battle Armor - 1500 - 1 Stun Baton - 30 - 2 Blaster Pistol - 100 - 5 Light Repeating Blaster - 500 - 1 Blaster Rifle - 300 - 5 Adhesive Grenade - 130 - 5 Sonic Grenade - 130 - 5 Ion Grenade - 130 - 5 Frag Grenade - 80 - 5 Concussion Grenade - 80 - 5 Minor Flash Mine - 100 - 2 Minor Frag Mine - 100 - 2 Minor Gas Mine - 100 - 2 Minor Plasma Mine - 100 - 2 Flame Thrower - 300 - 2 @@@@@@@@@@@@@@@@@@@ @ Sol'aa, Enclave @ @@@@@@@@@@@@@@@@@@@ Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Card Card Card Card Card Card Card Card Card Card Card Card Card Card Card +/-2 +/-4 +1 -1 +/-5 +2 -2 +3 +4 -3 -4 +5 -5 +6 -6 - 150 - 1 - 100 - 2 100 - 2 100 - 1 - 75 - 3 75 - 2 75 - 1 50 - 3 25 - 3 25 - 2 25 - 2 12 - 4 12 - 4 5 - 5 5 - 5

|-----------------------------------------------------------------------------| | [3.3] Tatooine | |-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Mic'Tunan'Jus Orgu, Docking Bay @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Life Support Pack - 150 - 4 Advanced Medpac - 80 - Infinite Antidote Kit - 49 - Infinite Medpac - 40 - Infinite Yusanis' Brand - 8000 - 1 Jamoh Hogra's Carbine - 9000 - 1 Mandalorian Heavy Repeater - 2500 - 1 Advanced Aural Amplifier - 400 - 1 Verpine Headband - 200 - 1 Bothan Sensory Visor - 150 - 1 Breath Mask - 100 - 3 Karakan Gauntlets - 700 - 1 Arkanian Energy Shield - 700 - 1 Sith Energy Shield - 350 - 2 Energy Shield - 140 - 4

Thermal Shield Generator - 8000 - 1 Nerve Amplifier Belt - 1000 - 1 Verpine Cardio-Regulator - 200 - 1 Stealth Field Generator - 100 - 1 Retinal Combat Implant - 750 - 1 Nerve Enhancement Package - 500 - 1 Adrenal Alacrity - 50 - Infinite Adrenal Stamina - 50 - Infinite Adrenal Strength - 50 - Infinite Gizka Poison - 350 - Infinite @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Greeta Holda, Anchorhead, Czerka Office @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Life Support Pack - 150 - 6 Advanced Medpac - 80 - Infinite Antidote Kit - 49 - Infinite Medpac - 40 - Infinite Computer Spike - 250 - Infinite Zabrak Battle Armor - 2000 - 1 Echani Battle Armor - 1750 - 1 Zabrak Combat Suit - 750 - 1 Military Suit - 150 - 3 Heavy Combat Suit - 100 - 1 Combat Suit - 50 - 1 Powered Light Battle Armor - 3000 - 1 Powered Battle Armor - 2000 - 1 Vibrosword - 120 - 1 Mandalorian Heavy Pistol - 2000 - 1 Hold Out Blaster - 100 - 1 Thermal Detonator - 2000 - 2 Plasma Grenade - 750 - Infinite Poison Grenade - 130 - Infinite Sonic Grenade - 130 - Infinite Ion Grenade - 130 - Infinite Adhesive Grenade - 130 - Infinite Concussion Grenade - 80 - Infinite Breath Mask - 100 - Infinite Motion Detection Goggles - 100 - 1 Energy Shield - 140 - Infinite Sound Dampening Stealth Unit - 200 - 1 Average Flash Mine - 250 - 5 Average Frag Mine - 250 - 5 Average Gas Mine - 250 - 5 Average Plasma Mine - 250 - 5 Mesh Underlay - 300 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Fazza Utral, Anchorhead, Hunting Lodge @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 10 Antidote Kit - 49 - Infinite Medpac - 40 - Infinite Jurgan Kalta's Carbine - 4500 - 1 Blaster Carbine - 500 - 1 Ion Rifle - 400 - 2 Sonic Rifle - 400 - 1 Blaster Rifle - 300 - Infinite

Armor Reinforcement - 350 - 1 Scope - 200 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Junix Nard, Anchorhead, Cantina @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 1 Medpac - 40 - Infinite Security Spike Tunneler - 200 - 6 Security Spike - 100 - Infinite Bothan Chuka - 480 - 1 Krath Blood Blade - 230 - 1 Vibroblade - 80 - 1 Bothan Quick Draw - 1000 - 1 Mandalorian Blaster - 750 - 1 Sonic Pistol - 200 - 1 Stabilizer Gauntlets - 300 - 1 Advanced Stealth Unit - 500 - 1 Gizka Poison - 350 - Infinite Pazaak Card +/-1 - 200 - 2 Hair Trigger - 150 - 1 Pazaak Card +/-2 - 150 - 2 Pazaak Card +/-3 - 125 - 2 Pazaak Card +/-4 - 100 - 2 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Yuka Laka, Anchorhead, Droid Shop @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Computer Spike - 250 - Infinite Parts - 200 - Infinite Security Spike Tunneler - 200 - 5 Security Spike - 100 - Infinite Droid Heavy Plating Type 2 - 1500 - 1 Droid Heavy Plating Type 1 - 1250 - 1 Droid Medium Plating Type 2 - 750 - 1 Droid Medium Plating Type 1 - 500 - 1 Droid Light Plating Type 2 - 150 - 1 Droid Light Plating Type 1 - 75 - 1 Advanced Targeting Computer - 1500 - 1 Verpine Demolitions Probe - 1000 - 1 Basic Targeting Computer - 500 - 1 Sensor Probe - 500 - 1 Droid Motion Sensors Type 1 - 50 - 1 Environment Shield Level 3 - 900 - 1 Energy Shield Level 3 - 700 - 1 Environment Shield Level 2 - 500 - 1 Energy Shield Level 2 - 450 - 1 Environment Shield Level 1 - 350 - 1 Energy Shield Level 1 - 300 - 1 Advanced Stun Ray - 900 - Infinite Stun Ray - 300 - Infinite |-----------------------------------------------------------------------------| | [3.4] Kashyyyk | |-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Eli Gand, Czerka Landing Port @

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - Infinite Medpac - 40 - Infinite Security Spike - 100 - Infinite Reinforced Fiber Armor - 3500 - 2 Military Suit - 150 - Infinite Heavy Combat Suit - 100 - Infinite Combat Suit - 50 - Infinite Jamoh Hogra's Battle Armor - 10000 - 1 Battle Armor - 400 - 1 Light Battle Armor - 250 - 1 Bothan Sensory Visor - 150 - 1 Breath Mask - 100 - Infinite Neural Band - 100 - 1 Strength Gauntlets - 1000 - 1 Arkanian Energy Shield - 700 - 1 Sith Energy Shield - 350 - 2 Energy Shield - 140 - 5 Electrical Capacitance Shield - 3500 - 1 Sound Dampening Stealth Unit - 200 - 1 Adrenaline Amplifier - 100 - 1 Cardio-Regulator - 100 - 1 Stealth Field Generator - 100 - 1 Cyber Reaction System - 7500 - 1 Hyper-Battle Stimulant - 200 - 1 Hyper-Adrenal Alacrity - 100 - 1 Hyper-Adrenal Stamina - 100 - 1 Hyper-Adrenal Strength - 100 - 1 Gizka Poison - 350 - Infinite @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Janos Wertka, Czerka Landing Port @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Bothan Stun Stick - 230 - 1 Heavy Blaster - 200 - 2 Sonic Pistol - 200 - 2 Disruptor Pistol - 200 - 2 Ion Blaster - 200 - 2 Blaster Pistol - 100 - 2 Bothan Discord Gun - 1000 - 1 Blaster Cannon - 600 - 2 Bowcaster - 400 - 2 Blaster Rifle - 300 - 2 Plasma Grenade - 750 - 5 Adhesive Grenade - 130 - 5 CryoBan Grenade - 130 - 5 Ion Grenade - 130 - 5 Poison Grenade - 130 - 5 Sonic Grenade - 130 - 5 Frag Grenade - 80 - Infinite Concussion Grenade - 80 - 5 Average Flash Mine - 250 - 5 Average Frag Mine - 250 - 5 Average Gas Mine - 250 - 5 Average Plasma Mine - 250 - 5 Vibration Cell |-----------------------------------------------------------------------------|

| [3.5] Korriban | |-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@ @ B'ree, Dreshdae @ @@@@@@@@@@@@@@@@@@@ Krath War Blade - 130 - 5 Vibro Double-Blade - 180 - 5 Cassus Fett's Heavy Pistol - 10000 - 1 Bothan Shrieker - 1250 - 5 Ion Blaser - 200 - 5 Disruptor Pistol - 200 - 5 Sonic Pistol - 200 - 5 Heavy Repeating Blaster - 1500 - 2 Medium Repeating Blaster - 800 - 2 Blaster Carbine - 500 - 5 Ion Rifle - 400 - 5 Disruptor Rifle - 400 - 5 Sonic Rifle - 400 - 5 Plasma Grenade - 750 - Infinite CryoBan Grenade - 130 - Infinite Poison Grenade - 130 - 5 Sonic Grenade - 130 - 5 Ion Grenade - 130 - 5 Adhesive Grenade - 130 - 5 Concussion Grenade - 80 - 5 Average Flash Mine - 250 - 2 Average Frag Mine - 250 - 2 Average Gas Mine - 250 - 2 Average Plasma Mine - 250 - 2 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Czerka Representative, Dreshdae @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Life Support Pack - 150 - 10 Construction Kit - 100 - 10 Advanced Medpac - 80 - 20 Advanced Repair Kit - 50 - 10 Antidote Kit - 49 - 10 Medpac - 40 - Infinite Repair Kit - 25 - Infinite Security Spike Tunneler - 200 - 2 Security Spike - 100 - 5 Exar Kun's Battle Armor - 6000 - 1 Reinforced Fiber Armor - 3500 - 1 Cinnagar War Suit - 3000 - 1 Echani Light Armor - 1000 - 1 Military Suit - 150 - 1 Heavy Combat Suit - 100 - 1 Krath Holy Battle Suit - 6000 - 1 Krath Heavy Armor - 5000 - 1 Powered Battle Armor - 2000 - 1 Heavy Battle Armor - 1000 - 1 Battle Armor - 200 - 2 Light Battle Armor - 200 - 1 Heavy Targetting Optics - 9000 - 1 Verpine Ocular Enhancer - 750 - 1 Verpine Bond Gauntlets - 1500 - 1

Stabilizer Gauntlets - 300 - 1 Arkanian Energy Shield - 700 - 1 Sith Energy Shield - 350 - 2 Energy Shield - 140 - 4 Eriadu Stealth Unit - 1250 - 2 Advanced Stealth Unit - 500 - 1 Sound Dampening Stealth Unit - 200 - 1 Stealth Field Generator - 100 - 2 Sith Regenerator - 8500 - 1 Hyper-Battle Stimulant - 200 - 5 Echani Battle Stimulant - 200 - 5 Hyper-Adrenal Strength - 100 - 5 Hyper-Adrenal Alacrity - 100 - 5 Hyper-Adrenal Stamina - 100 - 5 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Mika Dorin, Cantina, Dreshdae @ @ (only after you get premium quest after escaping the Levithan) @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Life Support Pack - 225 - 10 Verpine Fiber Mesh - 6375 - 1 Bonadan Alloy Heavy Suit - 1350 - 1 Thermal Detonator - 3000 - 10 Stabilizer Mask - 8250 - 1 Interface Visor - 2250 - 1 Dominator Gauntlets - 22500 - 1 Verpine Prototype Shield - 3360 - 10 Adrenaline Stimulator - 18000 - 1 Cardio Power System - 15000 - 1 Gordulan Reaction System - 15000 - 1 Navardan Regenerator - 12750 - 1 Armor Reinforcement - 525 - 1 Mesh Underlay - 450 - 1 Imprved Energy Cell - 375 - 1 Scope - 300 - 1 Pazaak Card +/-1 - 300 - 1 Beam Splitter - 275 - 1 Vibration Cell - 225 - 1 Energy Projector - 225 - 1 Hair Trigger - 225 - 1 Pazaak Card +/-2 - 225 - 1 Pazaak Card +/-3 - 187 - 1 Durasteel Bonding Alloy - 150 - 1 Pazaak Card +/-4 - 150 - 1 |-----------------------------------------------------------------------------| | [3.6] Manaan | |-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@@@@@@@ @ Merchant, Docking Bay @ @@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 1 Advanced Repair Kit - 50 - Infinite Antidote Kit - 49 - 1 Medpac - 40 - Infinite Repair Kit - 25 - Infinite Computer Spike - 250 - Infinite

Parts - 200 - Infinite Thermal Detonator - 2000 - 5 Plasma Grenade - 750 - 5 CryoBan Grenade - 130 - 5 Ion Grenade - 130 - 5 Concussion Grenade - 80 - 5 Hyper-Battle Stimulant - 200 - 5 Hyper-Adrenal Alacrity - 100 - 5 Hyper-Adrenal Stamina - 100 - 5 Hyper-Adrenal Strength - 100 - 5 Adrenal Alacrity - 50 - Infinite Adrenal Stamina - 50 - Infinite Adrenal Strength - 50 - Infinite @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Tyvark, General Store, East Central @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 5 Medpac - 40 - Infinite Parts - 200 - 2 Military Suit - 150 - 1 Combat Suit - 50 - 1 Battle Armor - 400 - 1 Light Battle Armor - 250 - 1 Bothan Stun Stick - 230 - 1 Vibroblade - 80 - 1 Vibro Double-Blade - 180 - 1 Vibrosword - 120 - 1 Bothan Needler - 1750 - 1 Arkanian Pistol - 1000 - 1 Arkanian Heavy Pistol - 1000 - 1 Mandalorian Blaster - 750 - 1 Disruptor Pistol - 200 - 1 Sonic Pistol - 200 - 1 Blaster Pistol - 100 - 1 Hold Out Blaster - 100 - 1 Zabrak Battle Cannon - 4000 - 1 Light Repeating Blaster - 500 - 1 Blaster Carbine - 500 - 1 Ion Rifle - 400 - 1 Disruptor Rifle - 400 - 1 Sonic Rifle - 400 - 1 Blaster Rifle - 300 - 1 Pistol Targetting Optics - 8000 - 1 Combat Sensor - 6000 - 1 Stabilizer Mask - 5500 - 1 Advanced Aural Amplifier - 400 - 1 Breath Mask - 100 - 1 Neural Band - 100 - 1 Aural Amplifier - 50 - 1 Strength Gauntlets - 1000 - 1 Cardio-Regulator - 100 - 1 Adrenaline Amplifier - 100 - 1 Beemon Package - 7500 - 1 Echani Battle Stimulant - 200 - 1 Advanced Stun Ray - 900 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Shady Rodian, East Central @

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Pazaak Card Card Card Card Card Card Card Card Card Card Card Card Card Card Card Card +/-1 +/-2 +/-3 +1 -1 +2 -2 +/-6 +3 +4 -3 -4 +5 -5 +6 -6 - 200 - 1 - 150 - 1 - 125 - 2 100 - 2 100 - 1 75 - 1 75 - 2 - 50 - 3 50 - 3 25 - 3 25 - 2 25 - 2 12 - 4 12 - 4 5 - 5 5 - 5

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Yortal Ixlis, Yortal's Emporium, Ahto East @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Repair Kit - 50 - 5 Repair Kit - 25 - Infinite Computer Spike - 250 - 2 Droid Heavy Plating Type 3 - 2000 - 1 Droid Heavy Plating Type 1 - 1250 - 1 Droid Medium Plating Type 2 - 750 - 1 Droid Medium Plating Type 1 - 500 - 2 Droid Light Plating Type 3 - 250 - 1 Droid Light Plating Type 2 - 150 - 2 Droid Light Plating Type 1 - 75 - 2 Advanced Targeting Computer - 1500 - 1 Verpine Demolitions Probe - 1000 - 2 Basic Targeting Computer - 500 - 1 Security Interface Tool - 500 - 1 Computer Probe - 500 - 1 Environment Shield Level 1 - 350 - 1 Energy Shield Level 1 - 300 - 2 Gravity Generator - 500 - 1 Flame Thrower - 300 - 1 Stun Ray - 300 - 1 Shield Disruptor - 300 - 1 |-----------------------------------------------------------------------------| | [3.7] Levithan | |-----------------------------------------------------------------------------| There are no items to buy on the Levithan. |-----------------------------------------------------------------------------| | [3.8] Unknown Planet | |-----------------------------------------------------------------------------| There are no items to buy on the Unknown Planet. |-----------------------------------------------------------------------------| | [3.9] Star Forge | |-----------------------------------------------------------------------------|

There are no items to buy on the Star Forge . |-----------------------------------------------------------------------------| | [3.10] Yavin Space Station | |-----------------------------------------------------------------------------| Yavin Space Station is available as downloadable content from Xbox Live. If you have the PC version of the game, it's available from the outset. @@@@@@@@@@@@@ @ Suvam Tan @ @@@@@@@@@@@@@ Environmental Bastion Armor - 22000 - 1 Light Exoskeleton - 10000 - 1 Baragwin Shadow Armor - 6000 - 1 Heavy Exoskeleton - 20000 - 1 Baragwin Assault Blade - 9000 - 1 Baragwin Assault Gun - 15000 - 1 Baragwin Ion-X Weapon - 12000 - 1 Advanced Bio-Stabilizer Mask - 6000 - 1 Advanced Stabilizer Gloves - 8500 - 1 Advanced Combat Implant - 7000 - 1 Advances Sensory Implant - 3500 - 1 Advanced Bio-Stabilizer Implant - 3000 - 1 Composite Heavy Plating - 3000 - 1 Baragwin Droid Shield - 4000 - 1 Baragwin Flame Thrower - 3000 - 1 Baragwin Stun Ray - 3000 - 1 Baragwin Shield Disruptor - 3000 - 1" =============================================================================== -------------------------6.5 - Characters -------------------------=============================================================================== (Bio's taken from Lucasart's website and is copyright of them.) Some Spoilers ahead. =========== Carth Onasi =========== Statistics Skills <-Starting-> Attributes -----------------------Vitality: High Computer Use: 1 Strength: 14 Strength: High Demolitions: 0 Dexterity: 18 Melee Attack: Medium Stealth: 0 Constitution: 13 Ranged Attacks: High Awareness: 4 Intelligence: 14 Defense: Low Persuade: 2 Wisdom: 10 Force: None Repair: 4 Charisma: 13 Fortitude: High Security: 1 Reflex: Low Treat Injury: 2 Will: Low Biography --------A career soldier at 38, Carth has seen more than his fair share of war. A

skilled pilot and superior tactician, he has always faced his duty with grim determination, believing that loyalty and dedication to the Republic would see him through. He has come to discover, however, that not everyone holds this opinion. Hailed as a hero of the Mandalorian War, when the Sith began threatening Republic space again, Carth thought that they could be fought like any other enemy, but their influence extends far past simple starships and blasters. Though he will not speak of it, a very personal betrayal has affected him deeply. Duty called him to fight the Sith, but now outright hatred threatens to replace it. It's no longer clear whether he fights to stop the destruction, or to avenge what has already been destroyed. Usage ----Jedi are better at hacking away at opponents, hence Carth is useless after you get jedi. Carth is the only character, hence you should use him at the beginning of Taris. Later, when you get Zaalbar and Mission, sub Carth out. Then Canderous comes in and totally blows any chance of Carth even having a position in the party. Nevertheless, Carth should be in the back of the Melee hackers, firing his blasters. Melee is not Carth's strong suit, although he does have good cover fire, hence he should not be used for melee. Equipping --------Carth should stick with his blaster, named Carth's Blaster. This blaster seems to be one of the best in the game, as it is upgradable. And when you *do* upgrade it, it gets even better. Carth should be equipped with the best armor you can find at the time, he doesn't use force powers so any armor will do. At the beginning of the game it is best to fit him into Republic Mod Armor, or anything better you can dig up. The republic armor is especially good, however, because it is upgradable. As the game progresses, Calo Nord's armor is great. This will hold you off until you get Mandalorian armor, which is the best for him in the game. For belts, choose something that puts up his saving throws or strength. The CNS belt does wonders. Headgear would be Davik's visor, as it gives him a feat. Once you acquire the feat so you do not need the visor anymore, I would choose another saving bonus. Gauntlets would be the strength uppers, or a reflex bonus. Recommended Feats ----------------Two-Weapon Fighting Sniper Shot Weapon Proficiency Rapid Shot Blaster Pistol Proficiency Recommended Attributes Recommended Skills ---------------------- -----------------Strength: Yes Computer Use: Yes Dexterity: Yes Demolitions: Yes Constitution: No Stealth: No Intelligence: Maybe Awareness: No Wisdom: No Persuade: No Charisma: No Repair: No Security: Yes Treat Injury: Yes

========= Calo Nord ========= Biography --------At first glance Calo Nord seems harmless enough. He is small in stature, a

quiet little man who moves with a careful, almost deliberate precision. Yet the twin blasters on his belt give a hint as to the true nature beneath his disturbingly expressionless face. And among the criminals and scum inhabiting the Outer Rim, no name is more feared than that of the galaxy's most notorious bounty hunter. Bought as a slave while still a young boy, Calo began his life of bloodshed on his sixteenth birthday by butchering his owners or so the legend holds. His next victims were the ones who had sold him into a life of servitude, his own parents. It was inevitable such bloody vengeance would bring retribution, and a price was placed on the young man's head. But Calo had a natural instinct for survival, and for killing. He toyed with the bounty hunters who came after him, learning all their tricks and techniques before dispatching them with ruthless efficiency. Eventually the attempts on his life stopped, though not before dozens had failed in their efforts to collect the small fortune resting on his head. Those responsible for placing the bounty on him were the next to feel Calo's wrath. No longer a target himself, Calo became one of the hunters. With each bounty he collected, his reputation grew. There are those who claim Calo is nothing but a myth, a story created to frighten would-be criminals. But the victims staring into his unwavering predator's gaze could testify that he is all too real... if any of them were still alive. ====== Rakata ====== Republic Archives Archeological Studies Division Subject Species: Rakata Status: Extinct In the field of galactic archeology, the Rakata species presents researchers with an anomaly. The Republic has been in existence since the arrival of hyperspace travel 20,000 years ago. Before that time, all known races could barely escape their own solar systems, and little information was shared between worlds. The Rakatas, however, appear to have been exempt from that rule. Hints of their one-time presence seem to be buried on myriad worlds, though this evidence is often contested due to the difficulty in recognizing such remnants. This is an understandable impediment given the length of time that has elapsed since their passing. It is estimated that the Rakata civilization ceased to exist nearly 30,000 years ago, the height of its power predating the Republic by ten millennia. The scarcity of remains suggests that they were either very careful with access to their resources, or that attempts were made to intentionally remove any trace of their passing once they had gone. Both hypotheses tend to suggest that the Rakatas did not arrive on these worlds as ambassadors or merchants. No other species appears to have been so widespread, and yet so thoroughly purged from the galactic record. While defining the Rakata culture is confined to guesswork, researchers have had better luck reconstructing the anatomy of the species. This has involved studying many ancient records, including the scrawled drawings of various peoples just developing sentience at the time. Artifacts, when they could be found, have also been analyzed to determine the shape of hand they were designed for, and the musculature that would have found them comfortable to

use. This has resulted in a fairly clear physical portrait of these early galactic pioneers, though what became of their empire remains unknown. ============ Bastila Shan ============ Biography --------To most, the Jedi order is more than a vocation; it is a calling. To a select few it is much more. Bastila Shan is the quintessential Jedi: trained from a very young age and gifted with a natural ability with the Force that has given her both renown and considerable pride. Despite her youth, Bastila is skilled in the rare art of Battle Meditation... through sheer force of will she can influence the course of a battle. One side is given courage and strength while the other is sapped of their will. This ability alone has put Bastila into the forefront of the Republic's plan to defeat the Sith. Bastila is brash and impulsive. She is overconfident and seems to walk invincible through her world, though that is hardly the case. Bastila is well aware of the responsibility that presses down on her shoulders. Her Jedi masters urge her to be cautious, but Bastila turns every fiber of her being towards defeating the Sith menace and proving herself to the Jedi. No one doubts that she will one day be a great Jedi... but at what cost? Bastila possesses all the qualities that separate those special few destined to leave their mark on history, but her very youth and determination may be what ultimately consumes her. She has much to learn, and little time to learn it as the Sith menace continues to gather its strength. Even in the dark halls where the Sith Lords gather, young Bastila is whispered to be a Jedi of note. Who knows the terrible cost of such dark praise? =========== Jolee Bindo =========== Biography --------A former smuggler, and skilled Jedi, who has chosen to retreat from society and live out his days in seclusion and obscurity, Jolee Bindo cloaks himself in indifference to hide his sorrow. He appears as a cantankerous old man who readily dismisses the wide world and its troubles with an impatient wave of his hand, but his care and wisdom still shine through the many layers he has draped around his heart. His story is unknown aside from rumors that he fought in the great war of Exar Kun four decades ago, a time when Jedi turned against Jedi and the dark side threatened to swallow the galaxy. What happened so long ago that would push a man to leave the Jedi order, to leave civilization itself and go into self-imposed exile in the deepest shadows of wild Kashyyyk? Jolee himself is not forthcoming and scoffs at any suggestion that he might be something more than what he appears: an old man. One thing that is very clear; he is weary of this world and its endless, pointless struggles. He insists that all he wants is peace, but Jolee Bindo's eyes, the eyes of a fighter, the eyes of a Jedi - tell a different story. ============== Canderous Ordo ==============

Biography --------Canderous Ordo makes his living as a mercenary, selling his services to the highest bidder. Most often this turns out to be an underworld figure wanting to capitalize on his considerable skills as a combatant, tactician, and outright thug. If his criminal clients knew where he learned his trade, however, even they might have second thoughts about hiring him. Canderous is a Mandalorian, and as such, he was on the losing side of the Mandalorian Wars with the Republic. He was no foot soldier, however, and had an active hand in the planning and execution of many battles that did not go in the Republic's favor. There is a lot of blood on his hands, and he doubts that enough time has passed for people to view his actions as he does, with the impersonal eye of a career soldier. Likewise, he takes no insult from the defeat of his people. It was all just business. For now, Canderous spends his time employed by Davik, a crime lord with influence throughout the Taris undercity. The traitorous actions of Revan and Malak and the current aggression of the Sith have distracted the citizens of the Republic to the point where they are no longer concerned about defeated enemies, and he can go about his business in peace. Working as a smalltime enforcer is not how he pictured his career ending up, however, and any offer for more interesting work would likely get serious consideration. =========== Saul Karath =========== Biography --------The corruption of Republic forces has proven to be the most devastating weapon in the Sith arsenal, culminating in a betrayal that may turn the tide of a burgeoning war. Admiral Saul Karath, a pivotal figure in the victory over the Mandalorians only five years ago, stunned his peers when he declared the Republic not worthy of his support. He transferred his allegiance to the Sith Lord Revan, taking with him a large number of troops and the Indictor flagship he commanded, the Leviathan. Karath was the first officer of significant rank to go over, and he set a dark precedent. Rather than face an enemy that knows their every tactic, several other officers have followed his path. Many that remain loyal to the Republic trained directly under the admiral. For them, the coming conflict has become far more personal in nature. ============ Sith Trooper ============ Biography --------While the majority of the battalions now under Sith command are comprised of traitorous Republic forces, they are far from hodge-podges of disorganized troops. Only the strong are granted acceptance into the ranks of the Sith army; those judged too weak to be of use are put to an ignoble end. Traitors may be welcomed into the ranks, but a level of fear is quickly established to make certain they are not so quick to change sides again. Functionally, the armor of the Sith trooper is just as protective as most Republic equipment, but it has also been carefully designed to inspire dread.

Armor plating is presented more obviously, making it appear more imposing, and the features of the wearer are completely obscured to make them a faceless inhuman entity. A Sith trooper is perceived as an extension of the Sith, and even in close combat an opponent sees only the cold faceplate of the helmet, never the soldier inside. ============ Darth Bandon ============ Biography --------Like most of Malak's followers, Bandon was once a student of the Jedi. But though the Force flowed through him, Bandon could never accept the Jedi teachings. Powerful emotions like anger and hate raged within him, and they fueled his strength. When the Sith rose to power, Bandon rejected his old Master and fled to the Sith Academy on Korriban. There he embraced the dark side and the way of the Sith with every fiber of his being. His great strength in the Force, his natural cruelty and his absolute ruthlessness in his quest for power soon set him apart from his fellow students, and drew the calculating eye of Lord Malak himself. In the tradition of their order, Malak sought a single pupil from among his many followers to become his chosen apprentice: one who could learn the terrible secrets of the Sith and use them to destroy the Jedi and the Republic. So far, Darth Bandon has proven himself to be an excellent choice. Many Jedi have fallen beneath the blade of his lightsaber, and he has yet to meet his equal in combat. In time, Bandon may even challenge Malak for the mantle of Dark Lord, for this is the way of the Sith: the strong must rule, and when the apprentice surpasses the Master, the Master must fall. But such ambitions are for the future. For now, Bandon is focused on the destruction of the Republic and the slaughter and extinction of the entire Jedi Order. ===== T3-M4 ===== Biography --------Utility droids of all makes and models are a common sight on every planet throughout the galaxy. The versatility of these handy little droids, combined with their reliable programming and affordability, has made them popular for everything from light janitorial duties to complex mechanical repairs and maintenance. Among the premier utility droids currently available are those in the T3 series. Though more expensive than most standard models, T3 droids contain the latest in advanced circuitry and programming, and are easily fitted with a variety of customized upgrades. T3-M4, a prototype of the latest model in this prestigious line, was created in a droid shop on Taris to serve as a personal security unit for an anonymous buyer. Along with the standard functionality, T3-M4 was equipped with light armor plating and upgradeable weapon functionality. These combat capabilities, combined with the droid's innate computer slicing and code breaking skills, have led many to speculate about the identity of the droid's unknown buyer. Given the expense, abilities and advanced technology of this little droid, most suspect that T3-M4 is being fitted for something far more than a simple

personal security position. ===== HK-47 ===== Biography --------A self-sentient killing machine, it is obvious merely from its menacing appearance that HK-47 is far more than an ordinary combat droid. With a devastating arsenal of high-powered weaponry, a ruthless and single-minded pursuit of its termination targets, and a pre-programmed disregard for all organic life, this Hunter-Killer model is one of the most dangerous assassins in the galaxy. Rumored to have been created by Czerka Corp to eliminate the heads of rival corporations, HK-47 is quite capable of laying waste to an entire building in an effort to dispose of a single target, as it has demonstrated on more than one occasion in the past. This wanton carnage, combined with the tendency of the droid's previous owners to come to rather gruesome ends, has led most civilized planets to issue explicit bans on all HK-model assassin droids. But on the dangerous worlds of the Outer Rim, having a merciless, flame-throwing engine of destruction at your side can be quite useful... until it decides you're the next target ======= Zaalbar ======= Biography --------The city world of Taris is a strange place to find a Wookiee, but Zaalbar has managed to create a life for himself there, far from the kilometer high wroshyr trees of his homeworld. Zaalbar will say little about why he left Kashyyyk, but it is obvious that the memories of his old life are painful. Yet even though the secret miseries of Kashyyyk have been left behind, Taris brings its own brand of suffering. Aliens are never welcome on Taris, and this is particularly true for eight-foot tall, hair-covered giants capable of snapping one's neck with a single, casual swipe. Zaalbar's beastly appearance and strange language lead many to believe that he is nothing but an animal, barely capable of thought and useful only for his great strength and legendary Wookiee temper. With these prejudices working against him, Zaalbar seemed destined to end up as an enforcer for one of the many swoop gangs on Taris. But a chance meeting with a young Twi'lek girl named Mission Vao saved him from a life of senseless violence. Mission recognized Zaalbar was more than a lumbering brute and the two quickly became the best of friends. The strange pair are now a familiar site in Taris' Lower City, and whenever the irrepressible young Twi'lek gets into trouble, her Wookiee companion is always close by to help get her out. =========== Mission Vao ===========

Biography --------Surviving in the Lower City of Taris is no easy task, particularly for a young Twi'lek girl on her own. But Mission has not only survived in the hard world of the swoop gangs, she's thrived. Nobody knows the hidden alleys, backstreets and secret entrances in the Lower City like this former street urchin, and she's even been known to explore the creature-infested sewers of the Undercity itself. Of course, such active curiosity is bound to create enemies, and there are some - particularly the Black Vulkar swoop gang - who would like to bring Mission's adventures to a permanent end. But despite the dangerous situations she constantly finds herself in, this spirited young Twi'lek always manages to find a way out. And if her quick reflexes, quick thinking and even quicker mouth can't save her, she always has one last card she can play: her eight foot-tall Wookiee companion, Zaalbar. The odd pair have been inseparable ever since Zaalbar arrived on Taris, and despite the obvious contrasts between them, their friendship has benefited them both. Zaalbar knows that Mission will always come up with a plan to make sure they have food in their bellies and a safe place to stay. And Mission knows that whatever trouble her schemes might get them into, Big Z will always be there to watch her back. ====== Juhani ====== Biography --------Juhani, like most Cathar who choose to join the Jedi Order, is locked in a never ending struggle to find a balance between her instincts and her training. The feline Cathar are known throughout the galaxy for their courage in battle, their fierce loyalty and their quick tempers; such intense passions can make it difficult for one of this proud species to follow the way of the light. Yet Juhani has given herself fully to the Jedi, and she is determined to master both her volatile emotions and her ability in the Force. She strives to be a paragon of the Order; she has sworn to live her life completely by the Jedi code. Because of this, she does not easily accept failure in herself or in others. Still, there are some among the Order who question whether this Cathar can ever learn to control her burning passions. It remains to be seen whether Juhani can live up to her own demanding standards, but even her own Master fears her impossible quest for perfection will result in frustration and despair... emotions that can lead to the dark side. =========== Darth Malak =========== Biography --------Five short years ago, Darth Malak was no more than a promising student at the Jedi Academy on Dantooine. Though only a young man, his skill in battle and prowess with the lightsaber had already earned him renown within the Order. Given his abilities, and his arrogance, it was only natural that he should ignore the warnings of his Master and join the Republic fleet in its battle against the Mandalorian raiders on the Outer Rim.

In the Mandalorian wars, both Malak and his close friend Revan found the glory they were seeking. While many credited Revan's military strategies for the campaign's success, others were quick to point to Malak's fierce courage and relentless fury at the forefront of every battle as the key to Republic victory. Already recognized as heroes, Malak and Revan pursued the fleeing Mandalorians into the uncharted regions of space, and all contact was lost. It was only when Revan returned as the Dark Lord of the Sith, with Malak as the Sith Master's general and chosen apprentice, that the galaxy learned what fate had befallen them. The heroes had become conquerors. With each Sith victory, soldiers and Jedi alike began to abandon old allegiances to join the new power. In desperation, the Order set a trap to capture the two rogue Jedi. Details of the ensuing battle are unclear, but even though Revan and many Jedi were killed, Malak managed to survive the trap that destroyed his Master. Some claim Malak fled the battle. Others maintain he survived simply because he was stronger than Revan. And there are those who believe Malak turned on Revan, using the opportunity of the Jedi's attack to wrest the mantle of Dark Lord from his former Master's failing grasp. With Malak now at their head, the Sith continue their advance unabated. What their fleets lack in military strategy they make up for in sheer numbers and ruthless brutality, as Malak seems less interested in conquering Republic worlds than in obliterating them. If he is not stopped the Republic will surely fall, and the entire galaxy will be crushed beneath the Dark Lord's merciless rule. =============================================================================== -----------------------6.6 - Vehicles -----------------------=============================================================================== (Descriptions taken from Lucasarts.com and are copyright of them.) ========= Ebon Hawk ========= The Ebon Hawk is legendary among smuggling circles, having spent the last decade being used to shuttle goods for the Taris underworld boss, Davik Kang. Through careful piloting and a ridiculously overpowered drive system, the ship has outrun Republic and Sith patrols alike, making deliveries to any number of shady characters along the galactic rim. Davik would joke that it was the best thing he had ever stolen, and for the number of times it saved his life, he had good reason to make the claim. It's not clear exactly where Davik acquired the Ebon Hawk. The primary systems have been modified so many times that the original classification and even the company that built it are hard to determine. It's possible the ship was a developmental prototype from some showroom floor, cobbled together from several different models. Key components are obvious retrofits, from the stolen navigational computers to the uncommonly powerful hyperdrive. A number of smuggler-specific customizations have been made as well, though only Davik knows where or how to access them all.

=========== Swoop Bikes =========== Swoop racing is becoming a very popular sport in the galaxy, with simulcast hyperspace beacons instantly relaying results to countless worlds. Racers that consistently win can expect to gain a loyal following of fans, along with a sizeable amount of money, although sponsors often claim a large percentage of any earnings. Taris remains the hub of the swoop racing circuit, despite a number of gangs and nefarious individuals that attempt to influence outcomes through intimidation. Since swoop bikes lack the all of the subsystems that weigh down more comfortable or practical vehicles, it is relatively inexpensive to build one. Most are little more than a small cockpit mounted on as large a power source as can be found. The official circuit does have some size regulations to keep the field even, but they are mostly ignored. There is, however, a functional barrier on how powerful a repulsorlift engine can be before the energy output starts to do unpleasant things to the organic creature attempting to straddle it. As a result, most swoop bikes are similar in size, differing mainly in the application of shielding and the monitoring of energy flow. =============================================================================== ----------------------6.7 - Worlds ----------------------=============================================================================== (Descriptions taken from Lucasarts.com and are copyright of them.) ========= Dantooine ========= An olive, blue and brown-colored world, Dantooine is far removed from the bustle of the galactic trade routes. Two moons float in the skies above while herds of livestock and simple balloon-like creatures roam empty steppes and savannas of lavender grasses. Separated by forests of spiky blba trees, colonists maintain individual family estates largely isolated from each other. Population density remains one of the lowest of the Republic settled worlds. A small spaceport handles new arrivals and an outpost of Aratech Corporation arranges most of the imports for local merchants. The most notable feature of Dantooine is the Jedi academy, originally founded by Jedi Master Vodo-Siosk Baas. For generations now it has served to train promising Jedi Padawans, with several dozen students in attendance at any given time. The most infamous graduate, however, is that of Exar Kun, trained by Vodo-Siosk Baas himself. Exar Kun was a Jedi Apprentice that turned away from the light side to embrace the seductive power of ancient Sith magic. Forty years ago he began a war upon the Republic that had grave consequences, but through great effort and sacrifice on the part of the Jedi he was defeated. The legacy of his taint is slowly passing away in the wake of the Mandalorian Wars and the coming of a new Sith threat. For the most part, life on Dantooine is sedate with the presence of the Jedi Academy granting a level of security unsurpassed anywhere else in the galaxy. The separate families go about their business independent of each other, and very little industrial development has taken place, leaving the landscape untouched. A number of ruins have been unearthed far from the settlements and some of the colonists have made it their goal to study them, but no official

resources have been devoted to pinpointing their origins. Off-world concerns have distracted such introspection, and Dantooine remains an unspoiled world for now. ======== Kashyyyk ======== On Kashyyyk, the forests have unquestioned dominance. Ancient trees rise kilometers into the air, and it is possible to live a long life on the upper boughs never once having seen the forest floor. Most inhabitants count this as a blessing, as the further you descend, the more deadly the environment becomes. Terrible creatures lurk in that chaotic realm, and even with the aid of advanced technology it is difficult to survive for any length of time. Only the bravest of hunters dare to descend, and only the luckiest of those return. It is a savage world, but it is also home to the fierce and loyal Wookiee species. They have a long-established system of tribal villages in the forest canopy, building among the highest branches. Direct confrontation between separate communities is rare, with dominance and stature traditionally decided by ritual hunts. The practice is in decline, however, as recent events have seen outside forces become more of a threat. Already surrounded by a plethora of natural enemies, the added complication of off-world interference has been very disruptive to Wookiee society. The village of Rwookrrorro is the most important among the Wookiee tribes, and is currently led by the black-furred Chuundar (CHOON-dar). Unlike his predecessors, he seems bent on expanding the reach of his power through whatever means he can exploit. Regarded suspiciously by his people, he has abandoned many of their traditional ways, and seems less concerned with what most Wookiees value above all else: honor. He remains unchallenged by carefully manipulating the fears of his people. Despite the untamed nature that encases Kashyyyk, Chuundar's actions have allowed outside interests to gain a foothold. The near-limitless Czerka Corporation has established a series of small spaceports under the guise of searching the forests for unique resources. Such expeditions would normally be tremendously expensive, but the company has found a brutally efficient cost-saving measure: slave labor. This foul trade has begun in earnest, with some local inhabitants all too willing to assist. ======== Korriban ======== The unwary traveler arriving at the tiny spaceport of Dreshdae will only find a barren, forgotten backwater community of temporary settlements and crudely constructed shelters. Perhaps as the competent local mechanic services your ship, you might begin to sense that there is something else here, something festering. Soon you may start to hear things such as harsh voices slowly drifting through the thick air. Your heart will begin to beat faster, and your skin will begin to itch under your collar with the urge to climb back into your ship and leave this soulless place behind forever. Korriban is a graveyard of Sith Lords and a former power base of the Sith order. This is the cradle of darkness. The spaceport is under the roof of the Czerka Corporation stronghold, the very center of power for the giant corporation run by President Pollard Seario. The city itself owes its existence to the power created by Czerka's generators. Perhaps Pollard seeks solace from his uncountable holdings in the vast

emptiness of this world; perhaps he dreams of shadowy promises that ooze from the tombs of long dead Sith Lords. Within Dreshdae is the Sith monastery -- still teeming with those who would wish to join the Sith order. Its ominous halls resonate with the cries of anguish from those who are undeserving of the order's dark power. Their stay within its merciless walls is short, brutal and forgotten. For the very few who survive the Sith training and wish to complete their final rite of passage into the cold embrace of the Sith, they must face the Valley of the Dark Lords. Hundreds of ancient Sith sorcerers wait within the mausoleums. They lie in their dusty beds waiting to devour the weak and unworthy. The Valley seethes with the foul energy of a thousand restless spirits murmuring of sinister glories. ====== Manaan ====== A small planet in an insignificant system, Manaan's most remarkable feature is the calm azure ocean that completely covers its surface. To accommodate off-world visitors, the amphibious Selkath have constructed Ahto City, a bustling spaceport floating on the endless ocean's waves. Manaan is known throughout the galaxy for one thing: being the sole producer of kolto, a powerful healing agent harvested from the ocean surface. This one export is so valuable it has made the tiny world into one of the most influential independent planets in the galaxy. Highly prized even in times of peace, the value of kolto increases exponentially during times of war. Many a battle has been won or lost due to the size of an army's kolto reserves. The Selkath understand the importance of kolto to their world, and they maintain strict control over its production and export. This has allowed them to retain their independence even during the current Republic-Sith War, and has given rise to an attitude of arrogant superiority among the Selkath themselves. Officially, the government of Manaan has adopted a policy of neutrality in the ongoing conflict. As part of their neutral stance, the Selkath have allowed both the Sith and the Republic to establish embassies on Ahto City. The two rivals keep a close eye on each other, and the Selkath are careful to keep an even balance in the amount of kolto exported to each side. The uneasy truce is maintained only by Selkath law, which calls for harsh penalties against anyone who breaks the peace including sanctions on kolto exports. But there are those that feel Manaan's precarious position between the two super-powers is doomed to end in bloodshed. For as the conflict between the Sith and the Republic intensifies, it is only a matter of time until their mutual hatred erupts and Ahto City is drowned beneath a tidal wave of violence. ======== Tatooine ======== Tatooine is a very old world. The surface is comprised of near-endless dune seas, interrupted only by rock-walled canyons carved by oceans so long departed that no memory of the planet living or recorded can say when they disappeared. There are two sentient species native to Tatooine: Sand People and Jawas. The more dominant of the two, the Sand People, is a race of nomadic warrior tribes that have rejected any attempt at trade or even communication, possessing a single-minded hostility towards any and all outsiders. The Jawas, by contrast,

are diminutive scavengers that are more interested in trade than combat. Their language is painfully hard to understand, however, and their culture remains enigmatic. Tatooine has not been properly documented by the Republic because it has yet to be officially deemed viable for colonization, or even declared habitable. This has not stopped various private companies from expressing an interest in the world --orbital scans reveal substantial subterranean ore deposits-- but such activity is often made away from public record. The outpost of Anchorhead, run by Czerka Corporation, is the only settlement currently inhabited, and it appears to be slowly dying. Officers are tightlipped about why the operation is failing, but rumor is beginning to circulate that Tatooine ore is substandard in some way. The company has denied this, but the strength of that denial has given the rumors credibility. It is likely that Czerka Corporation will eventually abandon their stake in Tatooine, but for now, five to ten thousand settlers attempt to make a living on the surface and beneath. Moisture vaporators could allow independent colonies to survive, but nothing outside of Anchorhead lasts for long. People rarely travel without armed escort, and not just because of Sand People attacks. The tracks of huge desert predators have also been found near decimated Bantha herds, and many people that go exploring simply don't return. A resident Hutt has funded a small swoop track, but the planet must be dangerous indeed for that to be considered safe entertainment. There is little of interest on Tatooine for the casual traveler. That may change if local hyperspace routes prove useful, but for now, it is an inhospitable place best avoided. ===== Taris ===== Located on the Outer Rim, in the very fringes of Republic space, the grandeur of the city- world of Taris was once said to rival the galactic capital of Coruscant itself. But the glory of ancient Taris has long since faded, and much of the once magnificent metropolis has fallen into ruin and disrepair. The rich and powerful have segregated themselves in the Upper City, dwelling in the highest reaches of the towering skyscrapers that dominate the planet's landscape. Here the nobility surround themselves with the trappings of prosperity, oblivious to the suffering of those who are forced to dwell far below them. Descending into the slums of the Lower City, the signs of urban decay become undeniable. Filth and refuse litter the streets, and burned out vehicles and shattered windows serve as stark reminders of the violent wars of the swoop gangs vying for control. Citizens of the Lower City - non-human aliens and those not born into the privileged classes of society - struggle to survive amidst the permacrete wasteland, clinging to the small hope that they may one day escape their grim and violent surroundings. But at least those in the Lower City have hope. For those banished beneath the planet's surface ? the Outcasts ? all hope is gone. Those driven into the dark and sunless world of the Undercity must band together in small villages in a wretched, never-ending struggle to survive. Starvation and disease claim many, and the rakghouls - mutated, flesh-eating monsters who dwell in the sewers beneath Taris - claim even more. Above all this misery, the Upper City shines and the nobility live a life of wealth and comfort. But even they are vulnerable, for Taris is located far from

the protection of the Galactic Core and the Republic fleet. And the Sith Armada has taken notice. =============================================================================== ------------------------------------7. Frequently Asked Questions ------------------------------------=============================================================================== Q1: Does XBox Live have anything to do with this game? A1: Yes, In a couple of months you can get new items via XBox Live. Q2: How long is this game? A2: Forty to Sixty hours. I beat the game in 30 hours but I was playing as a light side character. So, I will play the game again being a dark side character totaling 60 hours. Q3: How do I beat Rancor? A3: I had to answer this one, hence the board gets a dozen of these questions every hour. The easiest way to beat Rancor is in this walkthrough. It is to put the synthesized odor and a frag inside the bodies on the ground north of Rancor. Rancor will come over and eat the body, thereby the frag blowing him up and killing him. This is the easiest way. Alternatively, throw frags at him until he is dead. Q4: Does this game get any glitches? A4: Yes, it freezes up from time to time. It also has some slow-downs on movie parts that make it chop up. I have seen these myself, though you should still buy the game even with the glitches. Q5: What is the best way to get money? A5: Do the sidequests. You get a lot of gold by doing this. You can also do Swoop races, as you get tons of money by doing this. The only swoop tracks are on Manaan and Tatooine. There is also the Pazaak card game, if you like a clean gamble. Q6: Is it better to have two lightsabers or one double-ended lightsaber? A6: Two lightsaber is better then one, hence you have more room to customize the crystals. Q7: What is the best force power in the game? A7: I would say it is force storm, as it is badass, and pretty cool. It also inflicts a lot of damage on a lot of targets, making it easy for you to level up. Q8: What is the best party in the game? A8: I would say that would be Bastila and Juhani along with you. That seems like the best for a hack and slash character. And, well, I am that type of guy in this game. Q9: Best piece of equipment in the game? A9: *SPOILERS* Revan's robe is pretty damn great. For the non-jedi, I would say the Mandolorian armor is the best. Q10: What is the best piece of equipment in the game? A10: I would say the dominator gloves own all, hence the strength boost really helps in combat. You can easiely buy these gloves, but they are high in price. =============================================================================== ------------------

8. Footer -----------------=============================================================================== Ending sections of the guide, the usually stuff that nobody reads (unless you contributed something to this guide, then everybody reads it)! =============================================================================== ----------------------8.1 - Credits ----------------------=============================================================================== CJayC - For making a wonderful site. Prima Strategy guides - For the order of the section names, appendices, and quest names and order. I copied off them because one, I am lazy, two, I am lazy, three, I am lazy, and fourth, well, I think you already know the fourth. (I am lazy!) Alan J. Fitzgerald - For giving my 14 corrections on the word "hence." Deflux - For helping me with "the annoying puzzle." JPaterson - For allowing me to put the information from his Item Guide into my guide. [ ? ] - Your name could be here! In lights! (As taken by Myke) =============================================================================== -------------------------------8.2 - Legal Disclaimer -------------------------------=============================================================================== This document is Copyright 2005 Andrew "TestaALT" Testa. All Rights Reserved. This document may not be reproduced or retransmitted in any form and under any circumstances without the complete consent of the author. It may not be sold, altered, or published in any way without the advance permission of the author. All sources, which have contributed to this document, are cited and/or credited in some form. The only sources you can see this document at are: GameFAQs <http://www.gamefaqs.com> IGN <http://www.ign.com> If you see this document at any other sources email me telling so as I will not allow this document to be published at any other sources. Please do not ask me, as it is very annoying. These terms have become binding once the recipient (or reader) opened this document. Violation of these terms is strictly prohibited and will result in a lawsuit. Please do not take these terms as threats and/or not read them as they are all very much true. I can sue you for an act of plagiarism and will not hesitate to do so. Thank you for reading this legal disclaimer and have a nice day! :D "Don't Steal, just ask!" - Breath of Fire III

=============================================================================== ----------------------------------8.3 - Contact Information ----------------------------------=============================================================================== This section will tell you how to contact the author regarding work that he has done. Questions you have can be sent to TestaALT@aol.com. I have only two rules when it comes to sending me an email. They are: the question should not be answered in this document and put the game name in the subject line. If you do not follow these rules, your email will be ignored. The question might be added in the next update as I see fit. I will try my best to respond to your question. Additionally, you can _always_ contact me by AIM if you have any questions. My screen name is TestaALT and I am online a lot with it. Thank you for reading this information. Did you like this guide? Rate my guide and see some of my other work at: -> http://gamefaqs.com/features/recognition/23249.html <+- End of File -+ *Star Wars: Knights of the Old Republic: FAQ/Walkthrough* by ATesta </features/recognition/23249.html> Version 1.7, Last Updated 2005-03-06 View/Download Original File <http://dw.com.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http %3A%2F%2Fdb.gamefaqs.com%2Fconsole%2Fxbox%2Ffile%2Fstar_wars_kotor_a.txt> Hosted by GameFAQs </> Return to *Star Wars: Knights of the Old Republic (PC) FAQs & Guides* </computer/doswin/game/516675.html>

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