Star Wars Knights of the Old Republic Walkthrough (X-box) Version 2.0 Copyright 2008 by Paul Kerbow Written by Paul Kerbow Email: plk04a@acu.edu ============================================================================== This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright laws. Visit any external site linked in the guide at your own risk. The author is not responsible for any offensive, dangerous, problematic, or otherwise inconvenient content on said sites. Download anything on said sties at your own risk. The author is not responsible for any content you download from external websites or any possible inconvenience it may or may not cause. ============================================================================== WARNING: This guide contains spoilers Table of Contents To navigate quickly: highlight the code, press CTRL-C, then CTRL-F, CTRL-V and ENTER! I. [INFORM] Guide Information A. [WELCOM] Welcome! B. [EMAILS] Email Policy C. [FREQAS] FAQ (Frequently Asked Questions) D. [BEFORE] Things to Know - Before Starting E. [DEFINE] Quick Definitions F. [GLITCH] Glitches in the Game 1. [GLTARI] Taris 2. [GLDANT] Dantooine 3. [GLTATO] Tatooine 4. [GLKASH] Kashyyyk 5. [GLMANA] Manaan 6. [GLLEVI] Leviathan 7. [GLKORI] Korriban 8. [GLUNWO] Unknown World 9. [GLOTGL] Other Glitches G. [SHOPIN] Shops 1. [STARIS] Taris a. [STARUC] Upper City b. [STARLC] Lower City c. [STARUN] Undercity 2. [SDANTO] Dantooine a. [SDANJE] Jedi Enclave b. [SDANCO] Courtyard 3. [STATOO] Tatooine a. [STATDB] Docking Bay b. [STATHL] Hunting Lodge c. [STATCO] Czerka Office d. [STATCA] Cantina e. [STATDS] Droid Shop 4. [SKASHY] Kashyyyk 5. [SMANAA] Manaan a. [SMANDB] Docking Bay b. [SMANEC] East Central 6. [SKORRI] Korriban II. [WNEWGA] Starting a New Game A. [WNECHC] Character Classes B. [WNEPOR] Portrait C. [WNEATT] Attributes D. [WNESKI] Skills E. [WNEFEA] Feats F. [WNENAM] Name G. [WNEPLA] Play III. [WENDAR] Endar Spire A. [ENDART] Attack on the Endar Spire B. [ENDARJ] Your Journal C. [ENDARS] Starboard Section IV. [WTARIS] Taris A. [WTARIB] Background B. [WTARIQ] Quests 1. [WTARMQ] Main Quests 2. [WTARSQ] Side Quests C. [WTARAC] Apartment Complex 1. [WTARSB] The Search for Bastila 2. [WTARDB] Dia's Bounty D. [WTARUS] Upper City South 1. [WTARTS] Rapid Transit System 2. [WTARPR] Pazaak Rules 3. [WTARIP] Invited to a Party 4. [WTARDR] The Duel Ring a. [WTARDD] Deadeye Duncan b. [WTARGT] Gerlon Two-Fingers c. [WTARDI] Ice 5. [WTARRS] Rakghoul Serum E. [WTARUN] Upper City North 1. [WTARPI] The Party/Intervention 2. [WTARLB] Largo's Bounty F. [WTARLC] Lower City 1. [WTARMB] Matrik's Bounty 2. [WTARSE] Selvin's Bounty 3. [WTARBB] Hidden Bek Base G. [WTARUC] Undercity 1. [WTARRU] Rukil's Apprentice 2. [WTARIO] Infected Outcasts 3. [WTARPL] The Promised Land 4. [WTARRA] A Rancor in the Sewers 5. [WTARVB] Inside the Vulkar Base a. [WTARGA] Back to Gadon (LSO) b. [WTARAG] Assassinate Gadon (DSO) 6. [WTARSR] Swoop Racing H. [WTARET] Escaping Taris 1. [WTARPD] Purchasing a Droid 2. [WTARDF] Duel Ring Finale a. [WTARML] Marl b. [WTARTH] Twitch c. [WTARBS] Bendak Starkiller 3. [WTARSI] Sith Base 4. [WTARDE] Davik's Estate 5. [WTAREH] The Ebon Hawk Escape! V. [WDANTO] Dantooine A. [WDANTB] Background B. [WDANTQ] Quests 1. [WDANMQ] Main Quests 2. [WDANSQ] Side Quests C. [WDANJE] The Jedi Council 1. [WDANJT] Jedi Trials 2. [WDANNF] New Feats 3. [WDANFP] Force Powers 4. [WDANTT] The Third Trial D. [WDANOC] Outer Courtyard 1. [WDANMR] Mandalorian Raiders 2. [WDANMC] Missing Companion E. [WDANGR] Grove 1. [WDANMS] Murdered Settler 2. [WDANJU] Juhani 3. [WDANMB] Mission's Brother F. [WDANIR] Investigate Ruins 1. [WDANSR] Sandral-Matale Feud 2. [WDANDS] Dead Settler G. [WDANRU] Ruins 1. [WDANSM] Star Map 2. [WDANSF] A Quest for the Star Forge 3. [WDANJC] Jagi's Challenge 4. [WDANBM] Bastila's Mother VI. [WTATOO] Tatooine A. [WTATOB] Background B. [WTATOQ] Quests 1. [WTATMQ] Main Quests 2. [WTATSQ] Side Quests C. [WTATDB] Docking Bay 1. [WTATDW] Dwindling Supplies 2. [WTATGI] The Trouble With Gizka D. [WTATAN] Anchorhead 1. [WTATMM] Middleman 2. [WTATSP] Sand People 3. [WTATSN] Signing Nico 4. [WTATBM] Bastila's Mother 5. [WTATDR] Droid for Sale 6. [WTATFT]Fair Trade E. [WTATDS] Dune Sea 1. [WTATTT] Tanis Trapped 2. [WTATJC] Jagi's Challenge F [WTATST] Sand People Territory 1. [WTATSR] Star Map 2. [WTATWH] Worthy of History G. [WTATES] Eastern Dune Sea 1. [WTATDH] A Desert Hunt 2. [WTATSM] Star Map 3. [WTATFD] Finding Dustil VII. [WKASHY] Kashyyyk A. [WKASHB] Background B. [WKASHQ] Quests 1. [WKASMQ] Main Quests 2. [WKASSQ] Side Quests C. [WKASCL] Czerka Landing Port 1. [WKASHD] Honest Debt 2. [WKASST] Star Map D. [WKASRV] Rwookrrorro Village 1. [WKASCN] Chieftain in Need 2. [WKASWL] A Wookiee lost E. [WKASSH] Shadowlands 1. [WKASJR] Jolee's Request 2. [WKASTP] Tach Poaching F. [WKASLS] Lower Shadowlands 1. [WKASMS] Mandalorian Shadows 2. [WKASSM] Star Map 3. [WKASGR] Griff VIII. [WMANAA] Manaan A. [WMANBA] Background B. [WMANQU] Quests 1. [WMANMQ] Main Quests 2. [WMANSQ] Side Quests C. [HULASG] Hulas and the Genoharaden (DSO) 1. [HULASL] Lorgal 2. [HULASZ] Zuulan 3. [BHULAS] Back to Hulas 4. [HULASI] Ithorak 5. [HULASV] Vorn 6. [HULASK] Kashyyyk a. [HULADB] Darth Bandon b. [HULASR] Rulan 7. [RHULAS] To Hulas Again 8. [HULASD] Dune Sea Duel D. [WMANDK] Docking Bay 1. [WMANRS] Republic Soldier 2. [WMANNU] Nubassa E. [WMANAW] Ahto West 1. [WMANSM] Sunry Murder Trial 2. [WMANRH] Republic Hiring Mercenaries 3. [WMANMS] Mising Selkath F. [WMANEC] East Central 1. [WMANMI] Murder Investigation a. [WMANMF] Firath Me b. [WMANMG] Glupor 2. [WMANRE] Republic Embassy G. [WMANAE] Ahto East 1. [WMANQP] Queedle's Problem 2. [WMANSB] Sith Base 3. [WMANAR] Arrested! 4. [WMANTS] The Trial of Sunry H. [WMANHS] Hrakert Station 1. [WMANHW] In the Water 2. [WMANHA] Alone in the Station 3. [WMANDP] To Destroy or Poison... 4. [WMANST] Star Map 5. [WMANDB] Darth Bandon 6. [WMANA2] Arrested Again! IX. [WLEVIA] Leviathan A. [WLEVTI] The Interrogation B. [WLEVES] Escape! 1. [WLEVBR] To the Bridge 2. [WLEVCR] Carth's Revenge C. [WLEVDM] Darth Malak X. [WKORIB] Korriban A. [WKORBA] Background B. [WKORQU] Quests 1. [WKORMQ] Main Quests 2. [WKORSQ] Side Quests C. [WKORLA] Landing Area 1. [WKORJT] Juhani's Temptation 2. [WKORSP] Spice Run 3. [WKORBO] The Box D. [WKORAH] Academy Hopeful E. [WKORWS] The Way of the Sith 1. [WKORDC] Double Cross 2. [WKORLE] Lashowe 3. [WKORDO] Dustil Onasi 4. [WKORDS] Doubting Sith 5. [WKORMW] Mandalorian Weapons 6. [WKORPR] Prisoners F. [WKORDL] Valley of the Dark Lords 1. [WKORSR] Sith Rebels 2. [WKORLD] Lost Droids 3. [WKORHO] Holocron 4. [WKORHH] Hermit in the Hills 5. [WKORAP] The Sword of Ajunta Pall 6. [WKORD2] Double-Double Cross 7. [WKORD3] Double-Double-Double Cross 8. [WKORSC] Sith Code F. [WKORTB] The Tomb of Naga Sadow 1. [WKORSM] Star Map 2. [WKORBE] Betrayal XI. [WUNWOR] Unknown World A. [WUNWBA] Background B. [WUNWQU] Quests 1. [WUNWMQ] Main Quests 2. [WUNWSQ] Side Quests C. [WUNWNW] Trapped on a Nameless World 1. [WUNWIM] Invisible Mandalorians 2. [WUNWTO] The One's Request 3. [WUNWTE] The Elders 4. [WUNWRR] Rakatan Research 5. [WUNWBO] Back to The One 6. [WUNWEL] Back to The Elders D. [WUNWTA] Temple of the Ancients 1. [WUNWTI] Temple Interior 2. [WUNWCA] Catacombs 3. [WUNWTS] Temple Summit 4. [WUNWBE] Back to The Elders E. [WUNWEH] Return to Ebon Hawk XII. [WSTARF] Star Forge A. [WSTABA] Beginning Advice B. [WSTAD1] Deck 1 C. [WSTAD2] Deck 2 D. [WSTACC] Command Center E. [WSTADM] Darth Malak XIII. [CREDIT] Credits XIV. [CONPOL] Contact Policy XV. [LEGINF] Legal Information XVI. [VERHIS] Version History XVII. [FUTUPD] Future Updates I. [INFORM] Guide Information A. [WELCOM] Welcome! Hello and welcome to my guide for Star Wars Knights of the Old Republic. I am Paul and I will walk you through every possible outcome in this game. This guide is written in a step by step format and it is recommended to use it the entire time you play the game. If you don't follow the guide step by step you might miss out on a few minor sidequests but should be able to complete the game. If this is the first time playing the game do not read ahead to avoid spoilers. Great news! You can play Kotor on the xbox one now! Simply insert the disk into your device and it will download the game for you from xbox live! You do not need to have the disk while playing after the game is downloaded. The controller is slightly different than the original xbox controller. The black and white buttons are not present. These have been moved to the top left and right buttons of the controller. If you are playing on the xbox one just be sure to get used to the minor difference. B. [EMAILS] Email Policy If you wish to email me, put "star wars" somewhere in the subject. Emails that don't use this subject may not be responded to. As long as you put "star wars" in the subject I will respond to it. That is what I use to search my email in order to find anything someone has sent me. Please avoid using ALL CAPS. Also specify which game you are talking about: KOTOR I or KOTOR II as I have guides on both games. You can email me about anything: a helpful tip I didn't include, a glitch, spelling or grammar mistakes (don't worry I won't call you a grammar pirate,) or even a simple thanks. Any tips you email me will be placed in the guide under the credits section. C. [FREQAS] FAQ (Frequently Asked Questions) Q: Do you plan on making any other gaming guides? A: Not at the moment. Q: I have HK but the sand people keep attacking me. What do I do? A: You probably used the rts system to get back to the Ebon Hawk while wearing the sand people clothing. When you do this, you trigger a glitch where the game does not recognize sand people clothing as the appropriate clothing to sneak by them. Remove the clothing, use rts, and exit Anchorhead without the clothing on. When you get near the exit to the sand people enclave, put the clothing back on. If that doesn't work then reload from an earlier save and make sure to not use rts while wearing those clothes! Q: On Manaan I was told that if I leave the planet I would have to pay the docking fee again. I left the planet but haven't had to pay the fee again. Is this a bug? A: Yes. The only time you will have to pay a docking fee again is after you find the star map. You can leave the planet as many times as you wish before that point without worrying about paying the fee again. Ensure that you have done everything necessary before finding the star map because the docking fee will then be 500 credits instead of 100. Q: Will you be including Yavin in your guide? A: No. The Yavin Space Station used to be available with xbox live. I never got around to downloading that content. Kotor no longer has any additional xbox live content so it is not possible for me to experience Yavin myself. I will be happy to include any information you have about Yavin in the credits section, but I will not include it in the walkthrough. D. [BEFORE] Things to Know - Before Starting ============================================================================== WARNING: Under no circumstances are you to kill a fallen Jedi named Juhani on Dantooine. LET HER LIVE EVEN IF YOU ARE A DARK PLAYER! She will join you later on if you save her. ============================================================================== ============================================================================== WARNING: Under no circumstances are you to attack the gun turrets on the Star Forge. LEAVE THEM ALONE! You need to disable the turrets by using a computer terminal nearby. If you attack the turrets you will make the game harder for yourself. ============================================================================== Save often! There are glitches in the game. Some of these benefit you. Others are harmful and can keep you from playing the game. If you run into a glitch that's harmful, don't panic. Just reload the last saved game. I would suggest to use two or three save slots to save your game. In this game you get to choose whether you become a Jedi and save the galaxy or fall to the dark side and rule the galaxy. The decision must be made now about what type of player you want to be. I will refer players as light players and dark players throughout the guide. When you LEVEL UP (explained later in the guide and game) do not let the computer do it for you. Always manually level up your player. You know when it's time to level up when you hear a ringing sound after you defeat an enemy or gain xp. Your journal has a map feature that is very useful because it automatically maps where you have been. You'll find out how to use the journal on the Endar Spire. It is extremely important for you to explore the whole map of every area, thus having the whole map in your journal. This ensures you have gotten every necessary item and every quest. Some areas, like the Endar Spire, have a full map already. There will be a few places where exploring the entire map is not worth the trouble. Directions in this guide are composed of north, south, east, west, etc. according to the map layout. If you don't know exactly what path is the north path, look at the map in your journal (you'll find out how to do this later.) Remember that you don't always enter an area facing north. For this reason, you should always look at the map to see which way is which. West will not always be left and north will not always be straight ahead. Sometimes I get my east and west mixed up, but again I have checked and rechecked to make sure I haven't made that mistake. Remember that if you see a mistake to email me about it. If you're having a problem getting your east and west mixed up like me, then try this special trick. Just remember the word WE! After I learned that trick I didn't have any further problems with getting east and west mixed up. E. [DEFINE] Quick Definitions xp - Experience points. Every enemy you kill and every quest and sidequest you accomplish will get you these. You need these points to have your character level up lsp - light side points - anything that you do that moves you closer to the light side of the force LSO - When you see this it means only light players do the following dsp - dark side points - anything you do that moves you closer to the dark side of the force DSO - When you see this it means only dark players do the following. rts - Rapid Transit System (you'll find more about this later in the guide) F. [GLITCH] Glitches in the game These are the more common glitches I've seen. Some of them are beneficial. Others are just plain annoying. 1. [GLTARI] Taris Cantina Glitch I saved my game upon entering Javiar's Cantina on Taris. Upon reloading the game after a while, the cutscenes of Calo and Mission did not appear. Not really a bothersome glitch, but it can keep you from getting a little xp. Largo - more credits Glitch In Taris, when you find out this guy has a bounty on his head, he will exclaim that he has 50 credits on him and offers it to you. If you take the offer for dsp, you get 50 credits. Then if you kill him to collect the bounty, his corpse has another 50 credits. So you would assume he had 100 credits all along right? Wrong. If you were to not take the bribe and kill him, he would only have 50 credits on him when you loot the corpse. Duel Ring - more credits/items Glitch After I had defeated Bendak Starkiller and received the winnings, I realized I had forgotten to collect the winnings from the duel against Twitch. When I did, he gave me 700 credits, 200 more than he would normally give. He also gave me Bendak's blaster again, so I had two blasters instead of one. 2. [GLDANT] Dantooine If you select Dantooine after a certain point in the game (right before the Leviathan picks you up) the game could get a little buggy. You *might* end up triggering the galaxy droid glitch, or it could wind up being as minor as getting the wrong cutscene. 3. [GLTATO] Tatooine Killing Griff Glitch If you kill a character named Griff the game will act as if he were still alive. A character will talk about wanting to locate him even though you have already killed him. 4. [GLKASH] Kashyyyk Hidden Hunters Glitch I experienced a glitch during this side quest several times. When I unequipped my weapons and the Mandalorians came out of stealth mode, I couldn't reequip my weapons, Bastila's weapons, and Jolee's weapons. After a few seconds of empty handed fighting, I was able to equip all weapons. 5. [GLMANA] Manaan Docking Fee Glitch When you pay the docking fee you are told that you would have to pay again if you were to leave the planet. However, the only time you have to pay the fee again is after you've found the star map on the world. Before finding it you can leave as many times as you wish without paying the fee again Subtitles Glitch If you were to talk to Glopor the Rodian with the subtitles turned off, the game doesn't translate the alien language to English. The simple way to avoid this glitch is to have the subtitles turned on. This also happens with one of the Hidden Bek guards, though the guard you talk to isn't important and you don't even need to talk to him in the first place. Environmental Suit Glitch After you take an environmental suit off you will at times have all of your weapons unequipped. I don't know if it's a glitch but it is inconvenient. 6. [GLLEVI] Leviathan Space Suit Glitch Similar to the environmental suit glitch upon taking a space suit off you will at times have all of your weapons unequipped. 7. [GLKORI] Korriban If you have to get the Sith medalion to get into the Sith academy you will hear people dying as if the battle was going on even though it already happened. The whole event won't replay itself, just the sound effects. Minor but quite odd. You can kill someone on Korriban named Dak Vasser multiple times and each time he drops a lightsaber crystal. Simply exit the area then enter it again and he will be there. This only happens if you have talked to him with Juhani in your party. 8. [GLUNWO] Unknown World ============================================================================== Ty B says: I was on the unknown world just before the star forge. My plan was to kill the Mandalorians in front of the temple as soon as I got off the ship. I killed my first group (the one with the captain in it) and was walking around looking for anymore. As soon as I started walking I was teleported into the temple (without talking to 'The One' or 'The Elders') I was able to continue through the temple, get to Bastilia and get back to the Ebon Hawk without doing any of the quests. All I needed was the ship parts which were easily obtained and I flew up to the star forge. I don't know what happened but it took off a lot of boring running back and forth and fighting. This is the first time it has happened and thought I would let you know about it. ============================================================================== 9. [GLOTGL] Other Glitches Heal glitch At times if you select the force power heal then try to attack right after, force points will be deducted as normal but you will neither attack nor heal. Dark side/Light side points Glitch I have played the game many times and sometimes I don't get dsp or lsp for a quest when I did in an earlier game. Also, sometimes I get lsp or dsp the first time through the game but don't get them when I play the game again. It is also possible to gain infinite dsp in some areas, though it's pretty much useless since you can only be so far down the meter. At times, the screen will freeze up while loading a different area and the game will crash. Galaxy Droid The infamous Galaxy Droid glitch is where your galaxy map is replaced with a galaxy droid in the front of the ship with all your party members in the main room of the ship. The Galaxy Droid supposedly allows you to go to all areas of the game even if they are destroyed such as Dantooine or Taris. The best part? No space travel takes place! You just pick a planet and the droid says "We have arrived!" Obviously if you're going to play around with the glitch you do not under any circumstances save your game after it is triggered...unless of course you wanted to trigger the glitch and want to play around with a corrupted game file (wink wink.) Saving Levels I will explain this further as we get going in the guide. If you wait to level up your main character so that you can get more force powers there can be a bug in regards to leveling up party members. In the end the bug works itself out but it can be quite noticeable. G. [SHOPIN] Shops Currently this section is under construction. 1. [STARIS] Taris a. [STARUC] Upper City Kebla Yurt: Medpack - 40 credits - infinite Security Spike - 100 credits - 5 Bonadan Alloy Heavy Suit - 900 credits - 1 Military Suit - 150 credits - infinite Heavy Combat Suit - 100 credits - infinite Combat Suit - 50 credits - infinite Light Battle Armor - 250 credits - 1 Vibroblade - 80 credits - 2 Stun Baton - 30 credits - infinite Long Sword - 5 credits - infinite Quarterstaff - 2 credits - infinite Echani Ritual Band - 280 credits - 1 Vibrosword - 120 credits - 5 Double-Bladed Sword - 80 credits - 2 Short Sword - 1 credit - infinite Ion Blaster - 200 credits - 2 Blaster Pistol - 100 credits - infinite Sith Sniper Rifle - 1500 credits - 1 Blaster Rifle - 300 credits - infinite Ion Grenade - 130 credits - infinite Sonic Grenade - 130 credits - infinite Frag Grenade - 80 credits - infinite Concussion Grenade - 80 credits - infinite Sound Dampening Unit - 200 credits - 1 Stealth Field Generator - 100 credits - 1 Minor Flash Mine - 100 credits - infinite Minor Gas Mine - 100 credits - infinite Minor Frag Mine - 100 credits - infinite Minor Plasma Mine - 100 credits - infinite Permacrete Detonator - 50 credits - 1 Zelka Forn: Advanced Medpack - 80 credits - 5 Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Bio-Antidote Package - 500 credits - 1 Nerve Enhancement Package - 500 credits - 1 Adrenal Alacrity - 50 credits - infinite Adrenal Stamina - 50 credits - infinite Adrenal Strength - 50 credits - infinite Note: Refuses to sell to the player if you threaten him with reporting the wounded Republic Soldiers. Larrim: Medpack - 44 credits - infinite Computer Spike - 275 credits - 2 Parts - 220 credits - 2 Military Suit - 165 credits - 1 Heavy Combat Suit - 110 credits - 1 Combat Suit - 55 credits - infinite Light Battle Armor - 275 credits - 1 Vibroblade - 88 credits - 1 Stun Baton - 33 credits - infinite Long Sword - 5 credits - infinite Quarterstaff - 2 credits - infinite Vibrosword - 132 credits - 1 Short Sword - 1 credit - infinite Ion Blaster - 220 credits - 1 Sonic Pistol - 220 credits - 1 Blaster Pistol - 110 credits - infinite Light Repeating Blaster - 550 credits - 1 Poison Grenade - 143 credits - 1 Sonic Grenade - 143 credits - 1 Concussion Grenade - 88 credits - 2 Frag Grenade - 88 credits - infinite Energy Shield - 154 credits - 1 Sound Dampening Stealth Unit - 220 credits - 1 Stealth Field Generator - 110 credits - infinite Battle Stimulant - 110 credits - 1 Minor Flash Mine - 110 credits - 1 Minor Frag Mine - 110 credits - 1 Minor Gas Mine - 110 credits - 1 Minor Plasma Mine - 110 credits - 1 Janice Nall: Repair Kit - 25 credits - infinite Computer Spike - 250 credits - infinite Parts - 200 credits - infinite Droid Light Plating Type 2 - 150 credits - infinite Droid Light Plating Type 1 - 75 credits - infinite Basic Targeting Computer - 500 credits - infinite Sensor Probe - 500 credits - infinite Computer Probe - 500 credits - infinite Security Interface Tool - 500 credits - infinite Environment Shield Level 1 - 350 credits - infinite Stun Ray - 300 credits - infinite Shield Disruptor - 300 credits infinite Note: Not sure if she'll sell you if you threaten to tell Davik to close her down. b. [STARLC] Lower City Javyar's Cantina: Uriah: Pazaak Card +/-1 - 200 credits - 2 Pazaak Card +/-3 - 125 credits - 1 Pazaak Card +1 -100 credits - infinite Pazaak Card +2 - 75 credits - infinite Pazaak Card -2 - 75 credits - infinite Pazaak Card +/-6 - 50 credits - infinite Pazaak Card +3 - 50 credits - infinite Pazaak Card +4 - 25 credits - infinite Pazaak Card -4 - 25 credits - infinite Pazaak Card +5 - 12 credits - infinite Pazaak Card +6 - 5 credits - infinite Pazaak Card -6 - 5 credits - infinite c. [STARUN] Undercity Igear: Antidote Kit - 36 credits - 6 Medpack - 30 credits - infinite Repair Kit - 18 credits - 5 Computer Spike - 187 credits - 2 Echani Battle Armor - 1312 credits - 1 (Questionable, must double check. May have been a miss type.) Vibroblade - 60 credits - 1 Stun Baton - 22 credits - infinite Long Sword - 3 credits - infinite Quarterstaff - 1 credit - infinite Vibrosword - 90 credits - 1 Arkanian Heavy Pistol - 750 credits - 1 Frag Grenade - 60 credits - 5 Retinal Combat Implant - 562 credits - 1 Scope - 150 credits - 1 Vibration Cell - 112 credits - 1 Pazaak Card -2 - 56 credits - 1 Pazaak Card +2 - 56 credits - 1 Pazaak Card -3 - 18 credits - 1 Note: Leaves with the village if you give the Promised Land journals to Rukil. 2. [SDANTO] Dantooine: a. [SDANJE] Jedi Enclave: Crattis Yurkal: Advanced Medpack - 80 credits - 5 Antidote Kit - 49 credits - 5 Medpack - 40 credits - infinite Military Suit - 150 credits - 2 Heavy Combat Suit - 100 credits - 2 Combat Suit - 50 credits - 2 Battle Armor - 400 credits - 1 Light Battle Armor - 250 credits - 1 Sanasiki's Blade - 7000 credits - 1 - upgradeable Jurgan Kalta's Assault Rifle - 8000 credits - 1 - upgradeable Stealth Field Reinforcement - 2400 credits - 1 Interface Band - 1000 credits - 1 Breath Mask - 100 credits - 1 Aural Amplifier - 50 credits - 1 Infiltrator Gloves - 7000 credits - 1 Arkanian Energy Shield - 700 credits - 1 Energy Shield - 140 credits - 4 CNS Strength Enhancer - 8500 credits - 1 Retinal Combat Implant - 750 credits - 1 Adrenal Alacrity - 50 credits - 5 Adrenal Stamina - 50 credits - 5 Adrenal Strength - 50 credits - 5 Pazaak Card +/-1 - 200 credits - 1 Pazaak Card +/-3 - 125 credits - 1 Pazaak Card -2 - 75 credits - 1 Pazaak Card +/-5 - 75 credits - 1 Pazaak Card -4 -25 credits - 1 Pazaak Card -6 - 5 credits - 1 Karal Kaar: Advanced Repair Kit - 50 credits - 5 Repair Kit - 25 credits - infinite Droid Heavy Plating Type 1 - 1250 credits - 1 Droid Medium Plating Type 1 - 500 credits - 1 Droid Light Plating Type 3 - 250 credits - 1 Droid Light Plating Type 2 - 150 credits - 1 Droid Light Plating Type 1 - 75 credits - 2 Basic Targeting Computer - 500 credits - 1 Sensor Probe - 500 credits - 1 Security Interface Tool - 500 credits - 1 Environment Shield Level 1 - 350 credits - 1 Energy Shield Level 1 - 300 credits - 1 Stun Ray - 300 credits - infinite Shield Disruptor - 300 credits - infinite Sol'aa: Pazaak Card +/-2 - 150 credits - 1 Pazaak Card +/-4 - 100 credits - 2 Pazaak Card +1 - 100 credits - 2 Pazaak Card -1 - 100 credits - 1 Pazaak Card +/-5 - 75 credits - 3 Pazaak Card +2 - 75 credits - 2 Pazaak Card -2 -75 credits - 1 Pazaak Card +3 - 50 credits - 3 Pazaak Card +4 - 25 credits - 3 Pazaak Card -3 - 25 credits - 2 Pazaak Card -4 - 25 credits - 2 Pazaak Card +5 - 12 credits - 4 Pazaak Card -5 -12 credits - 4 Pazaak Card +6 - 5 credits - 5 Pazaak Card -6 - 5 credits - 5 b. [SDANCO] Courtyard: Adum Larp: Courtyard Map - 2 credits - 1 Grove Map - 2 credits - 1 Cinnagar War Suit - 3000 credits - 1 Cassus Fett's Battle Armor - 15000 credits - 1 - upgradeable Bronzium Light Armor - 1500 credits - 1 Stun Baton - 30 credits - 2 Blaster Pistol - 100 credits - 5 Light Repeating Blaster - 500 credits - 1 Blaster Rifle - 300 credits - 5 Adhesive Grenade - 130 credits - 5 Sonic Grenade - 130 credits - 5 Ion Grenade - 130 credits - 5 Frag Grenade - 80 credits - 5 Concussion Grenade - 80 credits - 5 Minor Flash Mine - 100 credits - 2 Minor Frag Mine - 100 credits - 2 Minor Gas Mine - 100 credits - 2 Minor Plasma Mine - 100 credits - 2 Flame Thrower - 300 credits - 2 3. [STATOO] Tatooine: a. [STATDB] Docking Bay Mic'tunan'jus Orgu: Life Support Pack - 150 credits - 4 Advanced Medpack - 80 credits - infinite Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Yusani's Brand - 8000 credits - 1 - upgradeable Jamoh Hogra's Carbine - 9000 credits - 1 - upgradeable Mandalorian Heavy Repeater - 2500 credits - 1 Advanced Aural Amplifier - 400 credits - 1 Verpine Headband - 200 credits - 1 Bothan Sensory Visor - 150 credits - 1 Breath Mask - 100 credits - 3 Karakan Gauntlets - 7500 credits - 1 Arkanian Energy Shield - 700 credits - 1 Sith Energy Shield - 350 credits - 2 Energy Shield - 140 credits - 4 Thermal Shield Generator - 8000 credits - 1 Nerve Amplifier Belt - 1000 credits - 1 Verpine Cardio-Regulator - 200 credits - 1 Stealth Field Generator - 100 credits - 1 Retinal Combat Implant - 750 credits - 1 Nerve Enhancement Package - 500 credits - 1 Adrenal Alacrity - 50 credits - infinite Adrenal Stamina - 50 credits - infinite Adrenal Strength - 50 credits infinite Gizka Poison - 350 credits - infinite Bantha Fodder - 1 credit - 1 b. [STATHL] Hunting Lodge Fazaa Utral: Advanced Medpack - 80 credits - 10 Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Jurgan Kalta's Carbine - 4500 credits - 1 Blaster Carbine - 500 credits - 1 Ion Rifle - 400 credits - 2 Sonic Rifle - 400 credits - 1 Blaster Rifle - 300 credits - infinite Armor Reinforcement - 350 credits - 1 Scope - 200 credits - 1 c. [STATCO] Czerka Office Greeta Holda: Life Support Pack - 150 credits - 6 Advanced Medpack - 80 credits - infinite Antidote Kit - 49 credits - infinite Medpack - 40 credits - infinite Computer Spike - 250 credits - infinite Zabrak Battle Armor - 2000 credits - 1 Echani Battle Armor - 1750 credits - 1 Zabrak Combat Suit - 750 credits - 1 Military Suit - 150 credits - 3 Heavy Combat Suit - 100 credits - 1 Combat Suit - 50 credits - 1 Powered Light Battle Armor - 3000 credits - 1 Powered Battle Armor - 2000 credits - 1 Vibrosword - 120 credits - 1 Mandalorian Heavy Pistol - 2000 credits - 1 Hold Out Blaster - 100 credits - 1 Thermal Detonator - 2000 credits - 2 Plasma Grenade - 750 credits - infinite Poison Grenade - 130 credits - infinite Sonic Grenade - 130 credits - infinite Ion Grenade - 130 credits - infinite Adhesive Grenade - 130 credits - infinite Concussion Grenade - 80 credits - infinite Breath Mask - 100 credits - infinite Motion Detector Goggles - 100 credits - 1 Energy Shield - 140 credits - infinite Sound Dampening Stealth Unit - 200 credits - 1 Average Flash Mine - 250 credits - 5 Average Frag Mine - 250 credits - 5 Average Gas Mine - 250 credits - 5 Average Plasma Mine - 250 credits - 5 Mesh Underlay - 300 credits - 1 d. [STATCA] Cantina Junix Nard: Advanced Medpack - 80 credits - 1 Medpack - 40 credits - infinite Security Spike Tunneler - 200 credits - 6 Security Spike - 100 credits - infinite Bothan Chuka - 480 credits - 1 Krath Blood Blade - 230 credits - 1 Vibroblade - 80 credits - 1 Bothan Quick Draw - 1000 credits - 1 Mandalorian Blaster - 750 credits - 1 Sonic Pistol - 200 credits - 1 Stabilizer Gauntlets - 300 credits - 1 Advanced Stealth Unit - 500 credits - 1 Gizka Poison - 350 credits - infinite Pazaak Card +/-1 - 200 credit - 2 Hair Trigger - 150 credits - 1 Pazaak Card +/-2 - 150 credits - 2 Pazaak Card +/-3 - 125 credits - 2 Pazaak Card +/-4 - 100 credits - 2 e. [STATDS] Droid Shop: Yuka Laka: Computer Spike - 250 credits - infinite Parts - 200 credits - infinite Security Spike Tunneler - 200 credits - 5 Security Spike - 100 credits - infinite Droid Heavy Plating Type 2 - 1500 credits - 1 Droid Heavy Plating Type 1 - 1250 credits - 1 Droid Medium Plating Type 2 - 750 credits - 1 Droid Medium Plating Type 1 - 500 credits - 1 Droid Light Plating Type 2 - 150 credits - 1 Droid Light Plating Type 1 - 75 credits - 1 Advanced Targeting Computer - 1500 credits - 1 Verpine Demolitions Probe - 1000 credits - 1 Basic Targeting Computer - 500 credits - 1 Sensor Probe - 500 credits - 1 Droid Motion Sensors Type 1 - 50 credits - 1 Environment Shield Level 3 - 900 credits - 1 Energy Shield Level 3 - 700 credits - 1 Environment Shield Level 2 - 450 credits - 1 Energy Shield Level 2 - 450 credits - 1 Environment Shield Level 1 - 350 credits - 1 Energy Shield Level 1 - 300 credits - 1 Advanced Stun Ray - 900 credits - infinite Stun Ray - 300 credits - infinite Note: Refuses to sell if you bargain aggressively for HK-47. 4. [SKASHY] Kashyyyk: Eli Gand: Advanced Medpack - 80 credits - infinite Medpack - 40 credits - infinite Security Spike - 100 credits - infinite Reinforced Fiber Armor - 3500 credits - 2 Military Suit - 150 credits - infinite Heavy Combat Suit - 100 credits - infinite Combat Suit - 50 credits - infinite Jamoh Hogra's Battle Armor - 10000 credits - 1 Battle Armor - 400 credits - 1 Light Battle Armor - 250 credits - 1 Bothan Sensory Visor - 150 credits - 1 Breath Mask - 100 credits - infinite Neural Band - 100 credits - 1 Strength Gauntlets - 1000 credits - 1 Arkanian Energy Shield - 700 credits - 1 Sith Energy Shield - 350 credits - 2 Energy Shield - 140 credits - 5 Electrical Capacitance Shield - 8500 credits - 1 Sound Dampening Stealth Unit - 200 credits - 1 Adrenaline Amplifier - 100 credits - 1 Cardio-Regulator - 100 credits - 1 Stealth Field Generator - 100 credits - 1 Cyber Reaction System - 7500 credits - 1 Hyper-Battle Stimulant - 200 credits - 1 Hyper-Adrenal Alacrity - 100 credits - 1 Hyper-Adrenal Stamina - 100 credits - 1 Hyper-Adrenal Strength - 100 credits - 1 Gizka Poison - 350 credits - infinite Note: After completing the Honest Debt quest, Eli gets replaced with Matton. If you incite the wookiees to rebel against Czerka Corp., Matton will leave as well. Janos Werkta: Bothan Stun Stick - 230 credits - 1 Heavy Blaster - 200 credits - 2 Sonic Pistol - 200 credits - 2 Disruptor Pistol - 200 credits - 2 Ion Blaster - 200 credits - 2 Blaster Pistol - 100 credits - 2 Bothan Discord Gun - 1000 credits - 1 Blaster Cannon - 600 credits - 2 Bowcaster - 400 credits - 2 Blaster Rifle - 300 credits - 2 Plasma Grenade - 750 credits - 5 Adhesive Grenade - 130 credits - 5 CryoBan Grenade - 130 credits - 5 Ion Grenade - 130 credits - 5 Poison Grenade - 130 credits - 5 Sonic Grenade - 130 credits - 5 Frag Grenade - 80 credits - infinite Concussion grenade - 80 credits - 5 Average Flash Mine - 250 credits - 5 Average Frag Mine - 250 credits - 5 Average Gas Mine - 250 credits - 5 Average Plasma Mine - 250 credits - 5 Vibration Cell - 150 credits - 1 Note: If you incite the wookiees to rebel he will leave along with the rest of Czerka Corp. 5. [SMANAA] Manaan a. [SMANDB] Docking Bay Merchant: Advanced Medpack - 80 credits - infinite Advanced Repair Kit - 50 credits - infinite Antidote Kit - 49 credits - 1 Medpack - 40 credits - infinite Repair Kit - 25 credits - infinite Computer Spike - 250 credits - infinite Parts - 200 credits - infinite Thermal Detonator - 2000 credits - 5 Plasma Grenade - 750 credits - 5 CryoBan Grenade - 750 credits - 5 Ion Grenade - 130 credits - 5 Concussion Grenade - 80 credits - 5 Hyper-Battle Stimulant - 200 credits - 5 Hyper-Adrenal Alacrity - 100 credits - 5 Hyper-Adrenal Stamina - 100 credits - 5 Hyper-Adrenal Strength - 100 credits - 5 Adrenal Alacrity - 50 credits - infinite Adrenal Stamina - 50 credits - infinite Adrenal Strength - 50 credits - infinite Note: Yes his name is Merchant so I'll give more of a description. He's a Selkath and he belongs to an organization called something like Ahto City Provisionary Council or something close to that. b. [SMANEC] East Central Tyvark Luowan: Advanced Medpack - 80 credits - infinite Medpack - 40 credits - infinite Parts - 200 credits - 2 Military Suit - 150 credits - 1 Combat Suit - 50 credits - 1 Battle Armor - 400 credits - 1 Light Battle Armor - 250 credits - 1 Bothan Stun Stick - 230 credits - 1 Vibroblade - 80 credits - 1 Vibro Double-Blade - 180 credits - 1 Vibrosword - 120 credits - 1 Bothan Needler - 1750 credits - 1 Arkanian Pistol - 1000 credits - 1 Arkanian Heavy Pistol - 1000 credits - 1 Mandalorian Blaster - 750 credits - 1 Disruptor Pistol - 200 credits - 1 Sonic Pistol - 200 credits - 1 Blaster Pistol - 100 credits - 1 Hold Out Blaster - 100 credits - 1 Zabrak Battle Cannon - 4000 credits - 1 Light Repeating Blaster - 500 credits - 1 Blaster Carbine - 500 credits - 1 Ion Rifle - 400 credits - 1 Disruptor Rifle - 400 credits - 1 Sonic Rifle - 400 credits - 1 Blaster Rifle - 300 credits - 1 Pistol Targeting Optics - 8000 credits - 1 Combat Sensor - 6000 credits - 1 Stabilizer Mask - 5500 credits - 1 Advanced Aural Amplifier - 400 credits - 1 Breath Mask - 100 credits - 1 Neural Band - 100 credits - 1 Aural Amplifier - 50 credits - 1 Strength Gauntlets - 1000 credits - 1 Cardio-Regulator - 100 credits - 1 Adrenaline Amplifier - 100 credits - 1 Beemon Package - 7500 credits - 1 Echani Battle Stimulant - 200 credits - 1 Advanced Stun Ray - 900 credits - 1 Note: Various Republic Soldiers speak of Tyvark giving them special discounts, but the prices he gave me were the standard throughout the Galaxy. Could be that I was playing as Dark Side though. 6. [SKORRI] Korriban B'ree: Krath War Blade - 130 credits - 5 Vibro Double-Blade - 180 credits - 5 Cassus Fett's Heavy Pistol - 10000 credits - 1 - upgradeable Bothan Shrieker - 1250 credits - 5 Ion Blaster - 200 credits - 5 Disruptor Pistol - 200 credits - 5 Sonic Pistol - 200 credits - 5 Heavy Repeating Blaster - 1500 credits - 2 Medium Repeating Blaster - 800 credits - 2 Blaster Carbine - 500 credits - 5 Ion Rifle - 400 credits - 5 Disruptor Rifle - 400 credits - 5 Sonic Rifle - 400 credits - 5 Plasma Grenade - 750 credits - infinite CryoBan Grenade - 130 credits - infinite Poison Grenade - 130 credits - 5 Sonic Grenade - 130 credits - 5 Ion Grenade - 130 credits - 5 Adhesive Grenade - 130 credits - 5 Concussion Grenade - 80 credits - 5 Average Flash Mine - 250 credits - 2 Average Frag Mine - 250 credits - 2 Average Gas Mine - 250 credits - 2 Average Plasma Mine - 250 credits - 2 Czerka Representative: Life Support Pack - 450 credits - 10 Advanced Medpack - 240 credits - 20 Antidote Kit - 147 credits - 10 Medpack - 120 credits - infinite Construction Kit - 100 credits - 10 Advanced Repair Kit - 50 credits - 10 Repair Kit - 25 credits - infinite Security Spike Tunneler - 200 credits - 2 Security Spike - 100 credits - 5 Exar Kun's Light Battle Suit - 6000 credits - 1 Reinforced Fiber Armor - 3500 credits - 1 Cinnagar War Suit - 3000 credits - 1 Echani Light Armor - 1000 credits - 1 Military Suit - 150 credits - 1 Heavy Combat Suit - 100 credits - 1 Krath Holy Battle Suit - 6000 credits - 1 Kar'ta Heavy Armor - 5000 credits - 1 Powered Battle Armor - 2000 credits - 1 Heavy Battle Armor - 1000 credits - 1 Battle Armor - 400 credits - 2 Light Battle Armor - 250 credits - 1 Heavy Targeting Optics - 9000 credits - 1 Verpine Ocular Enhancer - 750 credits - 1 Verpine Bond Gauntlets - 1500 credits - 1 Stabilizer Gauntlets - 300 credits - 1 Arkanian Energy Shield - 700 credits - 1 Sith Energy Shield - 350 credits - 2 Energy Shield - 140 credits - 4 Eriadu Stealth Unit - 1250 credits - 2 Advanced Stealth Unit - 500 credits - 1 Sound Dampening Stealth Unit - 200 credits - 1 Stealth Field Generator - 100 credits - 2 Sith Regenerator - 8500 credits - 1 Hyper-Battle Stimulant - 200 credits - 5 Echani Battle Stimulant - 200 credits - 5 Hyper-Adrenal Strength - 100 credits - 5 Hyper-Adrenal Alacrity - 100 credits - 5 Hyper-Adrenal Stamina - 100 credits - 5 Note: Again, I was Dark Sided so I poisoned the Progenitor as well as the Kolto. The representative did say as soon as I clicked on him that after the disaster at Manaan, Czerka Corp. is taking all it's Kotlo out of storage. It's possible not only does Czerka's medical supplies' prices increase, but the Galaxy at large. Mika Dorin: Life Support Pack - 675 credits - 10 Verpine Fiber Mesh - 6375 credits - 1 Bonadan Alloy Heavy Suit - 1350 credits - 1 Thermal Detonator - 3000 credits - 10 Stabilizer Mask - 8250 credits - 1 Interface Visor - 2250 credits - 1 Dominator Gauntlets - 22500 credits - 1 Verpine Prototype Shield - 3360 credits - 10 Adrenaline Stimulator - 18000 credits - 1 Cardio Power System - 15000 credits - 1 Gordulan Reaction System - 15000 credits - 1 Navardan Regenerator - 12750 credits - 1 Armor Reinforcement - 525 credits - 1 Mesh Underlay - 450 credits - 1 Improved Energy Cell - 375 credits - 1 Scope - 300 credits - 1 Pazaak Card +/-1 - 300 credits - 1 Beam Splitter - 270 credits - 1 Vibration Cell - 225 credits - 1 Energy Projector - 225 credits - 1 Hair Trigger - 225 credits - 1 Pazaak Card +/-2 - 225 credits - 1 Pazaak Card +/-3 - 187 credits - 1 Durasteel Bonding Alloy - 150 credits - 1 Pazaak Card +/-4 - 150 credits - 1 Note: Shop only open after the player has escaped the Leviathan. II. [WNEWGA] Starting a New Game A. [WNECHC] Character Selection You start off on the selection screen to choose your class. Soldier: The soldier class has the highest health of any class and can save healing methods. The soldier will only have 3 skills as the class skills and the rest are cross class skills. The class skills are demolitions, awareness, and treat injury. The soldier also gets the fewest skill points per level as the focus of the soldier is primarily on combat than skilling. Scoundrel: Scoundrels are the "skiller" class of KOTOR. They have the most skills that are class skills and only three that are cross class. The cross class skills are computer use, repair, and treat injury. Scoundrels get the most skill points per level as they are more focused on skilling than combat. The scoundrel gets a special sneak attack ability where you do more damage attacking an enemy while in stealth mode. Stealth is essentially useless in Kotor1 so the special ability is equally useless. Scouts: Scouts are your "technicians" in KOTOR. The scout class is the only class in the game to have computer use and repair as class skills. They also have demolitions, awareness, and treat injury as class skills similar to the soldier class. A scout gets the implant feats for free. Upon selecting your class, you will be given the option to customize your character or have the computer do it for you. It would be wise to do it yourself because the computer makes bad choices. B. [WNEPOR] Portrait This is what you want your character to look like, not very important. C. [WNEATT] Attributes After selecting what you want your character to look like, you will be taken to the attributes screen. You see that there are six attributes with an option to make them higher. I recommend all attributes to be at least 12. If you have not decided to be a light (save the galaxy) or dark (rule the galaxy) character then you need to choose now. A light soldier should start off with this: Strength: 14 Dexterity: 13 Constitution: 13 Intelligence: 12 Wisdom: 12 Charisma: 14 A light scoundrel should start off like this: Strength: 14 Dexterity: 14 Constitution: 12 Intelligence: 12 Wisdom: 12 Charisma: 14 Light scouts should start off like this: Strength: 12 Dexterity: 14 Constitution: 14 Intelligence: 12 Wisdom: 12 Charisma: 14 A dark soldier should start off like this: Strength: 14 Dexterity: 13 Constitution: 13 Intelligence: 12 Wisdom: 14 Charisma: 12 Dark scoundrels should start off like this: Strength: 14 Dexterity: 14 Constitution: 12 Intelligence: 12 Wisdom: 14 Charisma: 12 Dark scouts should start off like this: Strength: 12 Dexterity: 14 Constitution: 14 Intelligence: 12 Wisdom: 14 Charisma: 12 Alternatively you can look at DaSarcasticGuy's strategies located in the Credits section of the guide and build your character based on his recommendations. I would suggest to follow his strategies if you want to focus on a particular playing style (like an all out fighter for example.) Strength is a factor in determining how well you attack an enemy. All players need a good start in strength. Scouts are slightly different in the strength build. I give my scouts a lower strength because they get the least health points per level and need more constitution. Dexterity determines how well you dodge attacks. The higher it is, the more you dodge. Soldiers have the most health per level so they can take a lower dexterity. Scouts and scoundrels have less health than soldiers so dexterity is more important. Dexterity also determines how well you attack with ranged weapons. Constitution determines your health. Scouts need to have the most at 14 because they get the least amount of vitality per level. Intelligence helps you in the computer skill and repair skill. It also has a small role in determining how many skill points you have when you level up. I used to think a high intelligence was important for skills. However, skills in this game are not very important. The only skills you really need are treat injury, awareness, and persuade. Other party members can do various skill checks for you without issue. At this point you see few differences between a dark and light player. I have dark players choose a higher wisdom and lower charisma. Light players are the opposite. Overall it does make a difference. Let's talk about wisdom first. The reason dark players have a higher wisdom is because dark side powers are typically offensive powers. You use these to attack your enemy directly. Light powers are typically defensive powers. These powers allow your character or the entire party to buff up their defense. Now wisdom is one of the deciding factors of a force power working against an enemy. Since dark powers are offensive, dark players need more wisdom. Light players can take a lower wisdom because most light force powers do not attack an enemy directly. Light players should still select 12 wisdom because a player with a high wisdom has a better chance at resisting an enemy's force powers as well as the few offensive light/universal powers.
The charisma attribute relates directly to the persuade skill. Light players
will need to be persuasive. After all, you will be wanting to achieve the 
most non-violent solution to a problem. That gives you major lsp. Dark 
players do not need the persuade skill as much. You still need it, but you 
will be the cause of most problems instead of the solution.

D.  [WNESKI] Skills

After you have chosen your attributes, you now must focus on your skills. 
Skills are essential in the game and tie in directly with your attributes 
(this is why every one should be at least 12.) Some skills are good while 
others (like stealth) are just plain useless.

You'll notice that some skill points say "cross class" and take two points 
every time you add them. Scouts have three points per level, scoundrels have
five, and soldiers have two. Intelligence plays a role in how many points you
have in the beginning of the game and when you level up.

Soldiers:

Computer use:           0
Demolitions:            0
Stealth:                0
Awareness:              2
Persuade:               2
Repair:                 0
Security:               0
Treat Injury:           2

Scoundrels:

Computer use:		2
Demolitions:		4
Stealth			0
Awareness:		4
Persuade:		4
Repair:			2
Security:		0
Treat Injury:		2

Scouts:

Computer use:		2
Demolitions:		2
Stealth			0
Awareness:		2
Persuade:		2
Repair:			2
Security:		0
Treat Injury:		4

For computer use, the skill is mainly about hacking into an enemy computer
and turning the security system against an enemy. In order to hack into a
computer and perform any operations after the computer is hacked you need to
have computer spikes. The higher the skill is, the less spikes you need.

==============================================================================
Note: Regarding computer use: if you have the option to bash a computer
terminal, don't. If you are looking through a security camera and see you and
your party members through the security camera do not select the option to
overload the terminal. Doing either of these will send an electric shock wave
through the entire room killing you and your party members instantly. Game
over.
==============================================================================

Demolitions involves being able to disarm or recover mines that are laying
around in various places. The higher your demolition skill is the greater
chance you have at disabling/recovering mines.

Stealth is intended for you to sneak past enemies or sneak attack them. I 
find the skill rather useless as you have to be in SOLO mode in order to have
one character stealthed. This means all party members are stationary except
for the one you are controlling. There really isn't any point in sneaking past
enemies either. You might as well kill them. Yeah scoundrels get that bonus
sneak attack ability but without your party members by your side it's rather
pointless.

Awareness is used to primarily be able to see mines that are laying around in
various places. The higher your awareness is the better chance you have at 
spotting a mine. It is important to note that running gives a penalty to 
awareness. I haven't really had any trouble with it though. Now the game also
mentions the ability to see enemies in stealth mode, but you will not have any
enemies like that in Kotor1 so there's no need to make your awareness super
high.

Persuade in the game is exactly what the word means; to try to get someone to
see your side or do something for you. The higher your persuade skill is, the
more likely the person will be successfully persuaded. It also helps if the
person likes you.

Repair is used to repair droids that have broken down and are no longer
functioning. In order to repair droids, you need repair parts. The higher the
repair skill is, the less parts you will need to use.

Security is essentially your lock picking skills. There are doors and lockers
in the game that are locked. The higher your security skill is, the greater
chance you have of being able to open the lock. It's not really essential in
KOTOR1 as it is in KOTOR2. You can just bash the doors or footlockers open.
It takes a bit of time with swords, but with lightsabers you should be able
to bash them open with a few swings. You miss out on the xp but since the
game has a cap of level 20 it doesn't really matter. Don't add points to 
security. There are other more important areas.

Treat injury is pretty important. You will be fighting quite a bit in the
game and there are items in the game that will heal you if you use them. The
higher your treat injury skill is, the more these items will heal you.

E.  [WNEFEA] Feats

Next is the feat section.  Here's a list of all the feats and the grade I 
give them.

Two-Weapon Fighting - Master Two-Weapon Fighting A

Why fight with one weapon when you can have two? You'll notice that if you 
are fighting with two weapons, your attack will be negative instead of 
positive on the equip screen (there's more about the equip screen later.) In 
other words, your attacks won't work as well. The primary reason to select this
feat is for a strong offense. If you want to build up a defensive character 
then it would be better to select the Dueling feat.

Armor Proficiency Light - Armor Proficiency Heavy C-

This gets a C- because throughout the majority of the game you will not be 
wearing armor. Why? Most force powers don't work with armor. As a Scoundrel
you get Armor Proficiency Light free. Soldiers get light and medium for free. 
Don't get the heavy or medium option because it's not worth wasting a feat 
that you'll use for a short while. Alternatively if you want to wear armor
then go ahead and pick this feat. Just remember to avoid choosing force powers
that are restricted by armor.

Caution - Improved Caution B

Caution is a good feat to have, but it's not absolutely needed. It gives you
a +1 skill point to both demolitions and stealth, provided that you have at 
least one skill point in that area. You might need demolitions sometimes, but
you can always boost that skill when you level up. Stealth is useless.

Critical Strike - Master Critical Strike (melee weapons only) A-

This is a good feat to have and can put the hurt on some enemies. At times, 
there will be enemies whose weak point is critical strike. The only drawback 
is that it lowers your defense by five points. Scoundrels get critical strike
for free instead of Armor Proficiency Medium.

Empathy - Master Empathy B

This is an ok feat because it improves three skills: Persuade, Awareness, and
Treat Injury. You'll need all of them. However it would be best to select other
feats instead of waste it on this.

Flurry - Master Flurry (melee weapons only) A

This is an excellent feat that is almost just like critical strike. Flurry 
only lowers your defense by four points, while master flurry lowers it by 
only one point. You even get an extra attack in that round. You will 
definitely need this because this is a way to take down enemy's health fast 
if you are overwhelmed by enemies. It is best used along with the force power
master speed.

Gear Head - Master Gear Head B

Like Empathy, three skills, Repair, Security, and Computer Use are improved.
It's a good feat to have, but not absolutely necessary.

Conditioning - Master Conditioning A

This feat lets you have a +1 bonus on your saving throws. A successful saving
throw lets you dodge attacks or take less damage.

Implant Level 1 - Implant Level 3 A

With this feat you can equip implants that you can find in the game. Some of
them increase your attributes while others increase your skills. Scouts get
this feat upgraded for free. If you're not a scout, invest in this feat.

Power Attack - Master Power Attack (melee weapons only) A

This is a very good feat.  Your defense doesn't drop and the only drawback is
the -3 attack.  It's worth using and having throughout the game.

Power Blast - Master Power Blast A

Use for ranged party members only. Power blast is the ranged equivalent to 
power attack.

Rapid Shot - Master Rapid Shot A

Use for ranged party members only. Rapid shot is the ranged equivalent to 
flurry.

Sniper Shot - Master Sniper Shot A

Use for ranged party members only. Sniper shot is the ranged equivalent to 
critical strike.

Weapon Proficiency Blaster Pistol - Weapon Focus Blaster Pistol A

Use for range party members only. This adds an extra attack point for anyone
who is using a blaster pistol

Weapon Proficiency Blaster Rifle - Weapon Focus Blaster Rifle A

Use for range party members only. This adds an extra attack point for anyone
who is using a blaster rifle.

Weapon Proficiency Heavy Weapons - Weapon Focus Heavy Weapons B

Use for range party members only. This adds an extra attack point for anyone
who uses heavy weapons. There are not that many heavy weapons in the game so
that's why it gets a B instead of an A because it's not as useful.

Weapon Proficiency Melee Weapons - Weapon Focus Melee Weapons A

Do not use for your character. Use for other party members who will not use
lightsabers. Or if you want to fight with swords the entire game go ahead and
pick it for your character.

Toughness - Master Toughness A+

This feat speaks for itself.  At the master level, you gain defense as well
as vitality points.  You can select this at any time you wish because it 
counts for the previous levels gained.

Dueling - Master Dueling A

This feat is for those who want to play as a classic Jedi with one lightsaber.
The primary reason to take this feat is to focus more on a defensive character
than offense. If you don't pick the two weapon fighting line then you will need
to pick this one.

That being said, it's time to choose the feats. Your best bet is to select 
Power Attack, Flurry, or critical strike.

F.  [WNENAM] Name

And now you choose your character's name. Note that this will be the name 
throughout the 60+ hours of game play, so be sure it is one you like.

G.  [WNEPLA] Play

Now you are ready to play.  After reading the introduction, you see your 
character on...

III.  [WENDAR] The Endar Spire

The Endar Spire is the first area of the game. It's probably the shortest one
as well. This is mostly a tutorial section so you can know how everything 
works.

A.  [ENDART] Attack on the Endar Spire

You see yourself waking up to the Sith attacking your ship. A guy named Trask
will run through the door and tells you everything you need to know for now.
It doesn't matter what dialog you use, it all leads up to the same thing. He 
will eventually tell you how to get your gear and equip it. This took a while
for me to figure out, even when I asked him how to do it. It's actually 
pretty simple. Just go over to the footlocker behind you. You know you've 
selected the footlocker when you see a small blue circle on it and the left 
corner of your screen has a box that says "footlocker." Or you can press the 
bottom trigger buttons to eventually select it. Open the footlocker and take 
all the items. You get 50 xp, and Trask will tell you how to equip it.

Equip the short sword and clothes. Or you could use a blaster pistol 
depending on your preference. You will get a lightsaber in the game, so you 
might want to think about getting used to melee combat. Trask always has a 
blaster except for one occasion.

Once that's done, talk to Trask and he'll join your party. The game tells you
to press A to go to the party selection screen. Do this and Trask will 
already be selected, so all you have to do is press A again.

The screen switches back and Trask tells you the room is in lockdown. You'll
have to use him to unlock the door. Ask him how to do this and he'll tell 
you. Press the black button to be Trask. Then, walk over to the door and open 
it.

Trask advises you to take the lead and the game automatically switches the 
lead back to you. Walk down the hallway and the screen with change to Carth, 
a hardcore Republic Soldier, who will tell all hands to go to the bridge.

B.  [ENDARJ] Your Journal

Trask will tell you about how to get into your journal and other stuff that's
in the game when you pause the game. Look at each screen and familiarize 
yourself with it, you'll be using it a lot! Here's the gist of each screen 
from left to right:

Equip Screen - lets you equip items you have to enhance your performance in 
battle. Some items cannot be used without a certain feat. Others are 
completely useless and should be never used. Still others are some you can't
go without.

Party Inventory - All Items - This screen tells you each item you have and
gives a description. When you get datapads, go to this screen and select it.
Then, use the right thumb stick to read further if you need to.

Your Character's Name (whatever you selected at the start) - This shows your
health and defense as well as your attributes and other important things as
well. This is how you know how many experience points you have and how many
you need to level up (more about this later.) You also see your alignment is
neutral. Your choices can make you light or dark depending what type of
character you want to have. You can also see what force power is currently in
affect upon you in battle. Press x to go to the scripts screen.

Script Selection - This is deciding on how your character will automatically
attack in battle. Always let someone who uses force powers and droids to use 
Jedi/Droid Support. NEVER let someone be a Grenadier because YOU need to 
choose what grenade to use and who gets to throw it. I have had so many 
problems with Carth (he joins you later) throwing so many grenades at the 
wrong time, damaging me or other party members, or wasting a grenade, and 
other problems that have delayed the battle.

Skills - This shows the skills you have. You won't go to this screen much; 
it's just a good to know type of thing. Press x to see the feat screen (which
is the same idea as the skills screen.)

Messages - This is the most recent messages you have received. I hardly use
this screen. For those of you who want to know the math and other things that
go on in battle, press x on this screen to show some stuff that I don't
understand well enough to explain. The only thing I do understand is that the
fights in the game are based on the Dungeons and Dragons d20 system.

Quests - This is something you'll use many times because it's where all of 
The quest information is stored. Go here if you forget where to go. Press Y 
to cycle between active quests and completed quests. When you get a quest, a 
screen will pop up that says "Journal Entry Added." This is handy because if
you get stuck or forget a quest all you have to do is consult the journal.
Main quests are part of the story plot that you HAVE to do in order to
complete the game. Side quests are optional and are often related to main
quests.

Map - Another screen you'll use often. Go here to see if you've explored an 
entire area or if you get lost. Press A to go to the party selection screen.
This lets you change your party.

Options - Your standard options that you see in every game. There are 
submenus here as well. Load game and save game are self explanatory. Gameplay 
changes a few settings for the game, all of which the game explains. Feedback 
also has options you can select or deselect to your whim. Auto-Pause just 
tells the game when you want it to pause automatically before battle. I would 
advise you to leave it the way it is. Graphics and Sound changes the graphics 
and the sound to your liking. Press Y to go back to the default if you screw 
it up (I screwed it up so bad one time...) Finally, quit lets you quit the 
current game.

Once you know the journal inside and out, walk down this hallway to the 
following door. Press A to try and open it, but you can't. Trask will say 
that he does not have the codes to unlock this door, but he might be able to 
slice through the system. If you have the security skill you can do it 
yourself. If not then switch to Trask and have him use it. Remember to go to 
the security box in the action menu to open the door.

The screen changes to a Republic soldier firing at two Sith soldiers. The 
Sith win the firefight and Trask expresses his loyalty to the Republic. You 
are now in pre-fight mode. This is where you see the words "Enemy Sighted!" 
on the top of the screen and you have the option to ignore them or engage 
them. Press A to engage, then go up to one of the Sith and kill him. If you 
are having trouble doing this, try to use one of your feats like power attack 
or flurry. The action menu has changed, so use the D pad and move to the 
right once. You should now be on a red and white X if you picked critical 
strike (or got it for free) as a feat. You can scroll up or down to see if 
you have another feat there. This feat is a special attack that you can use 
an infinite number of times during battle. Press A and you will use this 
special attack, which should take a big chunk of the Sith's life. Then, fight 
the other one the way you did the first. This is where power attack, flurry, 
and critical strike can be the deciding factor of how long an enemy stands 
and takes down your health.

Trask will talk to you again and tell you how to use a medpac. Use it if you 
are low on health. They are on the far right of the action menu and can be
used in and out of combat. After learning about this, open to the door to the
far end of the hallway. Kill the Sith however you prefer and remember to
search the room for contents you could use or sell. It's a good idea to wait
for a few seconds to see if the enemy had something useful upon his demise.
You'll see it classified as "remains" and all you have to do is "open" it.

Go through opposite door. The screen will change to another firefight and the
Sith will once again win. Heal if you have not already and walk around the
corner to the enemy. Since there are a good number of them, use a grenade 
then kill the ones that remain and loot the bodies for items.

Walk down the north path to the door and a droid explodes. Take some parts to
the right of the busted droid then walk back to the intersection. Go east (or
left) and walk to the door. As you get closer to the door, the sounds of 
lightsabers get louder and louder. There's a fight up ahead between a Jedi 
and a Dark Jedi. Both Jedi will die and two Sith soldiers will take their 
place. Waste them, loot the remains of the Jedi and Sith, and go east towards 
another door.

Open it and kill the two weak soldiers there. Afterwards, Trask tells you 
that Bastila is not on the bridge and has already escaped in the escape pods. 
You learn that without Bastila on the Endar Spire, the Sith can destroy the 
ship at any moment. You can get loot from dead soldiers on the bridge and 
there's a backpack by the door with a blaster pistol in it.

Walk over and around the control desk and there you will see a door. Trask 
stops you before you open the door and tells you about leveling up. Press the
start button; you should automatically be on a screen, that I have called the 
YOUR NAME screen (the name you chose for your character,) on it along with 
your alignment, (dark side, light side, or neutral) and your statistics. 
"LEVEL UP" will be over your character along with the option to automatically
level up or manually level up. Manually level up and you'll notice that you 
can't choose every option again. In the skills section, boost your persuade,
treat injury, and any others you need. For feats, I recommend two weapon 
fighting, toughness, or dueling. Accept this and you'll be done. 

Open the door ahead of you and this brings you to more doors! Will it ever 
end? Open it and Trask will run ahead of you, saying that there's something 
behind another door. He opens it and a Dark Jedi shows off his lightsaber. 
Trask takes a short sword and sacrifices himself for you, jamming the door so 
the bad guy can't get to you. There is a door to your left that goes to...

C.  [ENDARS] Starboard Section

Carth will once again contact you, saying that Bastila's escape pod is away 
and you're the last remaining crew member. How exciting! It's easy to find 
where to go, there's only one hallway you can walk down! There are only four
Sith in this area, two in the hallway and two behind a door. They are a 
little more difficult now that you have leveled up, but it shouldn't be too
much of a challenge.

After you have defeated them, Carth will come up on the communicator again,
tell you that there is a team of Sith on the other side of the door and that
you will have to thin their numbers somehow. He suggests you reprogram the 
droid or slice through the computer terminal by the door. Before you decide, 
there is a footlocker in the room with enough of each item you need. Now 
Carth wants you to choose between the droid and the computer. Select the droid
and the screen will change. Select the tutorial option for repairing droids.
Log out and go to the computer terminal. We're going to do things there
because repair parts are harder to come by. Once you've overloaded the power
conduit, loot the remains of the dead soldiers and open the door at the end 
of the room.

==============================================================================
evilbob65535 says:

One good general tip for gaining XP quickly is to always repair any droid you 
encounter to the maximum amount.  Make sure you have one party member with 
maxed-out repair and keep a +repair item handy, and always repair every 
single thing possible on the droid:  this gives over 1000 XP for the cost of 
a few parts and almost no time on your part.  (Other than the main character 
repairing HK-47, I don't think repair is ever used anywhere else, but it's
still a nice boost.)
==============================================================================

There's not much to do here. Both dialog selections generate the same 
response. Carth introduces himself to you and you have to walk towards the 
escape pod. Select it, hit A, and say that you want to use the pod. I don't 
even know why it asks you...come on, who doesn't want to escape a doomed 
ship? The screen flashes to the outside of the ship where the escape pod is 
shot out. The ship then explodes into a giant fireball while your escape pod 
plummets to the planet below...whew!

IV.  [WTARIS] Taris

A.  [WTARIB] Background

Taris is the first planet you are on, though it's not by choice. There are 
three sections in Taris, the Upper City, Lower City, and Undercity. The Upper
City is the safest part of Taris. Except for one or two occasions you have to
fight someone on the Upper City. The Lower City is a slum run by swoop gangs. 
The most dangerous and annoying are the Black Vulkars. These guys attack 
anyone on sight and will be the main people you fight there. The Undercity is
worse. You'll find Rakghouls there. Rakghouls are horrible monsters who feed 
on the flesh of others. Their poison jaws can transmit the Rakghoul Disease to
others, turning them into one of the abominations. Many of these guys lurk 
the sewers and the Undercity. Gamorreans, huge, fat, and pig-like creatures, 
also hang around those two areas.

B.  [WTARIQ] Quests

1.  [WTARMQ] Main quests:

The Search for Bastila
Inside the Vulkar Base
Back to Gadon (LSO)
Assassinate Gadon (DSO)
Escaping Taris
Purchasing a Droid

2.  [WTARSQ] Side quests:

Dia's Bounty
Rapid transit system
Pazaak
The Duel Ring
Rakghoul Serum
Largo's Bounty
Matrik's Bounty
Selven's Bounty
Bendak's Bounty
Rukil's Apprentice
Infected Outcasts
The Promised Land

C.  [WTARAC] Apartment Complex

The next time you see yourself you will be thrashing about in your sleep. 
The screen then changes to a dream of a Jedi woman...strange. You awaken in an
apartment in the Upper City of Taris.

1.  [WTARSB] The Search for Bastila

Carth will then talk to you. Ask him questions to find out about your 
situation. It doesn't matter what you say to him because no option leads to 
lsp or dsp. Near the close of the conversation, he will mention Dark Jedi 
techniques. It is things like wiping away your mind and destroying your 
identity...eek! This is the time where Carth officially joins your party.

==============================================================================
Note:  All stats of party members are taken straight from the game.
==============================================================================

==============================================================================
                                Carth Onasi
                              Level 4 Soldier

Starting Stats:

Vitality:               44/44

Defense:                13
Strength:               13 (+1)
Dexterity:              16 (+3)
Constitution:           12 (+1)
Intelligence:           13 (+1)
Wisdom:                 10 (0)
Charisma:               12 (+1)

Fortitude:              5
Reflex:	                4
Will:                   1

Starting Skills:

Computer Use:           1
Demolitions:            0
Stealth:                0
Awareness:              3
Persuade:               1
Repair:                 2
Security:               1
Treat Injury:           4

Starting Feats:

Improved Two Weapon Fighting
Armor Proficiency:  Heavy
Power Attack
Power Blast
Weapon Specialization:  Blaster Pistol
Weapon Proficiency:  Blaster Rifle
Weapon Proficiency:  Heavy Weapons
Weapon Proficiency:  Melee Weapons

Recommendations:

Carth is a hard fighting soldier that you will only have in your party in a 
few places in the game. He doesn't level up now, so you don't have to worry
about that at this point. When you do get the chance to level him up invest 
in the dexterity and constitution attributes. For skills, focus on treat
injury. Since Carth is better shooting at enemies than hacking at them with 
a sword, choose sniper shot, rapid shot, and the other blaster related feats.
For weapons, keep what he has on him right now.
==============================================================================

Explore your apartment. You'll find a workbench and a footlocker with 
goodies. A workbench is something that allows you to upgrade swords, 
lightsabers, blasters, armor, and any other weapon or armor. You can either 
buy these or loot them from corpses.

==============================================================================
Note: Party members are worth talking to because side quests will open up when
you get to know them. From now on, I will place a party member's name with a
!x by it. X is a number that represents what conversation to have with the 
party member. For example, if you were to see Carth!4 then at that point talk
to Carth for the fourth time. I will give a general description of the 
conversation to ensure you are on the correct one.

If you are unable to start the conversation exit and enter your hideout or use
the rapid transit system. Multiple tests throughout several games has shown
both ways to be the most effective way of unlocking party member dialogues. If
you still can't start the conversation then wait until you level up or finish
a quest.

In the vast majority of cases it does not matter what you say to your party
members. I will guide you on what to say when it does matter or just tell you
to act according to your alignment.
==============================================================================

Carth!1

In this conversation you get to know a little more about Carth. He mentions
being a veteran of the Mandalorian Wars. After the wars, his home world Telos
was among the first to fall against Malak's fleet. After a little probing by
you, he stops talking about it and suggests we get back to the task at hand.

There's nothing more to do, so walk to the door. The game tells you some 
information and you and Carth step outside your apartment.

Seems the Sith are looking for trouble as you step out. You are attacked 
almost instantly. These guys are pathetic weaklings. Duros, the alien 
fighting with you, will speak to you. Even though "Stay out of my way or I'll 
kill you too" looks like a dsp, it's not. In fact it doesn't matter what you 
say to him. He'll tell you not to worry about the Sith because he'll move the 
bodies to throw them off...doesn't sound like it would work right?

==============================================================================
Note: You will be able to level up after this fight. Some players however use
a different strategy. Later in the game you will become a padawan and be able
to use force powers. It is possible to save your levels until you gain access
to force powers. You have a weaker character in the beginning, but a stronger
character afterwards. I will give strategies for those of you who wish to save
levels at difficult fights.

General strategies for saving levels: Let your character die to save medpacks,
have a different party member lead the party so that enemies will attack the
party member instead of you, and take advantage of free healing areas such as
the rapid transit system and medical facilities.

There are only a few drawbacks to this strategy. The first is there is a bug
in the way xp is calculated regarding your party members. Party members will
usually have one or two levels lower than what they normally would have. This
bug will resolve itself towards the end of the game when you have reached the
level 20 cap. The other drawback is that you will not get any free feats from
your class of scout, soldier, or scoundrel since you will no longer be part of
that class. For scoundrels this doesn't matter because the sneak attack is
pointless, but for scouts the implant feats are useful.
==============================================================================

Carth!2

Female characters get a romance option here. After that Carth asks if the
questions are necessary. He turns the conversation towards the battle of the
Endar Spire. Further talking shows that the Jedi requested you to be on that
shuttle at the very last minute. He muses that the connection between you and
the Jedi is a little too convenient. Further probing reveals he trusts no one
for personal reasons. He is reluctant to discuss it now however.

Explore the apartment complex. There should be a few low-security doors that
you or Carth can use the security skill on. From your apartment, go east 
(left) until you reach a door. There's a footlocker here with some booty. 
Keep walking and follow the circular walkway to another door. There's an 
Ithorian and a bag in here. The Ithorian isn't worth talking to and the bag 
has a few goodies. The next door leads to the Upper City, but it's not time 
to go there yet. Keep on going to find another low-security door. This one 
has a Twilek and a bag full of goodies.

Continue walking and a merchant will tell you about energy shields. Don't
buy anything off of him because he charges more for items than anyone else.

2.  [WTARDB] Dia's Bounty

Talk to Dia and you'll find out that she's got a bounty on her head because 
she cut a guy up. The guy, Holdan, was making advances on her and she didn't
like it. Only mistake was that he worked for the local crime boss. Light 
players should tell her that you'll try to speak to Holdan, then find him in
the lower city cantina. You don't get lsp until you have spoken to Holdan. 
Keep this in your mind for now we're not ready to meet him yet. For dsp, find
out about the bounty, say that you're going to collect it, and kill her. If 
you say to her that you're going to rob the place, it doesn't give you dsp.

The only other guy worth talking to is the janitor. He can tell you a little
bit about the city and suggests the cantina for more information. That's our
next destination.  Exit the complex using the southernmost door into the...

D.  [WTARUS] Upper City South

1.  [WTARTS] Rapid Transit System

A Journal entry will be added here explaining how the Rapid Transit System 
works. The game can transport you back to your hideout from the map screen 
when you press X. You can't transit to your hideout in areas deemed dangerous
or while in combat. Once you transport back to your hideout, you and your 
party are instantly healed. You can then select transit back from the map 
screen to go back to where you were. Use that feature now to get familiar 
with it.

Walk south and you'll eventually find a door that leads to a store called 
Kebla's Shop. Light players need to buy a premacrete detonator from this shop
now. You'll use this on a quest later. Both light and dark players need to 
buy 4 or 5 frag grenades. You can sell some of your unwanted items if you do 
not have enough credits. Continue heading south to the cantina.

2.  [WTARPR] Pazaak Rules

Talk to Garouk and he'll sell you a Pazaak deck. You don't have to play this
game if you don't want to, but it can be fun to play. He will teach you how 
to play this game. Normally I don't play because it's not vital to the 
storyline.

==============================================================================
Note:  Much, much, much later in the game you will acquire a pazaak deck for
free in a footlocker.  In other worlds there are other people willing to sell
a pazaak deck.  I believe Garouk has the lowest price (if you don't count the
free one you get) but I could be mistaken.
==============================================================================

==============================================================================
Ryan F says:

Okay so normally I don't bother with pazaak because it's a waste of money and
it's boring, but I decided to play for once. In the Upper City Cantina, there
is a man when you first come in on the left, I think his name is Niklos. If 
you are male and you play him and beat him and then talk to Christina who is 
standing right next to him, she will ask for 20 credits to get some fancy 
drinks for the two of you. This is just like the scam that Jergan tries if 
you are female. She will talk to the Tarisian noble that I had originally 
thought was just there for "decoration" and then run off with him instead.
==============================================================================

3.  [WTARIP] Invited to a Party

Now this is where males and females are slightly different. The goal here is 
to befriend a Sith soldier (who is out of uniform) and get invited to a party
in the Northern Upper City. Males will speak to Sarina, the first woman on 
the right, as you enter the round circular room. Females will need to speak 
to Yun Genda, who is in the northern room of the cantina. In this room, a man
named Jergan will stop you and ask if you want to meet the band (He only asks
female characters this.) It's an obvious scam so don't agree to do it. 
Anyway, the guy you want to talk to is to the left of the entrance as you 
walk in the room with his back against the wall. You can't see him right 
away, so go into the room and then turn around. Be polite towards whomever 
you talk to (all dialog options lead to the same ending so it doesn't matter 
what you say. Don't say that you aren't interested in chatting now because 
that does stop the dialog) and they will invite you to a party. They mention 
that they won't bother going back to the military base to put up their 
uniforms...how interesting. You will need the uniforms to get into the lower 
city.

There is another way to do this if you don't want to talk to the Sith 
soldier. It will be covered a little later.

There's a spoiled rich kid named Gana Lavin in the west room that will 
mistake you for a waiter. Both light and dark players should be rude. There's
no dsp or lsp and you get to gain experience later because you were rude.

4.  [WTARDR] The Duel Ring

Another area of the cantina is the most fun one, the dueling ring. It is 
located in the southern room, which is left from where you entered the 
cantina. You'll watch a very short match between Gerlon Two-Fingers and 
Deadeye Duncan. Talk to Ajar (he's the fat Hutt in the back of the room) and
tell him you're interested in dueling. He will give you the nickname The 
Mysterious Stranger. You can't persuade him to pay you more than 10% of the
profits even if the skill is as high as it can go, so don't even try. The 
first person you fight is...

a.  [WTARDD] Deadeye Duncan

After watching how he fell after taking one little blaster shot from Gerlon, 
it's safe to assume this guy's simple. In fact, he's so simple that you can 
attack him while you're asleep! After you tell Ajar you're ready to start, 
the game will transport you to the ring where the announcer will kick it off.
Then combat mode starts. All you have to do is press A when it says enemy 
sighted. He goes down after two or three regular attack hits, not requiring
any effort at all. After defeating Duncan, talk to Ajar again and he will 
give you 100 credits for winning.

b.  [WTARGT] Gerlon Two-Fingers

Talk to Ajur again and he'll put you against Gerlon. This guy is also pretty
easy and can be beaten by five or six good, regular melee attacks. You can 
also use power attack and flurry. The most health he takes out of you is a 
little over a third, so it's nothing major. You get 200 credits for defeating
Gerlon.

c.  [WTARDI] Ice

Ice is rough if you use your sword to attack her. If you stay where you are
she will use a blaster against you. Just use 4 or 5 frag grenades against her
and she'll go down easily without taking away much of your health. Don't heal
up after the fight because there's a guy you will meet who will heal you for
free soon. You get 300 credits for defeating Ice.

You're not ready to fight Marl yet. You could try, but it's not recommended.

There's nothing more for you here, so exit the cantina and walk north. The 
spoiled rich girl will confront you with two thugs when you reach the area 
around the shop. They're pathetically easy and have goodies inside them after
you fight them. 

Continue walking north until you come up to the path that heads to the east.  
Walk until you see a door to the south that leads to the medical facility. Go
inside and speak to Zelka.

5.  [WTARRS] Rakghoul Serum

He will tell you that he can heal you and any disease you may have except the
Rakghoul disease. Ask him about it and follow the first response dialog 
options. Don't worry dark players, saying that you'll get the serum for him 
doesn't give you lsp and it opens the Rakghoul serum quest. For those of you
saving levels, Zelka will heal you if you ask him to.

After learning about the serum, open the door marked "Lab Personnel Only" 
using the security skill to find that there's two republic soldiers floating 
in a tank. This is the dialog you need to select for your appropriate 
alignment.

Light Path:
You - Hey, I recognize these soldiers, they're with the republic!
Zelka - How do you recognize them...?
You - [Persuade] Don't worry I'm with the republic...
Zelka - These soldiers won't survive, so all I can do...
You - Is there anything I can do? (lsp, then Zelka talks more and ends the 
conversation)

Dark Path
You - What's going on here?
Zelka - Nothing, this isn't your concern...
You - [Persuade/Threat] Either tell me what's going on or you...
Zelka - What?  No!  Don't tell the Sith...
Carth - For that you have my thanks...
You - It's going to cost you...(if you select this without Carth in your 
party, you get dsp)
Carth - No it's not...
You - I don't take orders from you...(this is what gets you the dsp if Carth
is with you)

After all of this go towards the front door and Zelka's assistant will tell 
you that Davik wants his hands on the Rakghoul serum. No light or dark 
options here, you just know that you can choose to deliver the Rakghoul serum 
to Zax at the bounty office for a better reward than Zelka.

Leave the medical facility and go north towards two bounty hunters and their
bounty. They will be angry at the guy because he hasn't paid Davik and they 
want to take him away. Carth will whisper to you asking if it's wise to 
intervene or keep a low profile. The bounty hunters will spot you and mention
that Davik doesn't like witnesses. Light players, tell the bounty hunters 
"Leave this man alone or you'll have to deal with me!" for a lsp, then give 
the guy the amount he owes Davik (100 credits) for another lsp.  Dark 
players, tell the bounty hunters you don't like their attitude and you'd 
better teach them a lesson to enter combat mode and kill them. This option 
keeps you from getting lsp. The guy will then thank you. Tell him to hand 
over his credits if he wants to live. If you have Carth with you, he'll 
overrule you and tell the guy to get out of here before more bounty hunters 
show up. Carth prevents you from getting his credits. Boo. Whatever side you 
take, be sure to search the remains of the bounty hunters. They each have 50 
credits. Now go through the door next to him into...

E.  [WTARUN] Upper City North

Go north and walk to a door that leads to another apartment complex. Once 
again, open all apartment doors to find goodies. From the entrance, walk west
and go towards a door. There's a family in here and some goodies in the 
footlocker. Keep following the circular walkway to find an empty apartment 
with a footlocker to the left as you walk in. After raiding all the items, 
continue following the walkway to find another empty apartment with another 
footlocker with booty.

1.  [WTARPI] The Party/Intervention

The next apartment has the Sith party in it. Once you get near there the 
person you talked to is glad to see you and tells you to try the Teresian 
ale. All the party-goers have too much to drink and pass out on the 
floor...giving you an opportunity to search the room. There's a backpack in 
the back with a Sith uniform in it. Take it, raid anything else in the room, 
and leave.

If you didn't talk to the Sith soldier in the cantina you will see a Sith 
soldier standing outside the apartment. He will tell you to move along. An 
alien is being interrogated in the apartment. Intervene for lsp and attack the
Sith or do nothing. If you do nothing, go inside the apartment and they will
ask you about uniforms. Ask what he is talking about and he will accuse you of
stealing them. Both dialogue options result in combat with no dsp. Whatever
you decide to do, loot the remains of one of the Sith soldiers for their 
uniform.

2.  [WTARLB] Largo's Bounty

The last apartment door has a guy named Largo in it. He'll beg you not to 
kill him and give you 50 credits so you won't go to Davik. Dark players, the 
same thing applies here as it did with Dia. You actually have to find out he 
has a bounty on his head to get the dsp. So, take the 50 credits he offers 
you for dsp. He gives you the credits and the dialog ends. Talk to him again 
and tell him you're going to kill him to collect the bounty for more dsp 
(isn't it fun to be EVIL?) Now an interesting thing happens when you kill 
Largo. You will get 50 more credits on his corpse. This is interesting 
because he says he only has 50 credits. You end up with 100 credits from this 
guy if you took his bribe. If you didn't take the bribe you will only get 50 
credits from looting his corpse. I like this glitch. It's also important to 
note that after he has given you credits you will not get dsp if you threaten 
to tell Davik where he is. Light players, ask him what he's babbling about 
and he'll tell you that he is in a 200 credit debt to Davik and has a bounty 
on his head. Give him 200 credits for lsp.

Once you have looted the apartment, leave the apartment complex through the 
next door that leads back to the Upper City.

Go west and walk until you see a path to the north. You will find three drunk
men who want to pick a fight. For lsp, persuade the guys to be friends and 
offer to buy them a drink. Don't worry, you won't lose credits because they
decline. For dsp, tell them if they're trying to pick a fight then they have
one. They're pathetic and easy to defeat. If there's Sith soldiers near you
they will shoot at the drunk men if you fight them. Loot the remains and keep
going west.

To the south is a droid shop. Light players just ignore it for now. Dark
players, you can get more dsp if you want but only if you have a low persuade
skill.

Talk to Jance and buy one of her droids for 50 credits. As soon as you walk
out of the store the droid will blow up. Go back to Jance and ask for your
money back. Tell her you want more credits for the trouble. If it works you do
not get dsp. If it doesn't work then threaten to spread a rumor about her and
you will get dsp. There's no light option for this, so again it is pointless
for light players to do it.

Go north. You'll eventually find an elevator with a Sith guard standing in 
front. Further north from that is the military base, but there is also no 
need to explore that area right now. You have to equip the Sith uniform on in 
order to get past the guard. Talk to the guard and he'll warn you about the 
lower city gangs. Go into the elevator that lowers you into the...

F.  [WTARLC] Lower City

Once here, take off the Sith uniform. If you keep it on, people will be rude
towards you and you won't get any quests done. Walk forward and you'll see a
fight between the Beks and the Vulkars. The Vulkars win, see you, and attack
you. Kill them and loot the remains. Walk to the door straight ahead of the
elevator into another apartment complex.

Expect Black Vulkars to attack you everywhere in this apartment complex 
except in two of the apartments. Most of the apartments will have footlockers 
with goodies inside. One in particular is in the apartment that is at the 
northeast. The apartment contains a footlocker with six holograms and a desk
with a datapad. This is obviously a puzzle. Select the footlocker to learn 
that to open it you have to select the members of the Twisted Rancor Trio in 
the order they joined. If you mess up twice the footlocker explodes and you
won't get the goodies inside.  The order is:

Elinda
Ujaa
Ujiii
Loopa
Fodo
Ashana.

Doing this gains you experience points and you get Echani Fiber Armor, my 
favorite armor in the game to use for my character (aside from the Jedi 
armor you get that does not interfere with force powers.) You can also find 
the order on the datapad you picked up in the desk.

Carth!3

The conversation is an expansion of the prior conversation with trust issues.
He tells you that he is impressed with your abilities but still refuses to
fully open up and talk to you.

1.  [WTARMB] Matrik's Bounty

Another apartment of value is the southeastern one. It has yet another guy 
who has a bounty on his head for the wrong reason. His name is Matrik and 
dark players have to find out he's had a bounty on his head to get the dsp. 
There's an interesting glitch here. Sometimes you don't get any dsp if you 
tell him you're going to collect the bounty. Light players, suggest faking 
his own death and he likes the idea. He'll tell you to get a premacrete 
detonator that's found in the upper city. You already have the detonator, so 
give him the bomb and it explodes. He then disappears and you never see him 
again.

Leave the apartments and go west. Go past the Rodian (the alien that looks 
like a bug) in front of the door and past the Hidden Bek guard. Go around the
bend and attack the Vulkars. Eventually, you'll see a bunch of the annoying 
buggers and a guy demanding Davik's cut. The Vulkars are defiant and he 
whistles to bring in a guy named Canderous. They instantly change their tone
and give him Davik's cut.  After all, who wants trouble with a Mandalorian?
Talk to Canderous and he'll give you a little bit of information but then 
mention that he isn't one for small talk and leaves. Go in the direction he's
going into another apartment complex.

Here you see an infamous bounty hunter named Calo Nord and two Rodians. They 
have a bounty on their heads and Calo kills them with a flick of the wrist.  
He then turns around, gives you a look, then leaves. Remember to expect 
Vulkars everywhere in the building with exception of two apartments.

The first apartment is to the northwest. It has a desk with a datapad in it 
that is next to a footlocker that is being guarded by a mine. Disable or set 
off the mine and attempt to enter the security code. The security code is on 
the datapad, and it's three questions about the person who set it. The 
answers are:

Hypperdrive
My uncle
Alderan

Doing this gains you Republic Mod Armor. Let Carth use this armor for now.

2.  [WTARSE] Selven's Bounty

The other apartment that has someone valuable inside is to the northeast.  
This one has a woman by the name of Selvin. Now Selven is another person with
a bounty on her head, but this one is justified! She is a dangerous assassin
and has killed too many people in her day, so the government put a bounty on 
her. She doesn't tell you that. Instead, she'll warn you to back off. Go 
ahead and tell her you'll rob the place and attack her. Nothing here gets dsp 
or lsp. She's tough, so use special attacks against her and use three or four
medpacs at the appropriate times.

Loot all the remaining apartments and kill all the Vulkars. It's now time to
go to Javiar's Cantina. It is located by the Rodian you passed earlier on the
way to the apartments (the alien that is the cantina bouncer.)

Inside the cantina you have another scene with Calo. This time some Vulkars 
think they can beat him because it's three against one. How foolish. After 
telling them to go away and counting to three, he will kill them in seconds.
He then turns around and starts walking out. You can talk to him, but DO NOT
DO IT! He'll treat you the same way he treated the Vulkars, regardless of how 
kind or mean you are. If you make him hit three, you'll be dead even before 
combat mode engages and Carth will be dead the very instant you press the 
white button (the game automatically pauses when a party member is killed and
tells you to press the white button to continue.)

p.s. did anyone else notice he killed 3 vulkars but only fired two shots?
 
You'll also see a scene where two Vulkars are trying to intimidate a young 
Twilek. She calls her Wookie friend Zaalbar to help her. Now these guys are 
smart and decide to walk away. No one is dumb enough to upset a Wookie...well
almost no one (you'll find that out later.)

Talk to the Twilek and learn more about the events going on in the lower 
city. She has a good amount of useful information, so find out everything you 
can, then tell her you'll be going. She and Zaalbar then go see if there's 
anything good to eat at the Bek base.

Light players, Holdan is in this cantina. He's in the north room where the 
Twilek dancers are. Talk to him about Dia's bounty. He'll reply that he feels
bad about the bounty because Dia's a pretty girl. Give him 200 credits and 
he'll tell Zax the bounty is off. Or you could try persuading him if you want
to save some credits. Then, for more lsp use rts to go back to Dia and tell
her the bounty's off. Politely refuse her reward to actually get the lsp. Use
rts to transit back to the cantina.

==============================================================================
Note: In the vast majority of cases, refusing a reward will always get you 
lsp, while demanding more gets you dsp. There's no need to mention this again
except in the few cases where refusing rewards or demanding more doesn't gets 
you lsp or dsp.
==============================================================================

Zax, another Hutt, is also in this cantina. He is in the room to the south. 
Ask him about bounties and he'll tell you about them. If you have been 
following this guide and are light sided, tell him about Selvin and Matrik. 
He gives you money and scolds you for using a bomb to kill Matrik. Cool, you 
saved a guy and profited from it! Dark players have already killed all but 
one of the bounties. The new bounty is Bendak Starkiller. He is a famous 
death-match duelist who kept on winning so much that the government put a 
bounty on his head.

In the same room is an alien named Bib Surool. He is auditioning a dancer Lyn
Sekla. She needs a partner to complete her audition. You will have to persuade
her in order to be her partner. From there you can choose to help her or take a
dive. There is no xp gain or alignment changes with this interaction so deal
with it however you wish. Leave the cantina

Once you are outside of the cantina, talk to the Hidden Bek guard. She will 
say that you can't just walk into the Bek base. Tell her you need Gadon's 
help and that you need to speak to him. She'll reply that Gadon has too many 
enemies to let just anyone go through the door. Say that you could be an ally
and she'll let you inside the...

3.  [WTARBB] Hidden Bek Base.

Inside the Bek base, walk straight towards Gadon. He's the guy behind the 
desk. As you approach, his bodyguard will become hostile, but Gadon will 
rebuke her. She lets you speak to Gadon. Talk to him and ask about the escape
pods that have crashed into the Undercity. All dialog options here end up the
same way, so it doesn't matter what you say. You find out that you'll have to
win the seasonal swoop race in order to get Bastila back. The Vulkars put her
up as the winning prize. Now in order to do this, you have to get inside the
Vulkar base and steal back a prototype accelerator that makes swoop bikes go
faster. To get inside the base, you need the help of Mission Vao (the Twilek
you talked to in the cantina.) To get Mission's help, you have to go into the
Undercity, find her, and then go into the sewers to get to the rear entrance
to the base. To get to the Undercity, you need the proper papers. Your 
uniform disguise won't work. Got it? Fortunately, Gadon is willing to trade 
the security papers for your uniform.

Go out of the base and go along the walkway to the right, away from the 
elevator to the Upper City. This takes you towards the elevator to the 
Undercity. Kill all the baddies and talk to the Sith guard standing there.
Tell him you've got the security papers and he'll let you down into the...

G.  [WTARUC] Undercity

The instant you get out of the elevator beggars will demand 5 credits from 
you because "It's our elevator!" Now just giving them 5 credits isn't light 
enough for lsp. You have to ask who they are, then give them 20 credits for 
lsp. For dsp threaten to kill them with your blaster to put them out of 
their misery.

Whatever you do, a woman named Shaleena will run towards you and apologize 
for the beggars. She asks you a few questions and I'm not sure if any option 
leads to lsp or dsp, so just act according to your alignment. She tells you 
about Gendar, the leader of her village. Then she mentions Rukil, an old man 
who has a dream.  You can ask her questions, but don't bother. It does you no 
good because she doesn't know much. She always says "Gendar might be able to 
help you more, or maybe Rukil."

Walk around the Undercity, exploring the area. Gendar and Rukil are directly 
southeast from the elevator. Talk to Gendar. He can tell you more about the
Undercity and where Mission might be, but nothing you ask him gets xp.

1.  [WTARRU] Rukil's Apprentice

Rukil is across from Gendar. Talk to him and be polite to find out that his 
apprentice has gone missing. She was looking for something and he asks you to
find out her fate and bring him whatever she found. Tell him you'll look for 
her.

2.  [WTARIO] Infected Outcasts

Also to the south of the elevator is a gate with an outcast healer guarding 
it. She will heal you if you get low on health. Open the gate and she'll stop
you, telling you that the outcasts behind that gate have been infected with 
the Rakghoul disease. Tell her you'll help and she'll reply that she can't 
stop you from going in. Once you go in, three of the outcasts will transform 
into Rakghouls before your eyes.

==============================================================================
Note: Don't worry about getting the Rakghoul disease. The worst thing these 
guys can do to you other than kill you is poison you. Poison usually lasts 
only a few minutes. Without an antidote kit, your health slowly degenerates 
over a period of time. Use antidote kits AFTER the battle. If you use one 
while you're attacking a Rakghoul it'll just poison you again, wasting the 
antidote kit.
==============================================================================

It's too late for the transformed outcasts, so kill them. To the left of the 
gate is two more outcasts who haven't changed yet. Dark players kill them for
dsp. Light players can't do anything now, so walk north towards the other 
gate.

Walk towards the northern part of the Undercity where an outcast merchant 
named Igear  will stop you. Be polite and ask what he has for sale. Buy all 
of his antidote kits.

Carth!4

Carth at first is still resistant to talk but after a small amount of probing
he starts talking. Carth talks about how Revan and Malak were heroes of the
Republic fleet. After the Mandalorian Wars Revan and Malak became brutal
conquering Sith, betraying the Republic. He mentions other men who joined the
Sith cause and says they deserve no mercy. Carth doesn't want to discuss any
further into the story.

Also to the north is the village gate. At the village gate a woman and the 
gate guard will be arguing. Apparently Hendar was foolish enough to leave the
village and is now being chased by Rakghouls. For lsp, tell the gate guard 
to open the gate so you can kill the Rakghouls. Then, you have to go back 
into the village and talk to Hendar to get the lsp. Now saying that you won't 
risk your life is apparently not dark enough for dsp. It might be part of the 
light/dark side points glitch, but I don't know. I haven't yet gotten dsp for
this. It's just better to say you'll kill the Rakghouls then not talk to the
woman. You get the xp without the lsp.

==============================================================================
Note: If Hendar dies in the Rakghoul attack while you try to save him you
will not get lsp.
==============================================================================

Go away from the gate and Mission will run towards you, pleading for help.  
Zaalbar was captured and will be sold into slavery if you don't rescue him. 
Tell Mission you'll help rescue Zaalbar if she agrees to help you get inside 
the Vulkar Base. She agrees and joins your party.

==============================================================================
                               Mission Veo
                             Level 3 Scoundrel

Starting Stats:

Vitality:               21/21
Defense:                16

Strength:               10 (0)
Dexterity:              16 (+3)
Constitution:           12 (+1)
Intelligence:           14 (+2)
Wisdom:                 11 (0)
Charisma:               10 (0)

Starting Skills:

Computer Use:           4
Demolitions:            9
Stealth:                10
Awareness:              6
Persuade:               0
Repair:                 2
Security:               6
Treat Injury:           3

Starting Feats:

Armor Proficiency:  Light
Caution
Critical Strike
Sniper Shot
Weapon Proficiency:  Blaster Pistol
Weapon Proficiency:  Blaster Rifle
Weapon Proficiency:  Melee Weapons
Sneak Attack II
Scoundrel's Luck

Recommendations:

Because Mission has a higher dexterity she will be more useful using blasters.
However, if you are saving your levels she can be a good defender in melee
combat and it would be appropriate to have her lead the party.

If you want Mission to use blasters like Carth, ignore the strength attribute
and focus on dexterity and constitution. For feats, invest in power blast,
rapid shot, and any other blaster related feat.

If you want Mission to help you out with melee combat, focus on her strength
attribute as it is rather low. Invest in flurry, power attack, and any other
melee related feat.

For skills (whether or not she is using a blaster or sword) just press the
y button and accept it. Mission has more than enough skill points when she
levels so everything you need will be covered.
==============================================================================

Mission!1

In the first conversation we learn how Mission and Zaalbar met. Zaalbar had a
run in with some black vulkars who were dumb enough to pick a fight with a
wookie. Mission saw the fight about to happen and she attempted to intervene.
Upon telling Mission that we need to get back to the task at hand she will
mention having a brother. She won't go into further details in the first
conversation. This dialogue does not trigger a journal entry.

Mission!2

In the second conversation we learn that her brother Griff is nothing more
than a petty criminal. While we see a wolf in sheep's clothing Mission only
sees the sheep. Apparently Griff and Mission had to flee some trouble from
their homeworld when Mission was really really young. They smuggled their way
out of the world and ended up on Taris. Eventually Griff met Lena. Upon asking
who Lena is Mission does not want to discuss the subject further. This
conversation also does not trigger a journal entry.

From the main gate, go southeast and you'll see a Sith patrol. The leader will
stop you and ask what you're doing here. Tell him you've got the security 
papers and he'll mention that they've lost one patrol to the rakghouls. 
They've even ran out of rakghoul serum! If you were planning attacking this
guy because he might have the serum, you're out of luck. You can still fight
them if you want to, they're pathetic and weak, but no option leads to dsp. 
The xp is also low too, so it's almost not worth the effort. If you don't 
want to fight, ask about the lost patrol. He'll reply that they were in the 
southern section of the Undercity when contact was lost...maybe a dead one 
has the serum...

From where the troops stopped you, head directly south and a few paces to the 
west. There are many rakghouls in this area, so attack and kill all of them.
You will eventually come across a sewer entrance. Directly across from that 
is a lamp post. Near the lamp post is a Sith corpse that has the Rakghoul 
serum! Continue exploring the eastern side of the Undercity, killing and 
looting anything you find.

Towards the northeastern side, you will see a few mines. Further north is a 
crashed escape pod with a surviving Republic Soldier that has the Rakghoul 
disease! There's no dark options here, just kill him when he transforms. 
Light players must give him the serum right away! If you don't, he'll 
transform and you don't get the lsp. If you give him the serum, he'll thank 
you, run off, get killed by 3 rakghouls, and then the rakghouls attack you.

Now go to the western side of the Undercity and search the rubble near 
another sewer entrance. Eventually, you'll run into Canderous a little 
further to the west. One of his men tries to act tough, but Canderous stops 
him. He doesn't want to lose more men from a firefight. He tells you to not 
bother searching for the republic escape pods. The conversation goes on and 
rakghouls come and attack the group. Help Canderous and his men kill the 
rakghouls. You can ask him more questions. He'll answer them for you, but 
nothing gains you xp. Once you tell him you'll be going, he and his men 
leave.

Now you have a plethora of rakghouls to kill, so get moving! There is another
lamp post to the northwest. Specifically, it is roughly northwest from the
elevator (look on your map.) By the lamp post is an outcast corpse. Search it
to find the Promised Land Apprentice Journal. You've found Rukil's apprentice.

3.  [WTARPL] The Promised Land

Go back to the village and give the serum to the infected outcasts (if you 
didn't kill them.) Then, talk to Rukil. He will tell you the story of the 
promised land and ask you to find two more journals in the sewers. Go towards 
the gate and Igear will stop you and offer you credits for those journals 
(100 credits, or 200 if your persuasion skill is good enough.) Obviously, 
giving the journals to Rukil gets you lsp, while giving them to Igear gets 
you dsp.

Now it is time to explore the sewers and leave this village for almost the
last time. There are two entrances to the sewers, one to the south and one to
the north. Go to the northern entrance into the lower sewers.

You enter the sewers and see a walkway ahead of you. Walk down it and disable
the mine. When that's done, open the sewer door ahead of you. Kill the
rakghouls guarding the area.

You see two doors you can open.  One leads to the southeast, the other leads
to the southwest. Take the southwest door and kill the Gamorrean. Take the
first door you come to, disable the mine, and loot the outcast corpse. The
corpse has a promised land journal. Two down one more to go! Repair the
rusted droid if you wish to help with your slaying.

Take the next door on the path and kill the Gamorreans. Once they are dead,
Mission will say there's a locked door that doesn't use normal methods (in
other words it's a primitive lock like we use on our doors.) She opens it
and there's Zaalbar! He thanks you for saving him and swears a lifedebt, 
which bonds him to you until you die. In other words, he joins your party.

4.  [WTARRA] A Rancor in the Sewers
  
Mission also mentions a rancor guarding the entrance to the Vulkar base.  If 
you don't know what that is, you'll find out soon. At the party selection 
screen, have Zaalbar and Mission in your party.

==============================================================================
                               Zaalbar
                            Level 4 Scout

Starting Stats:

Vitality:               60/60
Defense:                11

Strength:               20 (+5)
Dexterity:              13 (+1)
Constitution:           20 (+5)
Wisdom:                 12 (+1)
Charisma:               8  (-1)

Fortitude:              9
Reflex:                 5
Will:                   5

Starting Skills:

Computer Use:           0
Demolitions:            6
Stealth:                0
Awareness:              7
Persuade:              -1 (it is negative because of the low charisma)
Repair:                 4
Security:               0
Treat Injury:           6

Starting Feats:

Flurry
Implant Level 2
Improved Power Attack
Rapid Shot
Weapon Proficiency:  Blaster Pistol
Weapon Proficiency:  Blaster Rifle
Weapon Focus:  Melee Weapons
Uncanny Dodge 1
Wookiee Toughness

Recommendations:

You could either use Zaalbar as a shooter or a swordsman. Either way, this guy
can get the job done. He is best at melee combat because of his superior
strength. I used to have him use his bowcaster but found melee to be best.
Improve his dexterity attribute. Work on melee related feats. You won't be
using Zaalbar much so avoid the two weapon fighting feat. Don't worry about
skills. Normally you or another party member will have the skills needed to 
get the job done.

Note: Zaalbar won't talk to you about his past, no matter what you say to 
him. Zaalbar's party member sidequest is intertwined with the main storyline. 
As a result there are no Zaalbar! indicators.
==============================================================================

Take the western door further west and kill the baddies if the droid didn't
do it for you. Raid the weapons locker for Zaalbar's bowcaster and other
items. Open the western door using security. Kill the rakghouls, disable the
mine, and loot the corpse.

Open the door south and follow the path. The eastern door leads into an 
empty room so ignore it. Open the south door at the end of the path and kill
the rakghouls. The south door has a corpse with goodies inside. Take the
northeastern door next, disable the mine, and open the following door. Kill
even more rakghouls and loot the southern room. The north door leads to where
we rescued Zaalbar, so take the east door and kill the Gamorrean. Follow the
path open the door at the end and kill more Gamorreans. Take the eastern 
path and follow the path as it curves north. Take the eastern door and open
the following door. Kill the rakghouls and loot the corpses. One of them has
another promised land journal. That's all three journals Rukil and Igear
wanted!

Go back to the hallway, take the north door, and loot the room. The west door
leads to the sewer exit, but we haven't finished exploring the sewers yet.
Backtrack to the circular room you were in last and take the northwest door.
You have found the entrance to the Vulkar base. Don't go in yet, we still
need to deliver the journals first. Disable the mines and open the door at
the end of the path. You should be where we started our adventure in the
sewers. Go west, exit the sewers by selecting the ladder, and give the
journals to either Rukil or Igear. Remember Rukil is lsp and Igear is dsp.

==============================================================================
Note: If you give the journals to Rukil be sure to complete any task you
need to with the villagers. Once you have given the journals to Rukil 
everyone will be gone to find the promised land.
==============================================================================

Carth!5

Carth does his usual resistance but after a little probing he mentions the
name Saul Karath. Saul was Carth's commanding officer and a mentor to him.
Before the Sith war started, Saul approached him with a proposal. He couldn't
think of it then, but Saul was attempting to recruit him to the Sith. He let
Saul go. Saul ended up giving the Sith the codes to bypass the scanners on
Telos, betraying Carth's home planet. There is more to the story, but Carth
does not want to talk more at this time.

Go back to the northwestern entrance to the sewers to the Vulkar base. Switch
to Mission and have her select the computer panel. She'll tell you she can
deactivate the force field and does so. This leads you to the Upper Sewers.

The eastern door in front of you leads to a circular room with four 
rakghouls and two Gamorreans. The two enemies will be fighting each other. 
You could either let them kill each other (you still get the xp) and kill 
whoever's left or you can kill them now. Another good idea is throwing a 
grenade at the two groups to ensure their demise. Open the southeastern door.
There's a mine and corpses with goodies. The ladder doesn't go anywhere.
After taking the items, open the door to the northeast. Kill the Gamorreans
and open the door at the end of the walkway. This one leads you to another
circular room with a gas mine and a droid. Take care of them and open the door
to the northeast. There are some Gamorreans here, so kill them and raid the
room. Next, take the southeastern door and disable the mine. Follow the
walkway down to the end towards a door. Beyond this door is a huge room with
the rancor monster in it.

The best way to pass the monster is to loot the severed arm near the door to
the room. The arm has synthesized odor and a frag grenade inside. Walk in the
room, select the corpse pile, and loot the items. Select the corpse pile again
then press x to give an item. Place a frag grenade in there, search the pile,
press x, and put the synthesized odor inside. The rancor will eat the grenade
and die.

Other strategies to pass the rancor can be found in the credits section.

After the beast is gone, go to the door to the west. Kill the two Vulkars at 
the end of the hallway. Throw a couple of grenades to splatter them. Open the
door they were guarding which takes you into the...

5. [WTARVB] Inside the Vulkar Base

Now's the time for a mass extermination, how fun! Open the door to the south 
and kill the patrol droid guarding the hall that goes west. Follow that 
hallway and you'll see a security panel beside a door. Opening the door 
reveals gun turrets. You won't survive attacking the turrets, so don't 
attack them! Go back down the hallway and raid the northern rooms. Ignore the
sentry droid. It will just go down the hallway that you have already cleared
and doesn't go anywhere else.

Go to the southeastern most door and open it. Kill the patrol droid, walk 
down the hall, and open the first door you come to. Exterminate the 
bartender and bouncer droids. The north door leads back to a hallway you 
have already been in, so take the west door. Waste the bouncer droid here and 
talk to the woman, who will beg to be set free. Kill her for dsp or let her 
go for lsp. Raid the room and take the north door. Make a meal out of the 
cook and take the west door.

There will be two droids and two Vulkars guarding this area. Kill them and 
open the door in the middle of the room with the security skill. This is the
armory where you will find tons of nice weapons. Go to the security panel 
and select it.

Slice the computer and access the security cameras. For the barracks, 
override the power conduit to kill all but one of them. This makes things a 
little easier later. On the garage camera, shut down the security system.  
This deactivates the turrets. You should only access system commands if you 
were not able to open the door to the armory. Select the option to open all 
security doors and raid the armory.

Open the door to the southwest of the computer terminal. A Vulkar will 
attack you and ask you to spare him. The alignment change is the same as it 
was for the woman you saved/killed earlier. Once he's dealt with, raid the 
room and walk to the other door to the southwest. Kill the surviving Vulkar 
and raid the barracks. Yes, the passcard you found on one of the bodies does 
grant you free access to the terminal you used a short while ago. I told you 
to do it this way because it doesn't matter if you use the passcard. The 
computer still asks for computer spikes to deactivate the turrets. Plus, you 
would have had a harder time killing all the guards because they are tough.

Take the north doors to find yourself in the pool room. Select the droid and 
program it to go into the pool and explode. It sets off gas mines that would 
have gotten you if you walked down there. Open the footlocker to find some 
high quality weapons. You're done with this area. Go back to the garage 
(where you saw the turrets) and enter the elevator.

You will now be on the second floor of the Vulkar base. There are two
junkpile droids that you can utilize to help with your slaying. Go east,
kill the droid, then walk south and then west. Kill the four vulkars that
come after you. Follow the hallway that leads west. Raid the first room and
kill the weaklings. Raid the second room and take the garage head keycard
from the desk. Hack into the computer terminal and program the swoop bike to
explode. The remaining guards will run to the bike and get killed. Open all
security doors so that you can get into the loading bay doors (the huge doors
you saw at the end of the room when you entered the area.) Go back and open
the doors. There is a VERY tough droid inside here. Throw ion and frag
grenades first then continue with your regular attacks. The droid will
freeze you at times. This fight is well worth the effort as one of the
footlockers it was guarding has 2,000 credits!

Take the southern path you didn't take earlier. Disable the mines and go
west. Kill any remaining guards and raid both rooms. There is a workbench
you can use here, so use it if you wish. Go east and heal if you are a
light player because you're going to be in a bloody fight. Open either door
at the end of the hallway. This is where the light and dark paths
temporarily split. Dark players, ignore back to Gadon and go directly to
Assassinate Gadon. Light players who are saving their levels to get more
force powers should heal up too before this fight.

a.  [WTARGA] Back to Gadon (LSO)

There will be a lot of Brejik's men in this room that will start a 
conversation. Tell them to hand over the accelerator. The Twilek will say no
and offer you a deal. Decline the offer to betray Gadon for lsp.

The easiest way to defeat them is to take out the bodyguard and Twilek first.
To do this, throw a few thermal detonators at them using each party member to
do so. That should kill them easily or bring them close to death. After they
are dead kill the rest of the Vulkars. It won't be difficult becuase they are
weaklings.

Once you are finished with them, loot the bodies for the remains and go over 
towards the mine. Disable it and get the prototype accelerator.

You're done with the Vulkar base. Exit the garage and go towards the armory. 
Right behind the armory is the exit to the Lower City. Open the door, kill 
The Vulkar guards and deliver the accelerator to Gadon.

b.  [WTARAG] Assassinate Gadon (DSO)

So you've decided to betray Gadon eh? Tell the Twilek that he's got your 
attention and ask about the offer. Mission will be flabbergasted and will 
insist that you won't betray Gadon. The Vulkars will say some things to 
Mission to mess with her mind in order to make her believe that Gadon is the 
real enemy. Ask about the offer again. He will offer 500 credits and says
they will sponsor you in the race if you kill Gadon. They will let you use 
the prototype accelerator to win. Agree to this and they will escort you to 
the exit.

Now since you are going to fall to the dark side, you need all the dsp you 
can get. Remember about the rakghoul serum? Now is a good time to deliver it 
to Zax at the bounty office for a substantial reward.

It's time to be EVIL! Go to the Bek base and walk inside. Unfortunately, the
Beks know there's an assassin after Gadon (but they don't know who.) He's 
securely locked in the second floor behind many security doors, darn. It 
looks like we'll have to...oh...did I mention that the Vulkars give you a 
pass card that lets you open any security door in the Bek Base? *evil laugh*

For those of you saving your levels, Zaerdra will be the toughest enemy to
beat. Stand next to her and plant mines. If done correctly Zaerdra will be
inside the radius of the mines. After a few seconds of fighting, the mines 
will explode and take down a good chunk of her health.

Anyway, talk to the bodyguard who didn't trust you earlier. You could say
you'll keep a lookout for the assassin...or you can say that you are the
assassin! Kill everyone in the room. It's a tough battle, but it's
manageable. Alternatively you could just walk right into the security doors,
but then you have to fight all of them later. It's best to kill all of them 
now so you won't have to worry about them later. Once that's done, go to the 
left of the entrance and open a door to a small room. There will be one Bek 
guarding this room. Kill him and raid the room. From here it doesn't matter 
which way you go because all doors lead to the same place. Just open all the 
doors, kill all the enemies, and raid everything before you enter the 
elevator to the second floor. From the entrance, go north past the security 
door. Continue to go north to find the elevator.  

You emerge in a tiny room with Gadon and another of his bodyguards. Now you 
could persuade them that the guards let you in, but why would you even think 
of doing that? Don't you want to be EVIL? I thought so. Tell them that you're
the assassin and it's time to die! Have each of your party members throw 
plasma grenades (you should have some from the Vulkar base) for a quick fight.

Those of you who are saving your levels, there is no special set of 
instructions for you. The plasma grenades will do the job sufficiently.

When the battle's over, search the room and Gadon's body for goodies. Go back
to the Vulkar base (you can go inside through the front this time) and the 
Twilek will congratulate you on a job well done.

6.  [WTARSR] Swoop Racing

Whoever you side with will tell you that the accelerator is unstable and may 
explode during the race. Tell them you're not afraid and that you'll race. A
day passes and in the morning you are taken to the swoop track where only 
racers and mechanics are allowed to go.

This is a fun mini game! Talk to the racing announcer to start your race and
learn the best time for the day. The controls are simple. Press and hold A 
once the light turns green. At the bottom, it tells you when you need to 
switch gears. Do this by tapping A. Use the thumb stick to steer and try to 
hit the speed pads while avoiding obstacles. Got it?

Don't try your best the first time because someone from the rival gang 
(Vulkars if you're racing for the Beks and vice versa) will beat your time. 
Race again and beat the new time to win the swoop race.

==============================================================================
Note: There are other worlds where you can swoop race. If you purposely keep
your time high while still winning, then you will have an easier time on the
other worlds. If you race with everything you've got, then it'll be a little
harder the next time you race. Knowing this beforehand, I delay my first race
in the game. When the timer starts, I wait for five seconds before pressing 
A. I still have plenty of time to make it under the set time limit even while
purposely avoiding some of the speed pads.
==============================================================================

You finally have Bastila...wait Brejek's doing something...HE'S WITHDRAWING 
THE PRIZE...the little...Tell him he'd better not be cheating you and the
announcer will protest Brejek's withdrawing of the prize. He will get 
frustrated and tell the Vulkars to kill you and everyone else (even if you 
raced for the Vulkars, BOO!)

Normally you would kill the hardest first and then focus on the weaker 
enemies. Not a good idea here. Kill the weak enemies first and then kill 
Brejik. This is because he has an armband, gloves, and a belt equipped that 
can absorb melee attacks well, as well as armor that absorbs blaster shots.  
So, taking him out first only delays the fight and you'll most likely not 
survive. 

Those of you saving your levels: Brejik can and will one hit you thus ending
your game. What you need to do is kill the furthest enemy from Brejik. Heal
if you need to. Once all enemies other than Brejik are dead, let Bastila take
down his health. Throw grenades at Brejik. Yes, the grenades will affect
Bastila too but since Bastila is not technically in your party yet she cannot
die. This saves you from being attacked by Brejik and getting one hit.

Search Brejik's remains to get Bastila's double bladed lightsaber and
Brejik's equipment. She'll talk to you and eventually recognize you as one
of the Republic's men/women. No dark or light options here (I've tried my 
hardest.) Eventually, you'll tell her that Carth Onasi is still alive, she'll
apologize, and you will instantly transport to the apartment.

At this point you will have a vision of Bastila fighting a powerful Dark 
Jedi. She says in a boring tone "You cannot win Revan." Just when I was 
getting into the moment...

H.  [WTARET] Escaping Taris

Carth and Bastila will argue about different things. There's no light or dark
option here, so behave as you wish. At the end of the conversation, Bastila 
will ask if something's troubling you. Tell her about the vision and she'll 
say you're force sensitive.

Bastila!1 (Talk to her again, the "Is something troubling you" doesn't 
count.)

In this conversation Bastila asks what you were doing after the crash on 
Taris. She summarizes what has happened so far and is impressed with how it
was managed to be done. She explains that a Jedi could have done such things
but only through the Force. Upon asking further she is reluctant to discuss it
feeling that it is more of the Jedi Council territory.

Leave the apartment taking whomever you wish with you.

==============================================================================
                                  Bastila
                            Level 3 Jedi Sentinel

Starting Stats:

Vitality:               27/27
Force:                  27/27
Defense:                16

Strength:               12 (+1)
Dexterity:              18 (+4)
Constitution:           12 (+1)
Intelligence:           10 (0)
Wisdom:                 12 (+1)
Charisma:               15 (+2)

Fortitude:              4
Reflex:                 7
Will:                   3

Starting Skills:

Computer Use:           0
Demolitions:            0
Stealth:                0
Awareness:              5
Persuade:               2
Repair:                 0
Security:               0
Treat Injury:           5

*Force Powers:

Force Aura
Affect Mind
Stun
Force Push
Throw Lightsaber

Starting Feats:

Two Weapon Fighting
Flurry
Weapon proficiency blaster pistol, lightsaber, and melee weapons
Jedi defense
Battle Meditation
Force Immunity: Fear
Jedi Sense

*Force powers will be covered later in the guide.  For now, focus on 
universal and light powers.

Recommendations:

Focus on the strength and constitution attributes. For skills, invest in
treat injury. For force powers, choose light and universal powers. Stun droid
and disable droid are good investments. Cure will heal everyone except droids
and is a good power to have. For feats, invest in the two weapon fighting
feat since she has a double bladed lightsaber. She won't be equipped with it,
so you must equip it on her now.
==============================================================================

Once outside, an alien will come running over to you. He will ask if you were 
the one who won the swoop race. Say yes, and he will tell that Canderous 
wants to meet you in the Upper City cantina.

1.  [WTARPD] Purchasing a Droid

Go inside the cantina and look for Canderous. He'll speak to you
automatically. He tells you that he can get Davik's flagship, the Ebon Hawk, 
past the Sith blockade if you can get him the launch codes that disable the 
auto targeting lasers. Tell him that you've got a deal. He tells you to go to
the droid shop and say "Canderous sent me."  The owner will then sell you a 
droid that can get you in the military base.

2.  [WTARDF] Duel Ring Finale

For those of you saving your levels, the next fights in the duel ring will
be among the toughest. I suggest you go to Keebla's shop and buy several
mines and grenades. Get frag mines, plasma mines, frag grenades, and
concussion grenades. If you did not put any points in demolitions with your
character then you will be unable to plant mines. That's ok, you can still
accomplish the duel ring with grenades.

a.  [WTARML] Marl

Marl is the nicest duelist, but also one of the toughest. He has a double 
bladed sword and he can use the master power attack against you. If you have
to, run away from him and heal as you are doing so. That most likely won't 
happen. Eventually, you'll beat him and get 400 credits for the duel.

For those of you saving levels, what you need to do is avoid getting hit by
Marl as much as possible. You need to run around the dueling ring, plant
several mines, and lure him into the mines.

Alternatively you could plant mines, let Marl kill you, then plant more in 
the rematch. Any mines you plant in the duel arena will remain in the next
duel. About 6 plasma mines should do it. You do not need to heal up for the
rematches because you will always start a duel with full health.

For those of you who don't have any skill in demolitions, just let Marl get
close to you then throw a grenade at him. Run away as soon as you throw it.
Marl will get the worst damage from the grenade while you will only get some
damage. Heal if you need to then throw another grenade. Repeat the process
until he is knocked out.

b.  [WTARTH] Twitch

You are ready for the Taris Dueling Champion. Twitch is easier than Marl 
because he is more skilled with a blaster than a sword. Use your special 
melee attacks to bring him down. By now, you should have gotten the feel for 
the fighting style of the game and win this duel easily. After the fight, 
Ajur will give you 500 credits and express disappointment that you can't 
fight anyone else...well maybe Bendak Starkiller, but he's retired.

For those of you who are saving your levels, throw a concussion grenade at
Twitch. If Twitch is stunned, hack at him with your sword. If he is not
stunned, throw another one. When the stun wears off, run away from Twitch so
that he will not engage you in melee combat. Continue throwing concussion
grenades, attacking, and running away until he is dead. It shouldn't take
more than 3 or 4 successful stuns. If Twitch does engage you in melee combat
treat him the same as you treated Marl.

Glitch: If you wait and collect the winnings from the Twitch duel after you 
have defeated and collected from the Bendak duel, you will receive 200 more 
credits than you normally would plus another Bendak blaster.

c.  [WTARBS] Bendak Starkiller

Now remember that Bendak Starkiller has a bounty on his head. The only way to
get his bounty is to beat him in a death match, which gives you dsp. It is
possible to get lsp for the bounty, but it appears you have to have a modded
PC version of the game. See the credits section for further details. Light 
players should still take a dark hit because the reward is well worth it and 
there's more lsp than you need in the game. Talk to Bendak, who is near the 
entrance to the cantina, and he'll challenge you to a death match. Accept the
challenge. It takes time to prepare the match. If you exit the cantina then
enter again the game will consider that as sufficient time. Talk to Ajur and
tell him you're ready to go.

The fight with Bendak is tough. He will start off by throwing two grenades
at you before shooting you with his blaster. I would suggest avoiding melee
combat like you did with Ice and focus on stunning Bendak with concussion
grenades. Start the fight with a concussion grenade and throw more grenades
at him. If you have plasma grenades left these will do well in the fight.
Keep a close eye on your health because he can knock it down pretty far by
using the master level of the blaster feats. Use an energy shield to lower
the damage his blaster can do to you.

Those of you who are saving your levels, this is going to be a very tough
fight. You need to combine strategies you used in the Marl and Twitch duel.
Before you even think about that though, you need to throw a concussion
grenade right off the bat. Run away from your current location because 
Bendak will also throw a grenade at you. The grenade will hit you hard. If
the concussion grenade stuns Bendak, throw the rest of your plasma 
grenades and frag grenades. You should have enough time for 3 attacks. Heal
if you need to then throw a concussion grenade again. If he gets stunned
hack at him with your sword. When the stun wears off run away from him. If
he switches to a melee weapon, plant mines on the ground and lure him to the
mines. If he does not switch to a melee weapon, continue attempting to stun
him and hacking with your sword. Each time he hits you with any attack you
will need to heal up otherwise you will die. There is a chance he will stun
you with one of his power blasts or grenades. If that happens you will die.
It's probably going to take several attempts to kill Bendak without giving
your character levels, but it can be done (I think when I tried this method
for the first time it took me about 6 or 7 tries.)

Light players go to the medical facility and deliver the rakghoul serum to 
Zelka.

Go to Upper City North and towards the apartments that the Sith had a party 
at. An Ithorian will be harassed by kids. There is no dark option here, so 
you can save him if you want. To actually get lsp, give the Ithorian a 
medpac.

Now go to the droid shop and the owner will sell you the droid for 2,000 
credits, wow. But hey, you have 2,000 credits if you raided the docking bay 
in the Vulkar Base! If you want dsp, say that Davik will close down the shop 
if you don't give the droid for free. Or, you could try to persuade her to 
lower it to 1,500 credits with no alignment change.

==============================================================================
                                     T3-M4
                               Level 3 Expert Droid

Starting Stats:

Vitality:               30/30
Defense:                17

Strength:               10 (0)
Dexterity:              15 (+2)
Constitution:           14 (+2)
Intelligence:           20 (+5)
Wisdom:                 10 (0)
Charisma:               10 (0)

Fortitude:              3
Reflex:                 5
Will:                   1

Starting Skills:

Computer Use:           12
Demolitions:            7
Stealth:                0
Awareness:              3
Persuade:               0
Repair:                 12
Security:               7
Treat Injury:           0

Starting Feats:

Caution
Gear Head
Weapon Proficiency:  Blaster Pistol
Droid Upgrade Class I
Blaster Integration
Combat Logic Upgrade

Recommendations:

We will not be using T3 in combat (unless you choose to do so but that will
make fights harder) so you can let the computer auto level up T3 if you wish.
There are no T3! indicators because T3 is the only party member without a
sidequest or quest intertwined within the main story aside from breaking
into the Sith base.
==============================================================================

Now you have T3-M4 in your party. Since we will not use him in combat buying
droid parts for him is unnecessary. Walk past the elevator to the lower city
to the Sith base. Switch to T3 so he can open the door. Enter the Sith base
with T3 in your party.

3.  [WTARSI] Sith base

Uh-oh, the secretary's threatening to hit the alarm! Bribe her 50 credits and
she won't hit it. Yes, you could threaten her for dsp, but we want to take 
the Sith by surprise now don't we?  Plus, bribing her doesn't get you an 
alignment change, so it's all good. Switch to T3 and have him select the 
reception terminal. Using the security cameras, scroll down to where it says 
elevator. Eek a huge droid! Disable the shield, but don't open the elevator.  
The elevator will open automatically once the droid is defeated. You can also 
overload one power conduit in one of the barracks if you wish. Now go into 
system commands and take the turrets offline. If you have enough spikes, hack
into the sentry droids target filtering. What this does is have the droids 
attack all friendly (Sith) people and hostile (you) people. Don't upload the
area schematics because you need to discover the map to see where you have 
and have not been. Log off the computer.

Do you hear a lot of blasters firing? Those are the sentry droids attacking 
everything. Wait until you can't hear anymore of the firefight (you still get
the xp.)

Now exit the military base and take T3 out of your party. We only needed him
in there to save computer spikes. Take Bastila and whomever you wish in the
base with you.

From the lobby, take the western door. There's some Sith in here so kill them
for some xp and loot the remains. Take the north door now and walk down the 
hallway until you see a door to the west. Kill the lone surviving sentry 
droid and loot the room for some medpacs. Go back to the hallway, heading 
north, and take the east door this time. Once again, there should be only one 
surviving sentry droid with low health. Kill it and loot the room. Ignore the 
security terminal because all the options are exactly the same as the one at 
the front desk. Go back to the hallway and go through the north door.

Kill the sentry droid and look to your right. There's Duros in a force cage!
Remember this guy? He tried to move the Sith bodies and they caught him. You
can either free him for lsp or kill him for dsp. Turn all the panels green to
kill him for dsp, or turn them all red for lsp. Face the panels. Below, I 
have numbered them from left to right and given you what the color is for 
each one at the beginning of the puzzle.

1G	2R	3G	4R	5G

For lsp, you need to select these panels in this order:
3
5
1

For dsp, you need to select these panels in this order:
3
5
4

Once that's done, open the north door to find some goodies inside. Then, go
through the northwestern door and program the rusted sentry. There will be a 
few Sith here, so kill them with the aid of the droid. Enter the door going 
east to another hallway. Kill the sentry droid here. The north door leads you
back to the force cages, so go south and to the door that leads east. Kill 
the guards and loot the room. Take the south door now and raid the armory. Go 
back to the room that Duros was imprisoned in.

Take the door to the east and kill the droid. There's a door that leads to 
another barracks to the west, so take it, kill whatever remains, and loot the 
room. Now open the door to the south and you will see an assault droid.

Even without shields this guy's tough! This is a manageable battle however, 
and you should walk away unscathed. Just use Bastila's destroy droid power
and ion grenades. Open the elevator to the second floor of the Sith base.

Before you open the door in front of you, get ready for a big battle! Wait 
until all of Bastila's force points (shown by her health) have regenerated.  
Use her curing power to heal you and your other party member. Once you are 
ready, open the door to see the Sith governor. He will notice your force
sensitivity. Light players tell him to turn away from the dark side. Dark
players, express how much you'll enjoy gutting him. The battle with him is
tough. Run up to him and hack away with flurry and other special attacks. He
might stun you, preventing you from attacking. If that happens switch to 
another party member and attack using that member until you are awake again.
When he gets low on health, he uses Drain Life (a dark side power) to drain
your life and heal himself. Finish him off as quickly as possible, then loot
his corpse and the footlockers. The launch codes are inside the dead guy's 
corpse. You're done with this place. Leave the Sith base and go to Javiar's
Cantina in the lower city.

Canderous will automatically talk to you when you get close to him. He knows
the base had a break in and knows you have the codes. Tell him you have a few
things to do first. Collect Bendak's bounty from Zax. Make sure you do not have
anything else to do as you will not return to Taris again. Talk to Canderous
again and tell him you're ready to go. He takes you to...

4.  [WTARDE] Davik's Estate

But before this you get a cut scene to Malak. He gives the command to destroy
the entire planet to ensure Bastila's death. The first time I played this,
I wondered if they could actually accomplish this. After all, the Death Star
hasn't even been thought of yet!

A conversation will occur with Davik, Calo Nord, you, and Canderous. Tell 
Davik that you are interested in working for him. I don't know why you have a
choice here. It would be pretty stupid to turn down his offer or to be rude. 
Anyway, Davik will give you a tour of the whole estate, and the game skips to 
the Ebon Hawk where Davik reveals some info about it. You will then be in the
guest area, where you are in control.

==============================================================================
                                Canderous Ordo
                                Level 5 Soldier

Starting Stats:

Vitality:               65/65
Defense:                11

Strength:               15 (+2)
Dexterity:              12 (+1)
Constitution:           14 (+2)
Intelligence:           10 (0)
Wisdom:                 14 (+2)
Charisma:               10 (0)

Fortitude:              6
Reflex:                 2
Will:                   3

Starting Skills:

Computer Use:           0
Demolitions:            2
Stealth:                0
Awareness:              2
Persuade:               0
Repair:                 0
Security:               0
Treat Injury:           8

Starting Feats:

Armor Proficiency:  Heavy
Power Attack
Improved Power Blast
Rapid Shot
Weapon Proficiency:  Blaster Pistol, Blaster Rifle, and Melee weapons
Weapon Specialization:  Heavy Weapons
Toughness

Recommendations:

Canderous is a very hardcore fighting soldier. It is best to keep him 
equipped with his blaster. He'll do more damage shooting than in melee 
combat. When leveling up, focus on dexterity and constitution. For skills, 
just give him treat injury first and the rest of the class skills later. You 
won't need the two weapon fighting feat, so select other blaster related 
feats like sniper shot.
==============================================================================

Canderous!1

Most of the Canderous dialogue will center around his tales of the wars from
his point of view. He explains Mandalorians wanted the challenges of battle
and the honor and glory of fighting it whether they win or lose. He mentions
that he weeps for his past because he has no real challenges anymore.

Go out of your room and to the east. Follow the path until you come to a door
to the north. Here is the slave quarters. If you're a male, they will give 
information about a pilot of the Ebon Hawk. He's being tortured and knows the
security codes to get to the ship. If you're a female, the slaves will tell 
you that the male slaves could assist you better. I still haven't found a 
male slave yet, but Ryan F has emailed me and told me that there is one. Take 
the stuff from the footlocker and go back to the hallway. Raid the three 
rooms that you passed on the way to the slave quarters.

The room directly across from yours has a guy who will be mad at you. There's
no alignment change, so treat him however you wish. The room east of yours 
has a Rodian inside it. Tell him it's time to die for dsp or convince him 
you're friendly. No option gives you lsp. The room southeast of yours has 
footlockers with goodies inside. Now it's time to open the western door into
the throne room. In the throne room, go north, open the door and take out the
guards. Ignore the security terminal now and open the door to the east. Raid
the supplies for goodies and go back to the throne room.

This time, take the door that goes west on the north most part of the room.  
Kill the bounty hunter guarding this hall and loot it's remains. You should 
find a computer passcard, but you don't need it yet unless you were unable to 
open the security doors near your room. If that is the case, then go to the 
computer and use spikes to open all the doors.

From where you killed the bounty hunter, go north and open the northern door.
Kill the torture droids here. They're not tough, but they have tough weapons 
like flamethrowers. There's a force cage here and a control panel. Select it
and press A to release the guy. He'll give you the codes to get to the Ebon 
Hawk. After he does, either kill him or let him go.

After you have gotten the codes and been evil or good, go back to the 
hallway, raid both rooms to the west, and attack the baddies. Now enter the 
southwestern most door, kill more guards, and raid the room. Open the south 
door and follow the walkway that eventually goes east and take the north 
door. Keep going north, attack the guard, and use the computer terminal to 
shut down the security system to the Ebon Hawk. After this, heal up, wait for 
Bastila's force points to regenerate, and step through the hanger door.

Davik and Calo will be mad at the Sith because they've started bombing the 
entire planet. Davik will see you and realize you've come to steal the ship.
Both of them won't allow it. To fight this battle, I suggest you use the X 
button to give multiple commands to all of your party members while the game 
is still paused to where it says enemy sighted. You should have plenty of 
grenades by now. Have everyone in your party target Davik and just spam throw
grenades at him.

For those of you who are saving your levels, utilize the same strategy with
grenades.

When he's dead, Calo will threaten to blow the hanger up with a detonator.  
However, the Sith bomb the hanger again and the ceiling comes down on Calo.  
If you're lucky, the rubble doesn't cover Davik's remains and you can get his 
equipment. Now board the Ebon Hawk quickly.

5.  [WTAREH] The Ebon Hawk Escape!

It seems I had underestimated the power of the Sith. They destroy the planet,
but not before you escape! Enemy fighters will follow you and you'll have to 
get on the gun turrets and destroy them. This is an easy mini-game. All you 
have to do is target them with the thumb stick and press the trigger uttons 
to fire.

Once that's done, Bastila will advise to go to Dantooine. She thinks it's 
Safe there, but Carth doesn't think so. They argue about where to go. Agree 
with Bastila and you're off too...

V.  [WDANTO] Dantooine

A.  [WDANTB] Background

Dantooine is where you finally get to become a Padawan and use force powers.
You don't become a full Jedi in the game and instead stay as a Padawan. Boo!
Your main problems will be Kath hounds, kinrath, and Mandalorian Raiders. 
Kath hounds are the enemies that annoy me most. Fight a group of them, 
especially Horned Kath hounds and you'll see why. Kinrath are just like 
rakghouls – they can poison you, so remember to use antidote packs AFTER the 
battle.

B.  [WDANTQ] Quests

1.  [WDANMQ] Main Quests

The Jedi Council
Jedi Trials
Investigate Ruins
A Quest for the Star Forge

2.  [WDANSQ] Side Quests

Mandalorian Raiders
Missing Companion
Murdered Settler
Dead Settler
Sandral/Matale Feud
Bastila's Mother
Jagi's Challenge
Finding Dustil

C.  [WDANJE] The Jedi Council

The Jedi Council has requested an audience with you. Follow Bastila until a 
Jedi stops you. No light or dark options here. After the rude Jedi encounter,
go left around the tree and walk down the east room (it's on the map if you 
can't find it.) You'll see Carth in a hallway right before you enter the area
where the Council is. Enter the room and they'll introduce themselves. Go 
with the conversation.

==============================================================================
Note: Dark players lie every chance you get when talking to the Council 
because it gets you dsp. However, nothing you say to the Council can get you 
lsp.
==============================================================================

Soon they'll argue about Revan and tell you to go back to the ship. You have 
another crazy dream. At an ancient ruin, Revan and Malak open a door. Malak 
seems to have doubts and asks Revan if the secrets of the Star Forge so 
valuable and worth the risk. They trigger something within the ruins, but 
before you can see it the screen changes back to you and Carth. After a short
conversation with Carth you will have to select party members. Choose 
whomever you wish and go back to the Council.

==============================================================================
Note: Regarding conversations with party members: The Ebon Hawk has replaced
the abandoned apartment you were using as a base on Taris in that it is now
the rts point. The same thing applies with the Ebon Hawk as it did with the
Taris apartment in regards to the PartyMember!x indicators. In addition, if
you enter then exit the Ebon Hawk it will also trigger the next dialogue if
it is available.
==============================================================================

The Council will tell you about the dream you had and you can tell the truth 
or lie. The conversation continues and you learn that you and Bastila share a
special bond. Once it's over, you will learn more about the Sith, and the 
Jedi council. Then, the council will accept you for training and tell you 
that you will go to the ancient ruin that Revan and Malak traveled to on 
Dantooine to find out what corrupted them.

The next couple of scenes will be of you training to become a Jedi. Soon 
enough you will master your training and be fully accepted into the order.  
Now all you have to do is complete three trials to become a full blown 
Padawan, the lowest rank among the Jedi.

1.  [WDANJT] Jedi Trials

Walk over to Master Zhar, who is located adjacent of the big center room with 
the other three Jedi Masters. He is in the training room to be exact. Once 
there, talk to him and he will tell you of the first trial. You have to know 
the Jedi Code. Speak to one of the masters to learn the code. While you're 
here, speak to Master Dorak and find out about the recent history of the Jedi
Order. It doesn't give you xp, but you now have a better understanding of 
what's going on. Go back to Master Zhar and he'll test your knowledge of the 
Jedi Code. Here are the answers:

There is no emotion...
There is peace.

There is no ignorance...
There is knowledge.

There is no passion...
There is serenity.

There is no chaos...
There is harmony.

There is no death...
There is the force.

He congratulates you on your progress and tells you that it's now time to 
create your lightsaber. He instructs you to talk to Master Dorak for further 
details. Dorak will talk a little bit about the different lightsaber colors 
and what they mean. He will ask you a series of questions and tell you what 
path you'll be best at, but the decision is ultimately yours.

Jedi Guardian:

The Guardian class is similar to the soldier class. You don't have a lot of
skills that are class skills and if your intelligence is 12 or higher you
will only get 2 skill points each time you level up. The special ability of
the Jedi Guardian is the Force Jump special attack. If an enemy is within a
certain distance, the Guardian will use the force to jump towards an 
unsuspecting enemy to inflict major damage. You have to select regular attack
as it will not work with special attacks. I normally go Guardian when I play
the game due to the force jump ability. The Guardian will receive the most
health out of the other Jedi classes per level.

Jedi Sentinel:

The Jedi Sentinel is similar to the scoundrel class. You will have similar
class skills as a scoundrel and you get the most skill points per level.
The special ability of the Jedi Sentinel is the ability to resist anything 
that affects the mind; primarily the fear, horror, and insanity dark side 
powers. Other items in the game grant you the same immunity as well as Force 
immunity (although Force immunity can be cancelled by Force Breech.) 
Basically, the Jedi Sentinel is a Guardian without the jump and with a few
less feats.

Jedi Consular:

The Jedi Consular is similar to the scout class. The Consular has similar
class skills as the scout class and like the Guardian will get 2 skill points
per level at level 14 intelligence. The Consular's special ability is enemies
have a greater chance at being unable to resist the force powers of the
player. Additionally, every 4 or 5 levels you will get to select two force
when you level up instead of one. The Consular is not able to select new
feats as often as the other Jedi classes when leveling up. The Jedi Consular
will get the most force points per level out of the other Jedi classes. The
Consular is a good choice for those of you who saved your levels before
becoming a Jedi as you will most likely get all the force powers you want or
need.

You are given a colored crystal depending on what you chose. At this time, 
you level up and finally get to use force powers.

2.  [WDANNF] New Feats

Before I go over force powers, there are some new Jedi-related feats. Most of
them are awarded to one type of class and given for free. There are two in 
particular that you have to upgrade manually if you wish to do so. Both of 
them are given to you for free regardless of class.

Jedi Defense - B-

Sure, you could upgrade this feat, but it's a waste. It only focuses on 
ranged weapons. That sounds good, but most enemies that use ranged weapons 
are weaklings. Also, when you attack a guy with a lightsaber, he'll change 
from ranged to melee. This also doesn't help you against other lightsabers.

Weapon Proficiency Lightsaber - A

This is a good feat to have, but it's not necessary to upgrade it. If you are
dark, don't upgrade it because there will be an item you get later on in the 
game that lets you upgrade it. Light players won't be able to equip it 
because it is restricted to the dark side.

3.  [WDANFP] Force Powers

Here's a list of the force powers and the grade I give for them.

==============================================================================
Note: Some force powers draw on the light side, dark side, or neither. A 
light side character can use a dark side power, but it costs more force 
points. Force points are shown to the right of your health. They regenerate 
slowly during combat and quickly after combat. Light players should focus 
more on defensive powers that affect you. Dark players should focus more on 
offensive powers that attack an enemy.

Light players, use defensive powers to gain an advantage over your character
and the entire party. The less health an enemy can take from you, the better
off you are. When you are fighting tough enemies, cast all defensive powers
asap then attack.

Dark players, use your party members' light powers that affect the entire
party to your advantage. You can attack while your party members grant 
defense to the entire party.
==============================================================================

Cure - Heal A+ (light side)

You definitely need this if you're going to be a light sided character. This 
saves you tons of medpacs and heals the entire party. Heal even cures poison,
saving you from using antidote kits.

Force Aura - Force Armor A (light side)

This power temporarily gives you a defense bonus. Very valuable to light 
players. I like this because it can be an alternative to heavy armor since 
most force powers don't work with armor.

Burst of Speed - Master Speed A+ (universal)

You get to double your speed boost and a bonus to defense. Master speed also 
gives you 2 extra attacks per round. Very handy for any Jedi light or dark.

Force Valor - Master Valor A (light side)

This is a good force power to have because Master Valor grants you and the 
party immunity to poison. However, I usually don't select this power and let 
Bastila select it because it affects the entire party.

Force Resistance - Force Immunity A+ (universal)

It is a very handy force power to have. It gives you a higher chance of 
resisting an enemy's force powers against you.

Energy Resistance - Improved Energy Resistance A+ (universal)

This is another good power to have because it absorbs many different types of 
attacks and grants you immunity to poison. As an added bonus the effect lasts
for 120 seconds. The force points you spend on this will regenerate long
before the effect wears off. Few force powers offer that luxury.

Affect Mind - Dominate Mind A (universal)

This opens up an extra dialog option every now and then. You'll see it as 
[Force Persuade.] Even though that is a universal power, I would recommend 
dark players to use it and light players to avoid it because more often than 
not using the force to persuade others results in a dsp. Keep in mind that 
just because you have this power does not guarantee you will be successful 
with every force persuade option. Extreme commands can still be resisted.
Also, not every single force persuade option gives you dsp. Light players, if
you pick this power just be careful.

Stun - Stasis Field A (light side)

Using stasis field against a group of enemies makes them all freeze unless 
they save. A wonderful power to have because you'll be fighting in places 
where there are tons of enemies.

Stun Droid - Destroy Droid A (light side)

This power is very useful with tougher droid enemies in the game. Dark 
players don't need this power because they have the shock line. If you are a
light character, this line will be essential throughout the game. All of your
Jedi companions need to select this line as well. With this power you can
destroy most of the droid opponents in the game with ease.

Wound - Kill B (dark side)

This attack is dull. If the enemy saves you can only do a maximum 20 points 
worth of damage. Tougher enemies, especially Malak, nearly always save. Skip
it.

Slow - Plague A- (dark side)

Plague lets you poison an enemy and slow them down. It is also impossible for
the victim to save against the effects. This leaves the victim weaker and 
less likely to save against other force powers (such as insanity or force 
storm.) Other dark powers do more damage at a faster rate.

Fear - Insanity A (dark side)

Another extremely powerful dark side power. You can make your enemies cower 
In fear for 12 seconds, giving you time to take their health down 
drastically. The only drawback is if they save there is no effect. It also has
no effect on Jedi Sentinels

Shock - Force Storm A+ (dark side)

This is my favorite attack in the entire game. Not only does it attack a 
victim's health, it drains their force points as well. This is a must have 
for dark players.

Force Push - Force Wave A+ (universal)

Force wave damages all enemies, even if they save! If they don't, then they 
will be thrown back 5 meters and stunned for 6 seconds. This is good for a 
large group of enemies.

Drain Live - Death Field A (dark side)

Death field is an impressive attack that damages all enemies, even if they 
save, while healing you. The only drawback is that it's most effective on a
large group of enemies instead of a small few.

Force Suppression - Force Breech A (universal)

I used to think this power was unnecessary, however upon testing it in one
game I found it quite useful on Dark Jedi and Malak after they have casted 
Force Immunity on themselves.

Throw Lightsaber - Advanced Throw Lightsaber F------------------ (universal)

This power is useless. You throw your lightsaber at an enemy but are open to
other enemy attacks. Skip it.

==============================================================================
Note: Don't select affect mind yet if you are dark because there's no one you
can force persuade on Dantooine. Select it the next time you level up if you
want to utilize the force persuade options.
==============================================================================

Canderous!2

In this war story, Canderous talks about the first time he raided a world with
a Basilisk war droid. From the way he describes the droid they must have been
fearsome weapons. He says that the shockwaves from the explosion decimated all
that was in its path, and it was the moment of his life.

Mission!3

The third conversation involves the destruction of Taris and the shock of it.
Be nice to Mission. The conversation is quite short and will not trigger a
journal entry.

Mission!4

The fourth conversation involves probing more into who Lena is. After Lena and
Griff had been together for a few months, they both left Taris. Griff promised
Mission he'd come back for her and live like royalty when he had the credits.
Mission believes that Lena made Griff forget about her. This conversation does
not trigger a journal entry. In addition, this is the conversation you need
to reach in order to trigger Mission's party member sidequest.

Go talk to Master Zhar and he'll say that the second test is for you to 
construct your lightsaber with your own hands. You walk over to the workbench
and it's already there for you. All you have do is select assemble and you're
done. Talk to Master Zhar again and he will give you the third test.

==============================================================================
Note: Now that you have a lightsaber you can easily bash through doors and 
footlockers that are secure if you are unable to open them with security.
==============================================================================

4.  [WDANTT] The Third Trial

Apparently Kath Hounds have been corrupted by the dark side, the source of 
which is coming from a grove to the south of the Enclave. The Jedi Masters 
offer no further guidance because they want you to find out for yourself. So 
go to the central area with the tree and the droid in the eastern hall. Talk 
to him and he'll open the door to the...

D.  [WDANOC] Outer Courtyard.

1.  [WDANMR] Mandalorian Raiders

Once outside, walk north up the stone path. Soon, you will reach Jon, who 
will tell you about the Mandalorian raiders that killed his daughter. He'll 
give you everything he has to kill the leader of these guys.

WARNING: The leader of these Mandalorians has killed 2 Jedi before and has 
their lightsabers. He may use them to attack you. On the easy level, he will
most likely use swords. Be prepared just in case.

2.  [WDANMC] Missing Companion

After the conversation, go east of Jon and you will be on grass. There will 
be a woman by a swoop bike named Elsie. Talk to her and she'll tell you her 
companion is missing. You eventually find out that this companion is a droid 
that her late husband built. She begs you to find the droid and bring it back
to her.

Keep following the grass past the merchant. He has some grenades that will
come in handy later.  

Past the merchant, a pack of Kath Hounds will decide to attack you. Waste 
them. Go east to find more Kath Hounds waiting to be exterminated. Continue
following the pathway southeast and kill even more kath hounds. At the fork
in the path go south into the next area.

Sweep the eastern side of the plains clean of kath hounds. Go west past the
settlement and past the bridge. Follow the path as it curves north then
west. Here is your first run in with the Mandalorian raiders. They won't
provide much of a challenge for you. Loot the remains and the equipment
pack underneath the speeder. Continue southwest into the...

E.  [WDANGR] Grove

1.  [WDANMS] Murdered Settler

Eliminate the kath hounds and go east towards the bridge. Bolook, a Twilek
Jedi will ask you for help in a murder that happened earlier that day. This 
is very straightforward. Talk to the two suspects, Handon and Rickard, then 
get any information out of the protocol droid. Then talk to Bolook again to 
discuss the murder and tell him what you found. Repeat the process until you 
solve the murder. Here are the answers you should give him to get all the xp:

First answer - Rickard is lying - it was cloudy, there was no sun glare!
Second answer - Handon is lying - he knew his wife was cheating on him
Third answer - the blaster was Handon's, he lied about it being stolen
Fourth answer - it's Handon's blood, he's clutching his side
Fifth answer - No, they're both guilty - Rickard thought Calder (the dead 
guy) was cheating him in business.

Doing this gets you tons of xp, but no alignment shift. If you don't solve 
The murder, you'll get less xp.

2.  [WDANJU] Juhani

Continue to the east killing the kath hounds you find. After they're all
dead go south towards the three pillars. Heal and wait for your force points
to regenerate. Walk towards the structure and you will see someone sitting
there. She will use stasis on your two party members, leaving you high and
dry. It's not a tough battle, just use medpacks/heal/drain life at the
appropriate times. Once she has between 1/3 and half of her health she will
stop fighting and talk to you.

KEEP THE CONVERSATION NICE EVEN IF YOU ARE DARK!

Why should you be nice? Because Juhani will join your party later if you save
her, and she will be very valuable in the quests ahead. It's worth taking a 
light hit for this. Here are the options you should choose.

Who are you?
You embraced the dark side, why?
You slew Quatra, your master?
(2 options work) I just want to talk or I was sent by the Council to cleanse 
the taint from this grove.
I don't hold anger towards you Juhani, I wish you peace.
The first step on the path to true knowledge is knowing that you're ignorant.
Even in death, the Force will allow her to live on
Anger? Show them that you've freed yourself from this passion
Your inner peace and harmony will show them your sincerity.

==============================================================================
Note: It is possible to utilize persuade if your skill is high enough and
still get her to go back to the council. If the persuade fails the dialogue
will end and you will have to talk to her again. Don't worry about the
conversation ending. Juhani will only fight you again if you choose any
violent options.
==============================================================================

Or you could kill Juhani now if you want to miss out on a party member. If you 
really want to do it, just select the last option. Combat mode starts, you 
kill her, and gain a dsp. Certain people (like the rude Jedi you met while 
Bastila was taking you to the Council) will be pissed off, but they won't be 
able to do or prove anything.

From Juhani, go west until you meet another group of Mandalorian raiders.
You should have no trouble killing them. Loot their remains.

3.  [WDANMB] Mission's Brother

Once that is done, take a character out of your party and put Mission in (if 
she isn't already) and use rts to transit back to the Ebon Hawk. If you've 
found out about Griff and Lena, Lena should recognize Mission and talk to you 
after you walk a few steps. There's nothing here that can change your 
alignment, so talk however you wish. You find out that Griff is on Tatooine 
and Mission wants to find him. We'll get there eventually.

==============================================================================
Note: This should be the first time you trigger a party member side quest. 
Generally these side quests are triggered after you reach a certain 
conversation point with a party member. Once you have reached that point you
can trigger the side quest by using rts with the party member in your party, 
or by exiting the Ebon Hawk with that party member. If the side quest is not
triggered when I say it should be triggered, your best bet is to fly back to
Dantooine and exit the Ebon Hawk with that party member. There is only one
exception to the rule where a party member's side quest must be triggered on
Korriban.
==============================================================================

F.  [WDANIR] Investigate Ruins

Go back to the training room and talk to Master Zhar. He'll promote you to 
Padawan. Once he has done that, go talk to Master Vandar, who will ask you 
and Bastila to explore the ruins.

1.  [WDANSR] Sandral-Matale Feud

Before you can even go anywhere Mr. Matale bursts into the room and demands
justice. Apparently another settler, Mr. Sandral, has kidnapped Mr. Matale's 
son Shen, or so he thinks. This is a huge feud that has the potential of 
going out of control. These families have been feuding ever since they came 
to Dantooine. First Sandral's son Casus disappears and he blames Matale. Then 
Shen disappears. The Council adds this mission as well. The ruins can wait, 
now we're going to solve a little mystery.

Canderous!3

In this war story Canderous talks about fighting smugglers and using an
asteroid as a conduit for their weapons. One asteroid they fired upon happened
to have a ship inside of it of unknown origin. They were unable to catch it
but could follow the hypperspace wake. They followed the trail until it led
beyond the edge of the galaxy.

Bastila!2

During this conversation you and Bastila will talk about the vision you and
her both received about the star forge. This conversation will not trigger a
journal entry.

Once all that has been given to you, head out into the courtyard and take
the western path into the Matale grounds. Go east past where you fought the
first group of Mandalorian raiders and continue walking past the bridge.
Walk straight ahead to the Matale residence and talk to the Matale droid.
Tell the droid you are here on behalf of the Jedi Council. Mr. Matale comes
out with a few assault droids. He will answer a few questions about the feud
before getting frustrated. He offers you a "contribution" to the Jedi (a
bribe.) He offers 1,000 credits for the return of Shen.

2.  [WDANDS] Dead Settler

After the encounter with Mr. Matale, go east. Kill the kath hounds in your
path. There will be a pack of kath hounds located south from a cluster of
trees. Kill them and search the dead settler they were laying around for a
journal. You now know the fate of Casus and it's up to you to break the news
to his father.

Take the eastern exit towards the grove. Go south, killing the kath hounds,
and further south into the Sandral grounds. Keep going south and kill even
more kath hounds. To the far east you will see a droid being attacked by the
annoying buggars. You have found Elsie's droid. Kill the kath hounds and
talk to the droid. You learn that Elsie obsessed over him so much that he
thought it would be better if he were destroyed and asks you to destroy him.
Now you could persuade him to go back to Elsie if you are light sided, but
there is a happier ending for her. Tell the droid you will destroy him and
tell Elsie why you did it. Dark players, say "I'll destroy you and tell 
Elsie you're still out here" for dsp.

East of the droid is a cave. Enter it. There is a hoard of kinrath, giant
spider-like things inside. These guys can be pretty tough and have the
ability to poison you. Remember to use antidote kits after they are all gone.
At the end of the cave, you'll find crystal formations with lightsaber
crystals inside them. There are also crystals in the kinrath eggs, however
they are only colored crystals and it's not really worth the effort to
destroy all the eggs. After you are done use rts and use the workbench in
the training room to upgrade your lightsaber with your new crystals. Transit
back and exit the cave.

Go west and kill any kath hounds. After you pass a narrow path go south to
another group of Mandalorian raiders. They should be easy to defeat. Only
one more group left! Loot the remains and footlockers. Go north and continue
to follow the area to the west. You will find a group of kath hounds as well
as a VERY tough albino kath hound. I suggest healing up and waiting for your
force points to regenerate before going after these guys. Throwing grenades
will be helpful for this fight. The albino kath hound will resist light
AND dark powers so be careful.

Canderous!4

This conversation is about a battle above the world Althir. Canderous' unit
managed to defeat a force ten times their own size. Canderous saw a mistake
the enemy had made and took the chance. He disobeyed his orders, but ended up
decimating the fleet.

After the group is dead, continue west past the bridge. The Sandral estate
is up ahead. Walk north around to the other side of the estate and talk to
the droid guarding the entrance. Tell him Casus is dead. He will let you go
inside where Mr. Sandral will ask about Casus' fate. Telling him his son is
a kath hound chew toy gets you dsp. He will ask for the journal you found at
the body and will offer you a reward.

Sandral will then retire to his chambers to grieve more. Rahasia, Sandral's 
daughter will then come out and after beating around the bush she tells you 
that her father has indeed kidnapped Shen. You don't even have to ask why she
cares about Shen, it's obvious. She gives you a key card that lets you in the
back of their home to rescue Shen. The back door is located on the other side
of the estate.

Just for kicks I decided to see what would happen if I told the Council about
the developments of the Feud. They just talk to you about the quest for the
Star Forge with no option available to inform them of what is going on.

Canderous!5

Canderous explains the strategy behind the Mandalorian Wars. The Mandalorians
attacked worlds outside the outer rim that were not of the Republic. When the
Mandalorians finally did hit the Republic they had no idea they were coming.
Canderous describes how the Republic had cowardly tactics such as hiding in
homes and hiding among civilians. Canderous explained the Mandalorians used
necessary force to destroy all opposition. He explains that at first there
was no honor in the war, but honor did come later when Revan joined the war.

Once inside you will be automatically under attack. Kill the weak droid here,
disable the mine, and enter the room it was guarding using security.  After 
that room is raided, raid the room to the north of the room you were just in. 
Go south and open the southernmost door. Kill the pathetic droids there and 
ignore the computer terminal. You could overload power conduits if you wish,
but you might need to use more spikes later on. Open the door past the 
computer terminal and kill the droid. You should be at the south hallway.

Raid the first room you come across, backtrack to the hallway, and then open 
the next northern door. This leads you to a small hallway with a door that 
says "Security Control Room." Enter and raid the room. Go through the door 
at the end, kill the droids, and ignore the door to the north for now.
Instead go through the western door and the following hallway will turn 
south. Open the first door you come across and Rahasia will be there. Raid 
the room then go south again and raid the room south of Rahasia's. In one of 
the footlockers is a prison key. This key will open Shen's prison...although 
normal security also works because the locks are as weak as the droids...
anyway, open the north door you ignored earlier and walk east until you come 
across a mine. Disable it and open the door.

Hey, there's Shen! He won't come with you however because he doesn't want 
Rahasia to see her father's "wrath." He will only leave if Rahasia agrees to 
go with him, so go back to Rahasia and tell her the news. She will say that 
she'll meet him outside in the front of the house. Run back to Shen and he'll
agree to go.

The game will automatically throw you to the next scene, which is of Rahasia 
and Shen. For dsp, mention the reward Shen's father promised you. For lsp, 
be modest and say that no reward is necessary. After a short reunion, Ahlan 
Matale and Nurik Sandral will crash the party, each bringing assault droids. 
They will argue a little. You will have a say in the conversation.

This is where dark players have the most fun. We get to make the families 
kill each other...how tragic...and EVIL! To make blood flow in the streets, 
use the most violent options, which are:

Why don't you just shoot each other and get it over with?
The only way either of you will end this is with blood
[Lie] You know, Nurik, Ahlan actually did kill Casus
Kill them!  Kill them all!

Now that's being EVIL! Wasn't that fun? Oh, you have to deal with Sandral and
Matale's droids, but they aren't tough.

Light players should pick these dialog options:

You two just need to calm down.
Both of you calm down now!
[Persuade] Shen is capable of making his own decisions
[Persuade] Children grow up and leave eventually.

If you have the highest persuade skill you can have, then the persuade 
options will work and they will buy a house for Rahasia and Shen. If you have 
been neglecting the persuade skill, then it will most likely not work. In 
this case, tell the children to run. Their parents will get frustrated and 
threaten to tell the Council on you. Don't worry the Council understands 
that not all feuds can be stopped. You still get lsp for trying.

If you've been following this guide, you have killed three bands of 
Mandalorian raiders. There will be another group at the eastern side of the
grove area by the southern path to the Sandral estate. This fight will be a
tough one. I suggest you plant a few mines just in case you find yourself
with one party member left on low health. That way you can lure the raiders
into the mines if you are left with only one party member standing. Use
Mission to recover any mines that are left that you cannot after the battle
is over. For the attacking party, it should be you Bastila and Canderous.
The first two rounds of combat should be spent with everyone throwing your
most powerful grenades at the Mandalorian leader Sherruk. This should kill
the weaklings and bring his health down a bit. Have everyone in the party
attack Sherruk until he is dead and kill whatever remains. After the battle
search Sherruk's remains for two lightsabers.

G.  [WDANRU] Ruins

Now we can finally go inside the mysterious ruins. Go north into the Matale
grounds area and further north to the courtyard area. Go to the far eastern
side of the map. You can't miss the ruins. Once you see them, enter through
the front door. Inside the ruins, there is another door. Open it and you'll
see an ancient droid. Ask it questions and you will learn about the Star
Forge and the ruins. You find out that the only way to explore the secrets
is to prove yourself worthy. Poor Nemo (the Jedi the Council sent to 
investigate the ruins) didn't pass the test and died. Once the conversation
has ended, take some goodies off Nemo's body then go through the west door.
It's time for a fight.

A droid with a powerful shield will attack you. Just keep at it and heal 
yourself. The droid is weak against the stun droid line, ion grenades, and
shock. Don't try to force push the droid because it is immune to that power.
After the fight, use the ancient terminal behind it.

Talk to the computer and then put your datapad into it. Once the datapad is 
inserted, talk to the computer again. The computer will start to speak in 
your language! It wants three death-giving worlds. This is so easy a caveman 
can do it! The answers are:

Desert
Barren
Volcanic

Once you have done that, go back to the middle room with the droid and take 
the opposite door. There's another tough droid here that is just as powerful 
as its counterpart. Do the same thing with this computer as you did the 
other. This time it wants three life-giving worlds. Again, it's pretty easy.
The answers are:

Oceanic
Grassland
Arboreal

Just for kicks, I decided to see what would happen if I missed a question. 
All that happens is the droid you just killed gets revived and you have to 
kill it again.

1.  [WDANSM] Star Map

Once you have done that, look directly behind you to find a broken droid. 
Take whatever booty you find and go back to the middle room. In here, go 
south and through the door. Walk over to the thing in the back center of the 
room. It turns out to be a map that has the worlds of Korriban, Kashyyyk, 
Manaan, and Tatooine on it. There are incomplete hyperspace coordinates and 
corrupted data. This is, or was, a map to the Star Forge and finding all the 
star maps on those worlds will lead you to the location.

Canderous!6

Canderous explains the Republic wasn't really a threat until Revan became
involved. He says that Revan was a genius on the battlefield. In the end,
Revan proved to be too much for the Mandalorians. Canderous remembers the
final battle of the war at Malachor V and says the actions of one person,
Revan, that won the war. Canderous further explains that no Mandalorian holds
a grudge against Revan. They had gotten what they wanted, a war that would be
told and remembered for centuries.

Bastila!3

The conversation with Bastila will start off with the bond you and her share.
Then she will ask you questions about yourself. All she's really doing is
trying to figure out what type of character you are, serious or childish. If
you pick the "childish" answers or refuse to answer questions the dialogue
ends and you won't get the full journal entry. Male characters get amusing
romance options.

Exit the ruins and go back to Elsie. Light players, tell Elsie that you 
destroyed her droid and she will run off. Now don't worry, you can still get 
lsp, just not yet. Dark players, tell her you couldn't find the droid and she
will run off to find him.

Also, talk to John and tell him you killed the Mandalorian leader to complete 
the Mandalorian Raiders side quest. If you refuse the reward, he'll give it 
to you anyway!

Bastila!4

In this conversation Bastila talks about the importance of mastering your
emotions and expresses concern that you have had little training in the
Force. She will praise you for being a light character. If you are dark she
will caution you about giving into your baser instincts. Whether light or
dark she will lecture you about the evils of the dark side. There are more
romance options for male characters in this dialogue that are funny.

Canderous!7

Canderous begins by explaining the war with the Republic was supposed to be
the most glorious one of their history. He goes on to say after the last
battle the Mandalorians were stripped of armor, weapons, and basilisks.
Canderous goes on to say while most were sent into exile, some Mandalorians
attempted to relive the old days of raiding worlds. These Mandalorians are
nothing more than bandits now. The conversation moves on to Canderous going
to Taris. He explains that the best Taris had to offer was nothing to him. It
was like stepping on bugs. Canderous explains that with you he may finally
find opponents worth fighting. This is the conversation you need to get to in
order to trigger Canderous' party member sidequest.

2.  [WDANSF] A Quest for the Star Forge

Go back to the Council and they will give you the task to explore all four 
worlds the Star Map had. They believe that other Star Maps will be on the 
other planets and assign the mission to you and your party members. Juhani 
also joins the party at this point...unless you killed her.

==============================================================================
                                   Juhani
                            Level 6 Jedi Guardian

Starting Stats:

Vitality:               78/78
Force:                  36/36
Defense:                19

Strength:               13 (+1)
Dexterity:              16 (+3)
Constitution:           14 (+2)
Intelligence:           14 (+2)
Wisdom:                 12 (+1)
Charisma:		13 (+1)

Fortitude:              8
Reflex:                 9
Will:                   5

Starting Skills:

Computer Use:           2
Demolitions:            0
Stealth:                14
Awareness:              9
Persuade:               1
Repair:                 2
Security:               0
Treat Injury:           9

Starting Force Powers:

Force Aura
Burst of Speed
Energy Resistance
Affect Mind
Stun
Slow
Force Push
Throw Lightsaber

Starting Feats:

Conditioning
Power Attack
Weapon Proficiency:  Blaster Pistol, lightsaber, melee weapons
Jedi Defense
Toughness
Force Camouflage
Improved Force Jump
Knight Sense

Recommendations:

You'll be using Juhani for nearly the rest of the game. Invest in strength 
and wisdom attributes before anything else. For skills, go with treat injury.
For feats, go with the two weapon fighting and it's upgrades. Give her the 
stun droid line to help with tough droids in the game.  Because of her fall to
the dark side, she comes with a few dark powers. You can upgrade them if you
want, it just costs more force points to use. Otherwise cure and the other
light/universal powers are the best bet.
==============================================================================

Now if you were EVIL and had the families kill each other, you can talk to 
all four members of the council and they will ask you what happened. Tell 
them that it may have been Mandalorian raiders for more dsp!

After you've been assigned your mission, head back to the circular area of 
the enclave and go north. In the middle room, Elsie will be there. Talk to 
her and she will apologize to you. Say there's no need for apologies to 
complete the quest. She and her new lover will leave. Dark players will not
see Elsie in the middle room as she ran off to find her droid. Open the
footlocker for goodies.

Carth!6

Carth has been quiet lately. He doesn't like being left out of the loop and
wants to know what the Jedi council said to you. He muses that you are a
Padawan that has been given the daunting task of hunting down the star maps.
He suspects there must be another reason for the Council to give you this 
task. Carth goes on to say he's not going to wait around to get betrayed
again.

Juhani!1

The first conversation will be one where Juhani apologizes to you. You must
be nice to her or it will be more difficult to talk to her and trigger her
party member sidequest. Tell Juhani you forgive her.

Juhani!2

In the second conversation your ask Juhani how she became a Jedi. She 
describes the world she grew up on was a festering slime pit. Jedi rarely
visited that world but they were heard of. Juhani tells you of her dreams of
becoming a Jedi from childhood and after seeing one she resolved to make that
dream come true. You must be nice in this conversation as well.

Juhani!3

In the third conversation, you and Juhani discuss her fall to the dark side
and attacking her master. Once again be nice in your responses. This
conversation will not trigger a journal entry.

After that, go back to the Ebon Hawk. A Jedi named Deesra will stop you and 
tell you about the Terentatek, a very scary beast. He tells you about the 
beast's natural immunity to the force.

==============================================================================
Note: The immunity to the force is less with dark powers, however they can
still resist some of them. Players with a high wisdom will be able to bypass
this immunity.
==============================================================================

After talking to Deesra, go inside the Ebon Hawk then go back out again with
Canderous in your party.

3. [WDANJC] Jagi's Challenge

Jagi will approach you and recognize Canderous. Canderous thought Jagi was
dead. Jagi claims he sent all of them to die so that Canderous alone could
have the honor of being the first to the enemy commander. Jagi states he has
spent years tracking Canderous and will not rest until he has his revenge.
Jagi challenges Canderous to fight in the dune sea on Tatooine.

Bastila!5

In this conversation Bastila talks about how fate is going to place the
party into a confrontation with Malak. Bastila talks a little about her
encounter with Revan but becomes evasive when probed. She seems like she
does not want to relive what happened.

Bastila!6

In the next conversation you ask Bastila a little more about herself. She
talks of joining the order as a child and leaving her family. Bastila tells
you that contact with family is discouraged. Upon asking why Bastila
explains that emotional entanglements are dangerous, even love, and a Jedi
must be above such things. Bastila continues to talk about missing her
father and not being on good terms with her mother. Her mother pushed her
father into treasure hunting and whittled away her father's entire fortune.
Bastila continues to talk more but the memory seems painful to her and she
says she does not wish to talk about it more.

Bastila!7

In the seventh conversation you have with Bastila, she says she has been
watching you. Bastila has studied you closely since you completed your 
training. Her comments will differ according to your alignment. Bastila 
continues her lecture of the dark side mentioned earlier. She explains what
the dark side does to someone. Bastila tells you of what the Sith has done
and asks what sort of person would you have to become in order to perform
such deeds gladly. This is the conversation you need to reach in order to
trigger Bastila's side quest. In fact we are going to do that now.

4.  [WDANBM] Bastila's Mother

Exit the Ebon Hawk with Bastila in your party. After you exit the Ebon Hawk,
walk away from it. A Twilek will recognize Bastila and talk to you. In a
nutshell, Bastila's mother is sick and looking for Bastila. Her mother is in
the Cantina on Tatooine.

Go to the cockpit and use the Galaxy Map. You can choose which planet to go
to first. The order you go does make a difference. The order that I
recommend is Tatooine, Kashyyyk, Manaan, and then Korriban.

==============================================================================
Note: You don't have to go in that order if you don't want to. This is the 
recommended order because it is the best way to play the game.

If you choose to go in a different order be sure to go to Korriban last. If
you do not then you could miss out on access to very good items in the game.

Also note that if you do not go in the same order as I have here in the guide
the PartyMember!x indicators will not be entirely accurate. For those of you 
who do not go in the recommended order, just talk to your party members when 
you level up, complete a side quest, or advance the plot in the main quest.
==============================================================================

VI.  [WTATOO] Tatooine

A.  [WTATOB] Background

Tatooine is a desert planet that is almost uninhabited. You dock in the small
town of Anchorhead, where it's dry, sandy, and hot. The main pain in the neck
enemies are Sand People. For some reason beyond me, gaffi sticks are better 
against these guys than a lightsaber (and their attacks are more fierce than 
most of the Dark Jedi you will fight.) It's something I've been trying to 
figure out...Anyway, Ancorhead is already mapped for you. Also, the Dune Sea,
Sand People Territory, and the Eastern Dune Sea are one of those areas where 
exploring the whole map isn't worth the trouble.

B.  [WTATOQ] Quests

1.  [WTATMQ] Main Quests

Hunter's License
The Desert
Sand People
The Krayt Dragon

2.  [WTATSQ] Side Quests

Dwindling Supplies
The Trouble With Gizka
Middleman
Swoop Racing
Nico's Agency
Iziz and the Jawa
Trapped Tanis
Mission's Brother
Sand People History
Bastila's Mother
Jagi's Challenge


Once you have selected Tatooine on the galaxy map, a cut scene will appear.  
Admiral Saul Karath will tell of how you escaped Taris. Malak asks how he 
knows this and Calo Nord will walk into view. He's hard to kill apparently.  
He agrees to hunt Bastila. After this, you have a dream about the Star Map's 
location. Bastila will talk to you about the dream, but nothing truly 
important is said.

Before we start cracking the planet, talk to T3 and ask him to make you 
computer spikes. He will give you computer spikes upon request but only if 
you have less than 11. There is a storage container in the cargo hold of the
Ebon Hawk. Put your computer spikes in and ask T3 for more. This way you can
ensure you have enough computer spikes. If I say buy or save computer spikes
you can do this instead.

Your other party members will also give you items upon request. Zaalbar gives
you grenades, Canderous stimulants, and Mission security spikes.

C.  [WTATDB] Docking Bay

1.  [WTATDW] Dwindling Supplies

As you walk to the center of the ship, Zaalbar will stop you and say that the 
emergency supplies have been tampered with. Go to the storage room and press 
A when you have emergency supplies selected. After you further inspect the 
supplies, search the ship. The game tells you that you hear footsteps. Keep 
searching until you are told to go to the cargo hold.

A girl will be there that speaks part Mandalorian and part something else. 
You have three choices. Do nothing and the girl will leave the ship after you 
have found the third star map with no alignment change, learn the girl's 
language that leads to lsp, or order her off the ship for dsp.

If you learn the girl's language, you find out that she was kidnapped by 
Mandalorians.  Question her further and you'll find out she's from Dantooine.
Now you have to find the dude who lost her. I usually wait until I'm done 
with Tatooine before I go back to Dantooine, but it's so simple to find the 
guy that I'll tell you now. Go to Dantooine.

The guy you're looking for is within 20 feet of the Ebon Hawk's landing area 
on Dantooine. He is the only Twilek that has three names. Tell him that Sasha
(the girl) is on the ship. Convince him to board your ship and tell Sasha to 
go with him in her own language. She will be happy, he'll be happy, you'll be
happy, we're all happy! Go back to Tatooine and leave the Ebon Hawk.

Dark players just order the girl off your ship for dsp. Leave the Ebon Hawk.

You have a docking fee of 100 credits here because you weren't on the 
schedule. Force persuading the guy that you don't have to pay isn't dark 
(boo,) so either pay or persuade him to drop the fee (I haven't tried 
persuading the guy, it's just easier to pay him the credits and be on your 
way.) You can ask questions about Tatooine, he does have some useful 
information.

2.  [WTATGI] The Trouble With Gizka

As you head towards the exit, some dude will tell you that you're package 
arrived in your ship safely. Apparently there was a mix-up and you're now in 
charge of gizka. It seems that Fate is conspiring against you. No time to 
worry about the animals now. You will be able to sell them later, so don't 
kill them with gizka poison (the merchant in this area sells gizka poison.)
Exit the area to enter...

D.  [WTATAN] Anchorhead

Walk south and you will come across the hunting lodge. Talk to the person who
is standing in front.

1.  [WTATMM] Middleman

A poor woman is begging you to help her out. Her husband died in the 
wilderness and all she has is a plate that is apparently important. Dark 
players, tell her you'll take the plate, she objects, then force persuade her 
to do so. She does, realizes what has happened, gets angry, and runs off.  
It's fun to manipulate people isn't it?  Light players, give her the credits 
she asks for (500) plus 200 in order to get the lsp. For the dark players
who did not choose to select affect/dominate mind you will still be able to
take the plate from her and get dsp.

After you have dealt with Sharina, go inside the hunting lodge. You can talk 
to a few people here to find more information about Tatooine. Dark players 
have a nice time in here because you can threaten everyone (except for the 
Ithorian) for dsp! Just choose the most violent options there are. One hunter
in particular has a great dark path. The hunter is named Tanis. Talk to him 
and he'll ask if you're here for credits. Ask him what his life is worth and 
he'll get very uncomfortable and mention guards. Force persuade him to give 
you credits, he'll say "I like you, I think I'll buy you a couple of 
rounds...wait, I've never done that before...why does my head hurt" (being 
evil is so much fun!) Dark players can still effectively threaten him and get
dsp without having the force persuade option.

Exit the lodge. A duros will express distaste towards a human woman. The
human woman is Bastila's mother, and this conversation only happens if you
have triggered the side quest for Bastila. The duros says Helena is in the
cantina.

2.  [WTATSP] Sand People

Go south to the Czerka office. Enter there and walk into the middle of an
argument. After the argument is over, talk to the Protocol Officer to the
right. If you triggered Mission's Brother side quest, ask her about Griff. It
turns out he did work there but was captured by Sand People. No one knows if
he is alive or dead. Ask her how to get to the Sand People and she will say
you need a hunter's license. She doesn't want to give you one, but keep
pressuring her until she offers you a deal: Agree to kill the Sand People,
bring back their gaffi sticks, especially the Chieftain's Gaffi, and she'll
give you a license.

Walk outside and the guy who argued with the officer will stop you and ask
what they wanted with you. Be polite even if you are dark because he tells 
you what to do. He tells you that you need a translation droid to break the 
language barrier and that you can get some robes from the Sand People in the 
Dune Sea. He also says that a translator droid is for sale in the droid shop.

However, before we go there, Tatooine has a swoop track (there is a swoop 
bike on the Ebon Hawk) and potential for dsp and lsp. Go to the door marked 
Swoop Registration and talk to Motta the Hutt. He'll set you up with a race, 
but you have to pay ridiculous fees. You can persuade to avoid the first fee, 
but he only lets you race free once even if you have force persuade.

3.  [WTATSN] Signing Nico

He also tells you about a deal he made to one of the swoop pros named Nico.  
The deal is a total scam because Motta gets most of the money, but before you 
can tackle this you have to beat the best times. It might be hard, so save 
the game before you tell him you're ready to start the first race (there's 
three in all.)  Once you win, save again then tell him you want to race 
again. If you lose, then just reload the game. This way, you can lose the 
race tons of times without losing tons of credits.

==============================================================================
Note: Motta gives you racing bonds worth 60 credits each to the winner. They 
won't buy these back at the swoop track, but the merchant that's in front of 
the Ebon Hawk (the weird alien guy with two heads) will buy them. Others 
will as well, but...he...is the one I usually go to. If you don't have enough
credits to go through all three races then simply use rts to go back to the
Ebon Hawk and sell the bonds. Then transit back to the swoop track.
==============================================================================

After you've beaten all the times, talk to Nico. Force persuade him to accept
the deal. Regular persuade should work on Niko for those of you who didn't
choose affect/dominate mind (my character was able to successfully do it on
the first try with a persuasion rank of 4.) If you can't do it then you can
just threaten to kill him and he'll agree to take the deal. For lsp, persuade
Motta to make a better deal for Nico. If for some reason you can't persuade
Motta then threaten to kill him. Bastila will help you out and Force persuade
Motta to give Nico a better contract. You don't get dsp for the threat if
Bastila helps you out.

As you exit the swoop track a fan asks for an autoprint. There are no
alignment changes so deal with him however you see fit.

From the swoop track, walk east and you'll find some Dark Jedi. They tell you
how displeased Lord Malak was and that "he has promised a great reward for 
whoever destroys you." Yawn. These guys are moderately simple. All of them
will use Force powers against you similar to your level so be prepared for
that.

4.  [WTATBM] Bastila's Mother

After the Dark Jedi encounter go to the Anchorhead Cantina. Talk to Helena,
Bastila's mother. Helena and Bastila will argue for a bit. Eventually Helena
will send you to look for a holocron that belonged to Bastila's father.
Helena tells you he was hunting a krayt dragon and died. Keep this in mind.

5.  [WTATDR] Droid for Sale

It's now time to go to the droid shop after you have sold your racing bonds.  
It's near the exit to the Dune Sea on the northeastern side of Anchorhead. Go
inside and talk to the merchant and HK-47 to find out...interesting...things.
Apparently this droid can speak the Sand People language but is very defiant.
At any rate, the merchant will sell you the droid for 5,000 credits...yikes!
Dark players can bargain aggressively (threaten to kill him) in order to 
lower the price. If you want to avoid the darkness, ask him to lower the 
price and he'll instantly lower it to 4,000 credits. Politely ask him to 
lower it again and he will with no new darkness within you.

==============================================================================
                                  HK-47
                          Level 6 Combat Droid

Starting Stats:

Vitality:               66/66
Defense:                16

Strength:               16 (+3)
Dexterity:              14 (+2)
Constitution:           10 (0)
Intelligence:           14 (+2)
Wisdom:                 12 (+1)
Charisma:               10 (0)

Fortitude:              5
Reflex:                 4
Will:                   3

Starting Skills:

Computer Use:           2
Demolitions:            7
Stealth:                0
Awareness:              6
Persuade:               0
Repair:                 8
Security:               0
Treat Injury:           1

Starting Feats:

Power Blast
Weapon Proficiency:  Blaster Pistol and Heavy Weapons
Weapon Focus:  Blaster Rifle
Droid Upgrade Class I
Toughness
Tactician Logic Upgrade

Recommendations:

Like T3 we will not be using HK-47 in combat unless you want to make fights
in the game harder for yourself. It is ok to let the computer level him up.
==============================================================================

After you buy him, tell him to come with you now. You will go to the party 
selection screen. Choose Bastila and HK-47 for now. Talk to him and find out
that he's an assassin droid. Further talking to him reveals that his memory 
core is shot. You can repair it to get some of his memory back, but the 
deeper memories are best left untouched because something bad could happen. 
He conjectures some outside stimulus may trigger a full memory return, but 
is unaware of what it might be. If you've been maxing out your repair skill, 
then you can repair him now and he will tell you about his former masters.  
There are four times that you can do this, and each successful time gets HK a 
boost in his skills. If you haven't maxed out the repair skill, then too bad!

==============================================================================
Note: The repair skill has to be at least 17 in order to get the last repair 
to work. Light players have difficulty because if you picked a scoundrel 
repair was cross class. If your repair skill is at least 10, go ahead and 
keep upgrading it. If not, don't bother upgrading the repair skill. There are 
some items in the game that boost your repair skills, but not by much.

What I mean by the repair skill of at least 17 is a total of your skill rank
plus the bonus from your intelligence attribute plus any item that increases
the repair skill. You can repair him any time you wish, so there's no need 
to include an HK! indicator. I would advise players who don't have at least
10 in the repair skill now to go ahead and finish the game then upon making a
new character keep upgrading the repair skill to where you can fully repair
him. His backstory is rather interesting.
==============================================================================

6.  [WTATFT] Fair Trade

Once you have HK, go to the gate, which is the big grayish wall near the 
droid shop. Find Iziz, the only named Jawa in this area. Here, you get a 
great quote from HK-47 if you ask him to help you understand the Jawa.

HK-47: Translation: 98% probability that members of the miniature organics 
tribe are being held by Sand People, master. Doubtless he wishes assistance.

You: What about the other 2%?

HK-47: Translation: 2% probability that the miniature organic is simply 
looking for trouble and needs to be blasted. That may be wishful thinking on 
my part, master.

This is only the beginning of hilarious and downright funny things HK says, 
man I love this droid!

Anyway, Iziz knows about the star map, but won't tell you anything about it 
until you recover his lost tribe, who has been captured by the Sand People.  
Talk to the gate guard and show him your license. He'll let you out into 
the...

E.  [WTATDS] Dune Sea

==============================================================================
Ian S says:

If you have to go to the Dune Sea you can hunt! Yes, I just said it hunt! But 
only if you have time and patience because this may take a while. Kill the 
desert wraid, loot the remains for the bone plate go to Fazza’s office and 
sell it. That’s standard procedure. It may sound easy but sometimes it isn’t. 
The first is easy and hard. Easy because the whole band is normal. And hard 
because you just fought the sand people guarding the entrance to the sand 
people territory. The next it gets a little harder because some now are named 
“Hulak Wraid”. It’s a little harder to take them out than normal ones. Now if 
you exterminated the sand people and you are attacking a band of desert 
wraids plus you have sand people attacking you it is extremely hard! One time 
they killed Bastilla and Juhani. I got lucky that I had burst of speed 
otherwise I had been killed.

You know, the sand people I mentioned earlier aren’t normal they are VERY 
TOUGH if you are fighting someone else or a party member is down. They are 
three. Two elite warriors and one holy warrior. The holy warrior is the 
toughest. Don’t underestimate these guys they can kill you. If you don’t want 
to run into them I suggest you go straight to the sandcrawler and go where 
you need to go. If you do want to run into them pick a dune and walk they 
will get you.

Note: if you choose the peaceful solution the sand people won’t attack you.
==============================================================================

1.  [WTATTT] Tanis Trapped

Marlena automatically talks to you when you enter the Dune Sea. She tells you
to say hey to her husband Tanis when you see him out in the desert. Go 
southeast from the gates and you'll soon see the four droids floating and 
Tanis in the middle. He asks for help and once again you get another great 
quote from HK

Tanis: Come on, can you help me out here?

Bastila: I say leave him

Tanis: You're pretty heartless for such a pretty lady, you know that?

Bastila: I take it back, let's congratulate his wife

HK-47: Commentary: I say we blast the meatbag and save you the trouble
master.

Tanis: What's with all the droids lately, my wife get to you too?

HK-47: Negative: I just don't like organic meatbags! Except for the master of
course. Heh.

Even funnier is the dark option. He asks for help, you say he can rot, he 
Then asks why and you reply "It's the cruelest death, maybe I'll stand here 
and drink a large glass of ice water!" Of course telling him this makes him 
mad and he jumps up and down destroying all the droids. This kills him and 
slightly damages your health, but that's a small price to pay for being EVIL!

Nice guys have tough mathematical equations to solve. Some of them are very, 
very hard, especially D! All you have to do is go to each droid one by one 
and solve the puzzle. If you pick the wrong one, the droid will explode. If 
two droids explode, Tanis dies. Anyway, here are the answers:

Droid A: Node 2 is working correctly (this one is the easiest one)
Droid B: 7 is the missing number
Droid C: 120 large pulses
Droid D: 31-13-12-14  23-41-12-14 (this one is the hardest one!)

Alternatively, you could just repair the droids using repair parts, but you 
get less xp.

Once Tanis is dealt with, you MUST take HK out of your party and have Juhani 
with you. The sand people are tough and you need all the Jedi you can get.  
Go towards the sandcrawler (the huge thing in the middle of the desert.)  
You'd have to be blind to miss it. Talk to the mining captain. He asks for 
your help, but before he can finish Sand People come out of nowhere and 
ambush you.

There are four Sand People in this wave and there are three waves in all. This
can be tough like the Mandalorian leader (except harder) if you don't watch 
it. Once you've wasted all of them, talk to the mining captain for some more
information.

2.  [WTATJC] Jagi's Challenge

It's now time to take Bastila or Juhani out of your party and put Canderous
in. Make sure he's leveled up and has on good items. We're going to go after
Jagi. Jagi will be southwest from the sandcrawler. If you are having trouble
finding him, go to the western side of the sandcrawler and take a diagonal
path southwest. Jagi and a couple of rodians show up looking for a fight.

The dark option is easy. Canderous gets ready for battle and all you have to
do is say "let's go!" The battle won't last long. You won't even have to use
any force powers to take them down.

If you want the light option, just tell them to calm down. Ask Canderous or
Jagi why they need to fight and they will bicker about the war. When the
persuade options come up, persuade Jagi that the move was smart and tactical.
Keep the conversation going towards the non violent option and Jagi will be
convinced he was wrong. He kills himself regardless of what you say and then
you will attack the rodians. Replace Canderous with your other Jedi party
member after you are done talking to him.

Canderous!8

This conversation is quite short. Canderous just asks for time to think on
how it's affected him.

After that's done, go directly east from the sandcrawler. Be prepared for
sudden attacks from the sand people. You'll eventually come across a crash
site with some goodies and apparently someone trapped beneath the wreckage.
It turns out to be a set up. The Gamorrians you met at the hunting lodge come
out and threaten you to pay 500 credits. There is no dark or light option so
deal with them however you see fit.

Once that's done, look to the east. There is a pathway there, but that is for
later. From this pathway, look to the south and you'll see another path to 
the Sand People enclave guarded by Sand People Warriors. There's more there 
than you think, so be prepared for a tough fight. Don't underestimate these 
guys, their gaffi sticks are powerful and formidable weapons. They can 
drastically take down your health.

Juhani!4

In this conversation Juhani continues to talk about the Jedi back home. She
describes how it felt to be in the presence of the Jedi and says that at the
time they seemed invincible. The Jedi then left and the oppressed just became
the new generation of oppressors. She lets out an angry outburst then 
apologizes for it, fearing the influence of anger and the dark side. Be nice
in this conversation like the previous three.

After they are all dead, loot all of the remains for gaffi sticks, sand 
people clothing, and maybe bantha fooder. Make sure HK is in your party along 
with Bastila and equip the sand people clothing on you and Bastila. If you 
plan on exterminating the Sand People, then don't have HK in your party and 
equip the clothing on you, Bastila, and Juhani. Or you can decide to go ahead
and take the peaceful soluiton, complete it, then attack them later. Whatever
you decide to do, go into the...

==============================================================================
Note: If you just decide to kill them all then there will be a difference in
when to talk to party members. By the time we are done with Kashyyyk you will
be able to catch up on it so don't worry.
==============================================================================

F.  [WTATST] Sand People Territory

Once you enter a sand guy will recognize you have a disguise. HK will say the
guy communicated something. You have two choices now, tell him you aren't a 
threat or kill them all. Again, if you decided to slaughter them all you 
won't have HK in your party and you will be given the choice to retreat or 
fight. Choose to fight and the best way to do it is to walk a full revolution 
around the circular path, killing the sand people there first. Then go into 
the separate rooms killing whatever you might find (except for the captives 
of course.) When you get to Griff, don't kill him because it doesn't give you 
xp and the quest won't be finished. Mission will still want to find her 
brother even though he's clearly dead by your hand. Instead of killing him, 
tell him to run to Anchorhead and he'll escape.

1.  [WTATSR] Star Map

If you decide peace, the guy will take you to the Chieftain. To make the long
story short, to slow down the attacks you have to get him moister vaperators 
so he can move his people further into the desert.

Go back to the Czerka office in Anchorhead and buy some from the guy behind 
the desk, then come back to the Sand People territory. Talk to the guard and
he'll bring you before the Chieftain. Tell the boss you've got the stuff and 
he'll lower the number of attacks. He'll also give you his Chieftain's Gaffi 
as a reward. Now, ask him about the Jawas and Mission's brother and he will 
let you take them. Be sure to ask him about the Star Map and he'll give you a
map to the Eastern Dune Sea. He informs you that it wasn't salvaged because a
Krayt Dragon lives there.

2.  [WTATWH] Worthy of History

You can also ask the chieftan about the history of their people. However the
only way they will tell you anything is if you give them a Krayt Dragon Pearl.
You could do this when you find one. I never do because they make excellent
lightsaber crystals.

==============================================================================
Note: If you loot anywhere in the sand people enclave they will attack you.
Unless you want to kill all of them, leave their wrecker bins alone!
==============================================================================

Go to the eastern side of the enclave and you'll see two "doors," one to the 
east and one to the west. Open the west one first to find the Jawas. Tell 
them to run to Anchorhead. In the other door is Mission's brother. Now you 
could kill him now for dsp, but what that does is keep you from getting xp. 
Also, if you kill him and talk to Mission later, she won't even acknowledge 
that you killed him and still wants to find him.  It's better to tell him to 
run to Anchorhead. He'll meet you at the Ebon Hawk the next time you go there
(you don't have to have Mission in your party for him to talk to you and 
Mission) and that is in fact our next destination.

Go to the Dune Sea and use rts to go to the Ebon Hawk. Mission's brother will
talk to you and her (regardless if she's in the active party) and it won't be 
a happy reunion. He asks you for credits. You can give him some, but it 
doesn't get you lsp. He goes off to take a job at the Czerka Office and says
that he could use your help with something. If you don't have bantha fooder 
yet, buy some from the merchant here. It's the two headed alien dude with a 
weird body.

Go to the Czerka Office again to talk to the Protocol Officer about the 
Chieftain's Gaffi and the other gaffi sticks. If you've slaughtered the lot 
of them, you should get about 2,000 credits plus the credits from the 
Chieftain's Gaffi Stick (the highest you can get is 500 credits.) Talk to 
Griff and he wants you to get a tach gland so he can make Taresian Ale.  
Tachs are found on Kashyyyk.

Talk to Iziz and he'll reward you for rescuing the Jawas. He'll also talk a 
little more about the Star Map, but nothing you don't already know.

Exit Anchorhead and go to the...

G.  [WTATES] Eastern Dune Sea

See that cave off to the north? That's our destination. Go towards the cave
and you'll see a cut scene where one of the hunters and Komad Fortuna is 
waiting for something. The human hunter will get impatient, go inside the 
cave, and get eaten by the dragon.

1.  [WTATDH] A Desert Hunt

Talk to Komad and he'll tell you the scoop. He set up mines in front of the 
lair and all you have to do is lure banthas with bantha fooder to the lair.  
The sand people won't like that. Sure, you've dealt with sand people before, 
but these are different than the ones you encountered earlier. They've got 
the big guns. Anyway, once Komad tells you all of this (if you want to be 
EVIL) tell him that you don't need him anymore. He'll get mad and you get to 
kill him for dsp. There's no light option here, just don't kill him.

Once you see one of the bantha, select one of them, they will follow, and the 
sand people will attack. Waste them as quick as possible then select the 
bantha again. They will stop in front of the lair. The dragon will come out,
set off the mines, and die.

Now if you killed Komad, search the dragon's remains for TWO Krayt Dragon 
Pearls. Two pearls mean that you get two extra powerful lightsabers. If you 
didn't kill him, he offers you one pearl as a reward and keeps the other one 
himself. Don't refuse the reward, the pearl is worth it.

2.  [WTATSM] Star Map

Now it's time to go into the cave. Loot any corpses you find and walk to the 
star map. It will open and there will be some dialog. There is a tattered 
equipment pack right by the Star Map that has the holocron Helena wants.

Bastila!8

Talk to Bastila about the holocron to trigger the journal entry. What you say
to her now might (not completely sure) influence the outcome of the quest.

Juhani!5

Juhani thanks you for accepting her so easily and explains Cathar do not make
friends easily. Be nice to her in your responses so that you can continue
talking to her. This conversation will not trigger a journal entry.

Leave the cave and walk into the waiting hands of Calo Nord.

Ok so the strategy here is to kill all of Calo's bodyguards with grenades
then target Calo. Sometimes grenades will knock down his health, sometimes
they will not. Calo has a super high energy shield he uses during the fight.
You won't be able to get any good hits on him until the shield goes down. You
might be able to stun him if you're lucky. Once his shield goes down he will
be easy roadkill.

If you want you can give the dragon pearl to the sand people chieftain then
slaughter them if you haven't already. Be sure to remember to loot their
remains for gaffi sticks to sell to Czerka.

Use RTS to go back to the Ebon Hawk. It's now time to give the holocron to
Helena. As you walk towards the cantina, Senni Vek will come up to you and
claim you dropped a datapad. The datapad really isn't yours, but take it 
anyway. The datapad has a message on it for you: The Genoharadan say to see
Hulas on Manaan. Come alone or not at all.

Once you've gotten the datapad, go to the Cantina and talk to Helena. There
are no alignment changes. If the meeting ends badly the rest of the Bastila
conversations will not happen (I'm not sure why.) Just go with the happy
ending so that we can talk to Bastila more and male characters can continue
with the romance options.

Bastila!9

In the ninth Bastila talk you talk about how the encounter with Helena went.

Bastila!10

The next conversation you ask why the council sent you and Bastila on this
mission untrained. She talks about how she thought the Council was testing
her to see if she were ready to become a master and other thoughts that she
later realized were foolish. The reason the Council didn't send a Master
along with them was because it would draw unnecessary attention to the Sith.
The journal entry notes that Bastila either has blind faith in the Council or
prefers to avoid answering the question.

Bastila!11

The eleventh Bastila conversation Bastila tells you she's glad you are with
the party. She says she may have been too critical or demanding at times. If
you want to continue talking to her for the full gaming experience, thank her.
She apologizes for her earlier attitude.

Carth!7

In the seventh Carth conversation Carth feels like he needs to apologize to
you. He says he knows the mission is important but feels out of his league
because he isn't a Jedi. He explains that he hates not knowing what is going
on and feeling so helpless. Accept his apology so that you can continue
talking to him.

Carth!8

The next conversation you ask Carth why he wants revenge on Saul so badly.
After the usual probing Carth goes back to the destruction of Telos. Carth
explains that he held his dying wife in his arms and screamed for medics.
They didn't make it in time. Upon asking about his son he tells you that his
name was Dustil and he has no idea what has happened to him. This is the
conversation you need to reach in order to trigger Carth's party member
sidequest.

Use rts to go back to the Ebon Hawk with Carth in your party. One of Carth's
friends will recognize him. Carth's friend talks about Telos and eventually
the subject of Dustil, Carth's son, comes up. To sum it all up, Carth's 
friend knows where Dustil is. Dustil is on Korriban, training to become a 
Sith.

It is important to note that any future Carth! signs will only be for light
sided females who did the quest first. If you are male, whether light or dark,
Carth will stop talking to you. If you take the dark way he will stop talking
to you too. Don't worry about him not talking to you. Talking to party members
after their sidequest is done does not grant experience. It's up to you if you
want to complete it now go ahead and continue to the next section. If you want
to wait then use the galaxy map to go to Kashyyyk.

==============================================================================
Note: While we are going to Korriban to complete the quest if you decide to do
it right away, we won't be completing the planet. The best shop in the game 
will become accessible on Korriban only after you have found your third star
map. In addition, Juhani's side quest will be triggered on Korriban around the
same time the shop opens up.
==============================================================================

==============================================================================
Additional Note: I have the quick way of doing it in the guide here instead of
telling you to look in the Korriban section due to spoilers.
==============================================================================

3.  [WTATFD] Finding Dustil

Select Korriban on the galaxy map and get ready to enter the world of the Sith!

Exit the ship and have HK and Carth. HK has some more dialog options that are
amusing if you want to hear them.

Talk to the docking bay guard to find out that there's an academy here to 
train the Sith. That is where Dustil is, and getting inside is our goal for
now. Pay the small docking fee and continue onward.

When you exit the landing area, a Sith student will be asking hopefuls to get 
into the academy some questions. They get the answers wrong and he gets mad.
He asks you what he should do. Obvious dark and light options here, but it's 
hard to keep him from killing them (unless your persuade skill is high.)

Go further away from your ship. Past the merchant there are some Sith who
want to hurt you. Be passive for lsp.

Alright there's other people you *can* talk to on Korriban, but we want to 
get the Dustil quest over with as fast as possible. It won't really be fast, 
but it's the quickest. Go straight down to the end of the hallway.

Exit the landing area to the entrance of the Sith academy. Talk to the Sith
guard standing there. He'll say that you aren't a Sith so you can't go in.
Ask him how to become one and he'll say to talk to Yuthura Ban in the 
cantina. You will see three people standing, looking like they're injured 
with another guy named Mekel enjoying their torment. Talk to the alien and
he'll tell you what the deal is. It seems that Mekel has played them for 
fools. Talk to Mekel and say whatever, there's no alignment change. He will 
run off and you can talk to the prospective Sith. For lsp, tell them about the
sham. For dsp, say their final test is to attack the guard at the door (I love
being EVIL!) I know that didn't get us closer to Dustil, but you have to do
this before you enter the academy. After you enter they will all be gone.
Light players, change your party to where you have Carth and T3 in your party.
Dark players it doesn't matter who your other party member is.

Ok, Yuthura is now in the cantina on the right side near the back. Just tell
her that you want to become a Sith and she'll ask you a few questions. Be 
honest in your answers and when she asks you if you want to become a Sith, 
say yes.

There is another way to do this, of course, if she says no. Go towards the 
Ebon Hawk and a group of Sith who just passed their test will attack you 
(there's also a chance for an alignment change, just act like you have 
throughout the whole game.) Loot their remains to find a Sith Medallion. Go 
talk to Yuthura again and she'll agree to let you into the academy.

You meet Master Uthar here, he's the boss of the academy and ultimately 
decides who becomes a Sith and who doesn't. You have to impress him to gain 
enough prestige to do this. He will ask you what lies you have been fed to 
about the Sith. Answer him however you want to. After this he sends you off
and welcomes you to the Dark Side.

Now that all of that is finally taken care of, raid the footlocker in the 
room you were transported to. Walk away from your room. Yuthura will stop 
you. This will be fully covered later in the guide. Basically, she wants you 
to help kill Master Uthar. Don't ask her any questions, just end the
conversation as soon as possible.

Once you're done talking to her, go south to the intersection, east at the
intersection, and finally south. Go past Mekel and turn to the last room on
the path. Here is Dustil.

The dark way is easy, just choose the most violent option and you will fight
him. Carth won't be too happy with you but that's to be expected. You are EVIL
after all.

Light players have a little more work to do. You MUST say "Calm down, 
Dustil..." in order to proceed. You don't get lsp, but Dustil will ask for
proof the Sith are evil. Ask him to come with you. He won't come with you, but
he tells you he will stay there until you prove it. Go back to the path and go
west at the intersection. Follow it to Uthar's room. Use T3 to open the door
and search the room. Inside one of the footlockers is a datapad that gives 
sufficient proof of the Sith's evil. Talk to Dustil and show him the datapad. 
There's a long sequence of dialogue with the inevitable happy ending.

Once the quest is complete go to the circular room where Uthar is and go south
to the academy exit. Go back to the Ebon Hawk.

Carth!9

The ninth Carth conversation involves what happened with his son Dustil.
Light players will just ask Carth about Dustil and he'll talk for a bit then
the conversation will end. Dark players will have a few responses to give to
Carth. There do not appear to be any alignment changes.

Carth!10

The next conversation involves talking about Revan and Malak. The conversation
drifts towards the dark side. Carth expresses his worry for you and Bastila.
He is afraid the temptation of the dark side might destroy you and Bastila.

Juhani!6

Juhani tells you she has been bothered by something. Be nice to her so you can
continue talking to her. She reveals that the world she grew up in just so
happened to be Taris. She vents her frustration and anger out while telling
you this.

Juhani!7

In the next conversation Juhani talks more about her home of Taris. Continue
to be nice to Juhani so you can continue talking to her. Juhani will describe
the hell she lived in and wonder aloud if she is weak or not. Once again, you
need to continue to be nice to her. This conversation will not trigger a
journal entry.

Bastila!12

Bastila will comment on your alignment and reveals for her it is a constant
battle to stay in the light. She expresses doubt about her own abilities as a
Jedi and has "dangerous thoughts."

Bastila!13

The next conversation is an expansion of the previous one. She continues to
talk about her own weakness and responses will differ according to your
alignment. If you are a female character this is the final Bastila
conversation. Any future Bastila! indicators will be for male players only.

Now, finally, after all that we get to go to...

VII.  [WKASHY] Kashyyyk

A.  [WKASHB] Background

Kashyyyk is a planet inhabited by Wookies. The main enemies to worry about 
here are kinrath. Remember these guys back on Dantooine? Yeah, there's many 
more where that came from. There are also two new enemies you have to worry 
about, Meykl and Katarn. Meykl are bat-like creatures that are extremely 
easy to defeat. Katarn are similar to Kath Hounds, but less annoying. They 
have a natural ability to heal plus a little resistance to light powers.
Don't worry, you can cut through them easily. If this is the first place you 
are traveling to after Dantooine, welcome back. This planet can also be done 
right after Dantooine. Of course, you'll have another dream and Bastila will 
talk about it yet again.

B.  [WKASHQ] Quests

1.  [WKASMQ] Main Quests

Wookie Chief
Jolee's Request
Star Map
Freyyr
Chuundar's Gambit

2.  [WKASSQ] Side Quests

Eli and Matton
Lost Wookie
Mandalorian Shadows

C.  [WKASCL] Czerka Landing Port

===============================================================================
Ian S.

Bastila! 14

(I found this one after I saw the Kashyyyk vision, and landed there for the 
first time.)

First Bastilla starts with her now usual doubt and resistance. This 
conversation has to occur inside the Ebon Hawk. I tried triggering it outside,
but she says that she wants to talk inside the Ebon Hawk. Then you talk about
if she's ready, the feelings between them two, and Malak. This moves the 
"Bastilla" quest into the "completed quests" area.
===============================================================================

Choose Bastila and Zaalbar as your party members. Pay the docking fee and the
Ithorian will tell you to speak him in his office. This dude takes a long time
to go to his office.

1.  [WKASHD] Honest Debt

Take some time to talk to Eli and Matton. Now Matton has had it rough. His
ship left one day leaving him high and dry. Now he has to pay Eli off for the
lack of services. Keep this in mind now.

2.  [WKASST] Star Map

When the Ithorain is in his office you can ask him about Kashyyyk. He knows
nothing about the star map, in fact no one does. However, there is the matter
of slavery that you need to consider. Remember how Zaalbar was going to be 
sold for slavery if you didn't rescue him? That's basically how this whole 
planet is. Czerka has moved in and takes Wookie slaves. An interesting thing
happened when I threatened to kill the Ithorian. He begged for his life and 
Bastila force persuaded him to tell you more about the Wookie leadership...
shouldn't it only be you who can force persuade? Anyway, continue to follow 
the path.

At some point Zaalbar will stop and talk about his "Madclaw" status...okay.  
With that found out, go along the pathway towards the great walkway.  Try to 
open the doors and the guards will stop you. Now here's where you can get 
infinite dsp (or at least get it multiple times. I usually don't bother with 
it,) although I don't know why anyone would want to unless they're EVIL! Just
threaten the guy then use the force to make him like you. Keep doing this as 
long as you wish. Tell the guard that you will go past him because you paid 
the landing fee. He'll reply that he can't stop you.

On the Great Walkway, expect to find some Kinrath and a few new enemies. Get 
used to these guys. They'll be at Korriban but thankfully not Manaan.

Anyway, after you fight the first batch, Big Z will again interrupt your 
walking to talk about him being banished. Tell him we'll deal with it when 
the time comes and walk east until you find three guards that have killed a 
Wookie. If you have Zaalbar in your party, he'll get angry. For dsp, tell 
Zaalbar that we need to kill them. For lsp, tell Zaalbar that you'll handle 
it and persuade the guards to leave their posts.

Afterwards, follow the path as it curves south and kill the kinrath. Pretty 
soon you'll reach an open area with more kinrath (is there ever an end?) To 
the south is a wookie guard that won't let you pass. He tells you to go see 
Chuundar (I hate typing that name) in order to go to the Shadowlands and 
expresses his distaste for bringing Zaalbar here.  

Go to the north path you passed earlier and you will be attacked by three 
Dark Jedi. Remember the ones on Tatooine who wanted to collect the reward 
for your death? Same story different Jedi. They will use dark powers that are
about equal to your level so be prepared for that. After they are dead, loot
their remains and go further north until you come up to another wookie guard.
He also doesn't treat you and Zaalbar kindly. He demands your audience with
Chuundar. The game then automatically throws you to the...

D.  [WKASRV] Rwookrrorro Village

1.  [WKASCN] Chieftan in Need

It doesn't matter what you say here. Be defiant or cooperative, there's no 
alignment change here. Now Chuundar wants you to kill another "madclaw" in 
the shadowlands. He keeps Zaalbar there until you complete this task. You are
then escorted out into the Wookie Village.

The village is mapped out for you in your journal. Go to the marker that says
Holder of the Laws. Open the door and enter.

2.  [WKASWL] A Wookiee Lost

Talk to Worrroznor. He at first doesn't want to talk to you. Ask him if you 
can ask him questions. He won't answer anything but instead mentions a Wookiee
named Rorworr who went missing. For some reason obtaining this quest now does
not give you a journal entry. Don't worry, you'll still be able to do the 
quest.

Exit Worrroznor's house and go to the Great Walkway. From there, go south and
you'll reach the Wookiee who wouldn't let you pass earlier. He lets you by.
Keep following the path. After a while, you'll see some Wookiees fighting 
kinrath. Kill them and be however you want to the Wookiees; there is no
alignment change. After helping the Wookiees, continue to follow the path and
you'll eventually reach Gorwooken. He'll lower you down to the...

E.  [WKASSH] Shadowlands

Follow the path around to the north and you'll come across some Katarn. Kill
them and continue to follow the path until you see an old man being killed by 
enemies...or is it he that's killing them? He'll take all four of the baddies
down and then talk to you. Then he'll tell you to follow him to his home in a
log, so do as he says. If you lose sight of him (which shouldn't happen 
because there's no enemies nearby) take the first southern path you see.

1.  [WKASJR] Jolee's Request

Once you are at his house, ask him about the Star Map. He knows where it is 
and suspected that's why you came. He tells you that he'll help you find it 
if you get rid of some Czerka poachers off to the northeast of his hut.

Now it's a good idea to explore the area south from Jolee's Hut, killing 
every enemy and looting every corpse you find. There's a circular area to the 
east of Jolee's hut that will be important for dark characters later on. A 
little more south of that, the path forks to two southern circular areas.  
Near the fork, there is a malfunctioning droid. The droid playbacks a 
message that tells you Eli killed Matton's crew...interesting.

Now go north of Jolee's hut and travel east. You will eventually come across 
a wookie corpse with a slave contract and a bowcaster. Seems someone killed 
the guy because he was selling wookies and left their weapon there...more 
interesting stuff.

After you have found those two things, go back to Gorwooken (yes, we have to 
finish the quests now because only one of them can be completed after you 
have dealt with the madclaw wookie.) He'll say something about unfinished 
progress and take you back up.

Go back to the wookie village and on the map there will be a place called the 
Holder of the Laws. Show the bowcaster to the wookie there and he'll call in 
the fur ball that killed the other. Tell them about the slave contract to 
save the guy's life for lsp. For dsp, don't mention the slave contract and 
say the wookie deserves to die.

===============================================================================
Ian S.

Bastila!15

Bastilla tries to think of excuses for the previous conversation, then says she
doesn't want to talk about it until Malak is defeated.
===============================================================================

After this, go back to Eli and Matton. Show Eli the evidence and tell him to 
run away for lsp. For dsp, tell Matton to kill Eli. Then for more dsp, force
persuade him to do evil deeds to get him off this rock. Regular persuade
works just as well too. If you took the light way make sure to talk to Eli
again and tell him good luck. He will give you 500 credits for your help.

2.  [WKASTP] Tach Poaching

Go back to the Shadowlands, follow the path, and keep going east. You'll 
eventually see the Czerka poachers. For dsp, tell the guard that you'll kill
him, but before that you could get extra dsp by telling the guard you're 
interested in helping him out. He says he'll give you a reward for every tach
gland you get for him. He sprays you with some stuff that makes them attack 
you and all you have to do is kill them and loot their remains. Don't bother 
though, the reward for each gland is almost worthless and it wastes time. For
lsp, persuade the guards by the sonic emitters to give you the codes to them.
Once you have disabled two sonic emitters, a huge beast will crash the party 
and make all of them run away. Be sure to look in the storage bins for 
goodies and tach glands.

Once you've dealt with them, go back to Jolee and he'll join your party.

==============================================================================
                                   Jolee
                           Level 6 Jedi Consular

Starting Stats:

Vitality:               42/42
Force:                  72/72
Defense:                21

Strength:               12 (+1)
Dexterity:              16 (+3)
Constitution:           12 (+1)
Intelligence:           12 (+1)
Wisdom:                 15 (+2)
Charisma:               15 (+2)

Fortitude:              7
Reflex:                 7
Will:                   8

Starting Skills:

Computer Use:           1
Demolitions:            0
Stealth:                0
Awareness:              7
Persuade:               2
Repair:                 1
Security:               0
Treat Injury:           6

Starting Powers:

Cure
Force Aura
Force Valor
Affect Mind
Stun
Disable Droid
Force Push
Throw Lightsaber

Starting Feats:

Conditioning
Weapon Proficiency blaster pistol, lightsaber, and melee weapons
Jedi Defense
Improved Force Focus
Knight Sense
Improved Dueling

Recommendations:

With skills just upgrade treat injury. There isn't anything necessary that he
will need to do that's skill related. Jolee's alignment is closer to neutral
with a touch of light side. If you are a light player, give Jolee offensive
dark powers such as fear and shock. If you are a dark player, give Jolee light
powers and use him to cast force wave when the going gets tough. Light and dark
players pick the destroy droid line to help with the tougher droids in the 
game. For attributes, just keep upgrading Jolee's wisdom to make his force
powers nearly impossible to save against. For feats, finish off the dueling
line along with other melee related feats.

At the Ebon Hawk, Jolee will give you life support packs upon request.
==============================================================================

Go back to where Czerka was and continue to follow the path until you reach a 
force field. Jolee will disable it for a few minutes. This lets you go into 
the...

F.  [WKASLS] Lower Shadowlands

To the south of where you enter the lower shadowlands, you will see a wookie 
fighting Mandalorians. Kill the Mandalorians and give the wookie a medpac 
for lsp. For dsp, call him a weakling and leave him to die. Here's another 
area where you can get infinite dsp. Keep talking to him and he'll continue 
to ask you help him heal. Continue to call him weak for more dsp.

1.  [WKASMS] Mandalorian Shadows

If you saved him, he'll tell you that these cowards attacked only when they 
put away their weapons. He tells you to look for wookie corpses, put away 
your weapons, and kill the dudes that attack. Now is not the time to 
complete this task, just keep it in mind. Dark players, you can trigger this 
quest without helping the wookie. Just exit and reenter the area and the
wookie will be dead. Search the wookie's remains for a scrawled note. The
note will trigger the journal entry.

At the fork go southeast. Waste the kinrath you come across and you should 
notice that you can take a kinrath body. This will be useful later on. When 
the road forks again, go south on the first east path, attack the kinrath, 
and go south at the new fork. The path takes you to a ritual area. Tie the 
kinrath corpse on the vine and a Ritual Beast will come out. This is your 
first fight with a Terentatek and should be a moderate fight. Use defensive
force powers. Use offensive powers sparingly because of the immunity to the
force unless you have a high wisdom. Once you have defeated it, you find a
blade that was lodged in its' skin. Be sure to search the remains further to
find some other goodies.

It's now time to meet the madclaw wookie. You probably passed him before you 
went to the ritual site. If you didn't, go back to where the wookie was 
attacked and stay on the eastern "wall." You'll eventually find him.

He will attack then surrender. Straightforward here, kill him for dsp or 
don't for lsp. If you don't kill him, he asks for Beca's sword and says it's 
in the ritual beast. You already have it, so he'll go upstairs to start a 
riot (dethrone the big cheese, you know, the name I hate to type.)

2.  [WKASSM] Star Map

And now it's time to look for the Star Map. It is in the far southwestern 
side of this area past the swoop bikes. Once you find a building with an 
alien holocron, you're there. Talk to the holocron and ask it as many 
questions as you want. To get to the Star Map, you have to behave in a 
certain way. It asks you questions about what you would do in certain 
situations. Here's the dialog options you have according to alignment as 
well as the "correct" and "incorrect" answers:

First question:

I'm unsure what Zaalbar would say. I would accuse him to be safe (dsp, right 
answer)

I trust Zaalbar, I won't accuse him (lsp, wrong answer)

Second question:

I prepare my forces to attack in 10 days. I do nothing to the city (dsp, 
right answer that leads to the next option) - That's right; the deaths of my 
people will spur my forces on (dsp, right answer)

I evacuate the city (lsp, wrong answer)

Third Question:

(light players will not reach this question)

I let the attack happen (dsp, right answer)

Dark players automatically get the star map if you answered everything 
correctly. Light players will only answer two of the questions wrong to get 
lsp. Then, the holocron will say that you don't match the standard he's 
looking for. He does this if you threaten to take him apart as well. Two 
droids will then attack. Just use the destroy droid line and force lightening
to make quick work of them.

Once you are finished with the battle, talk to the holocron again and he will 
give you access, saying that secondary scanning of you fighting made you 
acceptable...right.

Now that you have the Star Map and have killed all the enemies, walk around 
without any weapons equipped. There are two wookie corpse sites around the 
same area as the lone wookie and are easy to find. Once the Mandalorians de-
stealth, immediately go to the equip screen and re-equip yourself. One time, 
I could not equip my weapons. If that happens to you, don't panic, just 
attack for a couple of seconds and then you should be able to equip your 
weapons. Now go look for the second wave. After the second wave of them is
dead, check the remains for a missing signal device. Place the device on one
of the swoops. That makes the Mandalorian leader mad at you and the rest of
the Mandalorians attack. You'll gut them easily. Tell the walking carpet the
good news and you're off on your merry way. Dark players, you killed the 
Wookie that would give you any reward, so like light players just go back to
Gorwooken when this quest is finished.

If you didn't kill Frayer, you'll have to fight Gorwooken. He's pretty easy.
Once you've exited the shadowlands, go back to Chuundar (you can ask a wookie 
guard to take you there.)

If you killed Frayer, Zaalbar's father, then there's nothing more to do here.
Just be as violent as you can and get the dsp once Gorwooken takes you back 
to Chuundar. You will be transported out of the village and will never return 
there again. If you didn't finish the Lost Wookie side quest, you won't be 
able to now.

If you saved Frayer, then try to solve the conflict in a non-violent way. Of 
course, Chuundar won't go down without a fight, so there is no way to do it 
peacefully. It's not an easy firefight, but it's not an overly hard one 
either. After the fight, the wookies will rebel and run off everyone that's 
not their kind except you. If you didn't go to Eli and Matton for the droid 
head, it's too late now.

No matter what you do, you'll get Baca's Ceremonial blade as a reward.

Juhani!8

Juhani tells you she was remembering Taris. Be nice to her so you can continue
talking. Juhani continues talking about the hell of Taris. She then says she
sometimes wished her parents hadn't fled from the homeworld of their species.
Juhani will not elaborate right now and says that's a story for another time.

Juhani!9

In the next conversation Juhani expands on how her parents fled. Juhani tells
you Cathar was among the first to fall before the Mandalorians openly attacked
the republic. She explains most Cathar didn't make it when they fled from the
Mandalorians. Juhani says her parents eventually came to stop at Taris, not
wanting to flee any further. Juhani's father turned to stimulants and bars.
He was killed by a man who provoked him into a fight and killed him like an
animal. I believe this is the conversation you need to reach in order to
trigger her party member side quest. As I explained earlier we will not be
triggering the side quest until we go after the Korriban star map so that we
can get access to a shop with very good items.

Juhani!10

The tenth conversation Juhani asks about you. As I've said previously you need
to be nice to Juhani in order to continue talking with her. This conversation
will not trigger a journal entry.

Juhani!11

In the eleventh conversation Juhani comments on your alignment and continues
to express her feelings about how she fell to the dark side. Be nice to her.
This conversation will not trigger a journal entry.

Carth!11

Carth remarks about how he is trying to remember what his wife looked like.
If you want to continue talking to Carth, be nice to him. Carth once again
vows to kill Saul for his betrayal.

3.  [WKASGR] Griff

We have the tach gland Griff wanted so now is as good a time as any to deliver
it to him. As we fly on to Tatooine we get a cut scene where Malak sends his
apprentice Darth Bandon after you...doesn't he look familiar?

Carth!12

In the next conversation you ask Carth what happens if he ever gets revenge on
Saul. Carth muses that before he envisioned taking revenge on Saul by himself.
Now Carth says he doesn't want to kill Saul if it means he has to hurt you or
the mission. Carth doesn't know what he will do after Saul is dead if he is
still alive.

Carth!13

In the next conversation Carth remarks that he's been watching you and is 
glad you are with the party. He once again apologizes for his behavior. If you
want to continue talking to him, accept his apology. The journal entry notes
that you have gained Carth's full trust.

Jolee!1

Upon asking why Jolee decided to come with you he avoids the question and 
decides to talk to you about his past. He talks about how he traveled with
someone who had the Force swirling around him like a hurricane named Andor.
The story of how Andor killed the bad guy is quite interesting.

Jolee!2

In the second conversation you ask again why Jolee decided to come with you.
After a moderate time of talking he tells you that your destiny intrigued him.
He remarks that everything about you is slightly odd and there's something 
very dark about you. In the end he mentions his adventuring days and shoos
you away.

Exit the Ebon Hawk and go to the Czerka office. Give Griff the tach gland. Do
not bother giving him credits. He leaves to start on his project. Exit the
office and go right back in. Walk to the main desk and the receptionist will
tell you Griff skipped town.

Mission!5

In this conversation you talk about what happened with Griff. There are
alignment changes so act accordingly. This is the final Mission conversation.

It's time to go back to the Ebon Hawk. Use the galaxy map again to go to...

VIII.  [WMANAA] Manaan

A.  [WMANBA] Background

Manaan is a world where the natives, the Selkath, strive for peace (it's also
a word that I misspell a lot.) They want to be neutral in this war between the
Sith and Republic and try to treat them equally. Enemies you find here are 
Sith and you'll have to fight some Selkath in two areas. It shouldn't be too
hard for you. This is also where you meet Hulas and do six resulting dark side
missions. If this is the world you go to after Dantooine, welcome back!  
However, I strongly suggest you complete Kashyyyk before doing this world.
Light players, skip down to section D. Docking Bay with the code WMANDK 
I am going to guide our dark friends on the Genoharadan missions!

B.  [WMANQU] Quests

1.  [WMANMQ] Main Quests

Republic Base
Sith Base
Hrakert Station
In the Water

2.  [WMANSQ] Side Quests

Hulas and the Genoharadan (6 dark side missions)
Sunry Murder Trial
Selkath Mystery
Swoop Races
Queedle's Problem
Mercenaries

C.  [HULASG] Hulas and the Genoharaden (DSO)

Leave the Ebon Hawk and do not put anyone in your party since you have to be
alone in order to talk to Hulas. Open the doors that lead out of the Docking
Bay. Walk a little ways inside the hallway and two soldiers will be fighting
with words.

Ask the Republic soldier about Manaan and he can tell you many things, except 
the Star Map. When you finish talking to him, he'll give you confusing 
directions to the Republic Embassy and tells you to go there if you have more 
questions.  

Once you're done with him, walk west and open the doors. Ignore everyone for
now, they will be covered later when you are done with the dark side missions.
Go through the south door into the next arrea. Follow the path to the visitor
area and keep walking until you reach the port official. Take care of the 
docking fee and go through the door to the south. Go further south to the 
bottom of the area then east into East Central. Walk straight ahead until you
come to Hulas.

Ask who he is and mention the datapad. He will tell you he is part of the 
Genoharadan. It's a super secret society in existence for thousands of years
that has "influenced" Republic politics in order to keep the Republic intact.
Hard to believe right? Well, believe it because it's real and Hulas wants you
to join. Of course, you can never tell anyone about this or else they will
disappear and become a figment of your imagination.

To join, you have to prove yourself. You've already done well by killing Calo
Nord, who Hulas thought about recruiting. All you have to do is kill one of 
two people, Zuulan Sentar or Lorgal and he will reward you.

1.  [HULASL] Lorgal

Conveniently, Lorgal is on Manaan as a prisoner in the Republic Embassy. 
Hulas will instruct you to not use weapons on him and you'll do well. Go
north from Hulas and east at the junction to the Republic Embassy. Tell
Roland you're on a mission from the Jedi Council and ask about the star map.
Long story short (it will be covered in detail later after you finish the
Genoharadan missions) he lets you in the base and you will see Lorgal in one
of the force cages.

==============================================================================
Note:  Don't waste time trying to force persuade the Republic dude.  He's not
weak minded.
==============================================================================

There are three ways to kill Lorgal; force choke, force kill, or overload the 
force cage with computer spikes. Once that's done you get dsp. Now it's time
to head to Dantooine. Zuulan won't know what hit him.

2.  [HULASZ] Zuulan

The Genoharadan don't like Zuulan because he's kidnapped important people 
over the years and demanded money from the families. It's easy to complete 
this, just go to the Matale residence and look for his speed bike to the east 
of the house. It is within five feet of the home, so it shouldn't be hard to 
find.

Once you find it, you can either plant a frag mine on it or set off the 
alarm. I like to set off the alarm because you can get 2 dspts. He'll come 
running out with a few weaklings. Tell him he should pay for his crimes and 
a fight breaks out. When he's almost dead, he'll try to pay you off with 
credits. Yeah, as if we're going to take his credits and let him live. He 
underestimated how EVIL we are. Be violent to enter into combat mode again, 
gaining a dsp. Kill him for more dsp and loot his remains to find the credits
he tried to bribe you with.

3.  [BHULAS] Back to Hulas

Hulas will reward you (I know it's not credits, but the equipment he gives 
you is some of the best in the game) for the two bounties and give you three 
more; Vorn, Rulan, and Ithorak.

4.  [HULASI] Ithorak

Ithorak is also on Manaan, but you can't approach him directly. Hulas 
instructed you to pose as a wealthy person and be willing to buy something of 
some sort. Go to the swoop track, which is further east of this area. When 
you enter the area a Sith woman will demand you pay credits. There's no dark 
way of dealing with this, just don't pay her. After she threatens you, talk 
to her again and she'll threaten you. Threaten her with violence and she'll 
call a guard. Tell the guard that you and the Sith were exchanging 
meaningless words and he'll disagree with you, demanding 100 credits. Force 
persuade him to think it's the Sith's fault and she will be put in prison.  
Can anything top our EVIL? For those of you who did not choose the dominate
mind power, do not talk to the Sith woman again. You *could* threaten her
again but the guard will fine you 100 credits. You *could* say "your laws are
nothing to me" but that will just get you a 500 credit fine and thrown in
jail until the fine is paid. It's best to just not talk to the woman again.
Affect mind sometimes works but it also depends on how well you have kept up
with the persuade skill. If you haven't kept up with it then just ignore her.

After that, go to the southern path and you should reach the swoop track. Talk
to Vek, the only Twilek there, and convince him you're a wealthy guy that's 
interested in business with his boss. He'll tell you to meet you at the Sith
private docks.

Use rts and go towards the assault droid after you exit the Ebon Hawk landing 
site. You won't be able to miss it. Vek will be there and warn you about not
making trouble. There are two options: Ignore the obvious dislike of this guy
towards his master and you have to fight all three of them or force persuade
the guy to quit on his boss. If for some reason that doesn't work or you don't
have force persuade you can persuade him to walk away with 500 credits. After
Vek walks away you can reprogram the droid to attack Ithorak in a very easy
battle. Or if you want an easier option you can program the droid to walk to
Ithorak and explode.

If you fight all three of them direct your Jedi party members to use the
destroy droid line on the droid. Stun Vek and Ithorak with horror or insanity
and kill them with other force powers or your lightsaber.

Whatever you do, loot the remains of Ithorak for a very interesting datapad.

5.  [HULASV] Vorn

Vorn is an interesting guy. Why is he so interesting? You'll find out later.

Now Hulas told you that Vorn was hunting a Krayt Dragon. The interesting 
thing about this is that Vorn is not in the Eastern Dune Sea like I thought 
he would be (I explored that area for an hour looking for this guy!)  
Instead, he is in the Sand People Territory, or at least his speeder and 
droid are. Once you enter the sand people territory, go east towards the path 
that leads to the Eastern Dune Sea and you will eventually see his speeder 
and droid.

The droid will attack and you will defeat it easily. Now, reprogram the droid
to attack its master and it will go to Vorn. You get a cut scene of you and 
your party following it. Here's the interesting part, Vorn has slain a Krayt 
Dragon all by himself! Yes, this guy is tough, even with his droid after him,
but there's four of you (including the droid) against...well, him!

If for some reason you don't have enough repair parts to program the droid, you
have the option to plant a frag mine on his speeder. You will see a cutscene of
Vorn walking to his droid and speeder, but instead of being blown up he
disables the mine, fixes the droid, and calls you out to face him! Just spam
force lightening on him while one of your Jedi party members uses stun/disable
droid and he'll go down quick.

Loot his corpse to find another interesting datapad. This guy knew about the
Genoharaden...

6.  [HULASK] Kashyyyk

Rulan is even more interesting than Vorn. You already know this because Hulas
told you he was a shape shifter, but that's putting it mildly.

Go to Kashyyyk and once again venture into the Shadowlands.

a.  [HULADB] Darth Bandon

Yup, this guy is attacking you now with Dark Jedi. Still don't remember who 
this guy is? He's the guy that killed Trask on the Endar Spire (way way 
back.) You could mention this, but no option has an alignment change. You 
just fight him. He's tough to defeat. Before starting the fight ensure that any
party member who is not a Sentinel has an item equipped with the immunity to
mind affecting. A nerve amplifier belt is sufficient. Bandon and the other Dark
Jedi have an annoying tendancy to spam insanity that even my Consular with a
wisdom of 18 couldn't save against. In the first round of combat everyone 
needs to throw grenades at the group. Then everyone needs to target the weaker
Dark Jedi and kill Bandon last. If you have Force Suppression then use it as he
casts Force Resistance at the start of the fight. Otherwise don't bother using
dark powers against him unless you have a high wisdom. He will also constantly
use Death Field against you. If one of your party members goes down then it
will get rough. Just run around, heal yourself, and keep at it. Eventually he
will go down. Once he's dead, raid his corpse for 3,000 credits, his armor, and
his lightsaber.

b.  [HULASR] Rulan

With Darth Bandon dead, it is time to find Rulan. Go to Jolee's hut and 
follow the path to the southwest. You will see a new wookie corpse. Raid it 
to find a datapad. Ah, Rulan is here and he's killed a wookie named Grawwaar. 
See the light at the end of the path? It's a campsite with a fire burning. 
There's a wookie we need to talk to. His name is...Grawaar...isn't Grawaar 
dead?

Ah, he is dead! Talk to Grawaar, who is really Rulan. He'll keep up the
disguise until you tell him about the datapad. Once you do that he'll do 
something that made me laugh. He'll change his shape to look like Jolee.  
He's even got the voice down! Tell him you'll kill him for dsp and attack. 
Don't worry, you'll attack him and not the real Jolee. Eventually, a white 
light will surround him. You and your party members will be thrown back and
he'll change into a Tarentetek. He has a similar force immunity as them, but
is not as strong.

After he realizes he won't win the fight (which is when you've almost killed 
him,) a white light will surround him. He changes into something you can 
barely make out and scampers away.

If you paid close attention, you saw that he changed into a tach. Go into the
circular area to the northeast that is directly east from Jolee's home. One 
of these tachs is Rulan. Happy hunting! You'll know when you've killed the 
right tach.

==============================================================================
Note: If you're having a problem finding him, here's a tip. Real Tachs stick
together!
==============================================================================

7.  [RHULAS] To Hulas Again

Now you'll notice that I mentioned six dark missions involving Hulas and 
we've only had five missions from this guy (and collected lots of good 
items.) Once you have told him all are dead, he'll say that he's now the 
only overseer in the society. In other words, the dude double crossed you.
You could just walk away, but why would you do that? You and I are both EVIL 
so we'll want revenge right? I thought so. He'll say to meet him in the Dune 
Sea, alone of course.

8.  [HULASD] Dune Sea Duel

Hulas told you that he and you will meet alone in the Dune Sea, but he's EVIL 
too and won't be alone. So don't go alone, or you can since you have good 
dark powers (Knowing that he won't honor the agreement I sometimes decide to
go alone depending on my mood.)

Hulas will use a blaster against you along with all but two of his thugs.  
Attack those two first because they can drastically take down your health.  
Their blades are poisonous, so watch out and use antidote kits after they're 
dead. Then, target Hulas next and use force lightning against him. This is a
tough fight alone, so be sure to use drain life and one or two advanced 
medpacs. Use force lightning until Hulas is dead. The rest are weaklings and
easy to defeat. Loot the remains, especially Hulas' remains for very good
items. If you have Jedi party members with you then follow the same strategy.

Go back to Manaan.

D.  [WMANDK] Docking Bay

Welcome back light players! Before we go to the planet there's a few party 
member conversations to do.

Carth!14

In this conversation Carth tells you he's concerned about you. He speaks of
the danger ahead and says that if he's going to have any purpose after Saul is
dead it's going to be protecting you. This conversation will not trigger a
journal entry.

Jolee!3

In the third conversation you ask Jolee about his adventuring days. He talks
about how he had a full head of hair and wasn't fully trained as a Jedi yet.
The council wasn't happy with him and even less so when he became a smuggler.
He only got caught once and was forced to crash land. He says in the end
getting shot down turned out to be fortunate. He met his wife that day and he
doesn't sound very happy to remember it.

Jolee!4

The next conversation is an expansion on the previous one about his wife. He
mentions that when you get old you get a lot of memories. If you're lucky
you won't have many bad ones. If you're really lucky you won't have ones that
make you want to go away to a place that doesn't hold any memories at all.
The conversation moves on to love. He doesn't agree with the Jedi that love
should be forbidden.

Leave the Ebon Hawk and choose Bastila and Jolee as your party members. Open
the two doors that lead out of the Docking Bay. Walk a little ways inside the 
hallway and a Sith and Republic soldier will be fighting with words (unless
you have already seen this as a dark player.)

1.  [WMANRS] Republic Soldier

Ask the Republic soldier about Manaan and he can tell you many things, except 
the Star Map. When you finish talking to him, he'll give you confusing 
directions to the Republic Embassy and tells you to go there if you have more 
questions.  

Once you're done with him, walk west and open the doors. There's a merchant 
here that sells infinite computer spikes, so buy about 20 to 30 depending on 
how much credits you have. Before you open the door to the south marked 
Manaan - West Central, talk to Nubassa.

2.  [WMANNU] Nubassa

He asks if you have any exotic species for sale. Ah ha! We can finally get rid
of the gizka. The only way to get dsp is to successfully persuade him that the
gizka are special and will not reproduce. There is no light option. In fact
you'll have to pay him 100 credits to take them off your hands (unless you can
persuade him to take them for free.)

After that's done, go through the south door into the next area. Follow the 
path to the visitors area and keep walking until you reach the port official.
Take care of the docking fee (unless you already did as a dark player) and go
through the door to the south. Go further south to the bottom of the area then
west into...

E.  [WMANAW] Ahtto West

1.  [WMANSM] Sunry Murder Trial

A woman named Elora will stop you if you have Jolee in your party. One of 
Jolee's friends Sunry is on trial for murder (Elora is Sunry's wife.) Tell 
Her you'll help out and go south to the courts. A case will be coming to a 
close, after that talk to the judges and tell them you want to investigate 
the trial. He will let you be Arbiter (lawyer) on Sunry's behalf. He tells 
you a bit about the case and you can ask the other judges about the case as 
well.

After this, go to the prison (it's on the eastern side, just hug the wall 
until you're there) and talk to the guard. He'll let you in. Once you're in,
Sunry will recognize Jolee. He will give you his version of the story and 
encourages you to go to the hotel where the murder happened. He claims that
the whole case is a frame up. For now, it looks to be that way.

There's nothing more you can do for him now, so go to the northeastern part 
of the map. You'll see a mercenary being recruited for the Republic. Follow 
the path until you reach a bar. Talk to Nilko.

2.  [WMANRH] Republic Hiring Mercenaries

Nilko is concerned about the Republic. He wants to know why they are hiring so
many mercs. He will give you 500 credits for the information. After getting 
that quet talk to Shaleas.

3.  [WMANMS] Missing Selkath

Shaelas suspects her daughter Sasha was taken by the Sith. Sasha disappeared
along with other Selkath youth around the same time the Sith arrived. Shaleas
will pay you 500 credits for any information about the issue.

With quests in journal go east back into the West Central area. Go further
east into...

E.  [WMANEC] East Central

1.  [WMANMI] Murder Investigation

Go north and open the door. Go left into the hotel, talk to Ignus behind the
counter and ask him about the Sunry case. He will tell you Sunry left after the
blaster shot went off. He's pretty sure about this and admits it could have 
gone off before. However he is not sure enough to testify that in court. You
can try and bribe him or [Force Persuade] him to testify it that way, but you
can win the trial either way. He also implies that Sunry and Elassa were having
an affair and tells you about the witneses. They are the Pazaak player Firath
Me and Glupor the Rodian.

a.  [WMANMF] Firath Me.

Firath Me will be in one of the rooms closest to the clerk. You basically 
find out two things from him if you are persuasive enough. Elassa (the dead 
girl) was a Dark Jedi, and he didn't actually see the murder...interesting.
If you don't have force persuade and your persuasion skill is rather low you
won't be able to find out she's a Dark Jedi. That is ok, you can still win
the trial without knowing she is a Dark Jedi.

b.  [WMANMG] Glupor

Now here is where there's a definite a glitch in the game. If you have the 
subtitles turned off this glitch will affect you mildly. The game doesn't 
translate the Rodian language into English. I guess it thinks that since 
Glupor says his name in English that it is already in English, I don't know.  
At any rate, this isn't a worrisome glitch, simply turn the subtitles on 
right now. Then when you're done talking to him turn it back off. If you 
have had the subtitles on since the beginning, the glitch doesn't affect you.

Glupor also didn't see the murder and your goal is to find out that he 
planted Sunry's metal he won for his bravery on the body. I usually persuade 
him to tell without bribing him. My last character was able to successfully
persuade him with a total persuasion rank of 4. I don't know why the game
has options to ask him about the star map and any other irrelevant 
information that has nothing to do with the murder when he doesn't know
anything about them.

Go outside of the hotel and a mysterious man will talk to you and tell you 
"many currents flow beneath" the case. He'll also say that you can find more 
in the Republic and Sith embassies. I think there was "supposed" to be 
something related to the incident in the Sith embassy, but I've never found 
anything.

2.  [WMANRE] Republic Embassy

From the hotel, walk straight through the door to the embassy. Talk to Roland
Wann (if you haven't already) and tell him you're on a mission from the Jedi
Council. He knows about the Star Map, but he won't tell you until you 
retrieve data from a droid that surfaced too early. The Sith picked it up and 
took it to their base. All you have to do is get the data from the droid and 
he'll tell you about the Star Map. There's three ways into the base. The 
first is to interrogate the prisoner, another is to slice a keycard, and the 
third is to break into the third docking bay that's locked. He gives you a 
keycard to the docking bay and one to the interior of the base.

Interrogating the prisoner is a good thing to do, but there's really no order 
you go through to do it. If you do succeed in doing this (which isn't that 
hard) he'll give you the code. Now regardless if you have gotten the code or 
decided to go to the docking bay, you must go into the computer room. The guy
will tell you about the system. I won't tell you about it because it's beyond
me.

I have attempted and failed to decrypt the Sith passcard, but thankfully 
several people have emailed me with the correct answers.

First Sequence:     22
Second Sequence:    18
Third Sequence:     64
Fourth Sequence:     2
Fifth Sequence:      6
Sixth Sequence:      7

The first time I played this, I noticed that once you are logged into the big 
computer you could slide into the Republic system, so I did. There is a
selection right below the opiton to open the submarine doors. Selecting it
will download a video to your datapad of Sunry killing Elassa. Uh-oh, he was
guilty all along! We're not ready to confront him yet, we've still got an
appointment to the destrcution of the Sith base.

Once the prisoner gives you the code and you found that Sunry was not so 
innocent, go to the next area into...

G.  [WMANAE] Ahtto East

The Sith will demand a fee to walk here. There is no light option (unless you
get the option of reciting the Jedi Code but it doesn't always appear.) Don't
threaten her or treat her with violence and you won't get dsp (dark players
already dealt with the situation during the Hulas missions.) Find the path
to the south to the swoop track.

1.  [WMANQP] Queedle's Problem

You can only access this mission before racing. Talk to the Ithorian across 
from the announcer. He needs to upgrade his swoop bike, but doesn't have the 
money to do so. I haven't found a dark way of dealing with this guy yet, but 
light players can give him 500 credits for lsp.

Swoop racing is the same as it has been. Talk to the Selkath behind the 
counter to get started and do what you've already done before. The Sector 
Champion wants to talk to you before you race for the last prize. He'll 
threaten you and talk tough, but he's all talk and no walk. Restrain yourself
and get lsp, or threaten him for dsp. You can threaten everyone in the room 
for dsp as well.

This last time I played, Queedle became the Sector Champion after I had given
him the 500 credits, eliminating the encounter with the previous Sector
Champion. If this happens to you, talk to him again and he will offer you 
your money back. Standard dark, light, and neutral options. He will give you 
the money back even if you refuse it. You can talk to him again and he will
offer you credits again. Refuse the offer and get more lsp. It appears this
only works once and is not infinite.

2.  [WMANSB] Sith Base

I think it's best that you don't enter through the front door because if you 
go into the private hanger, you get more xp since there's enemies in there. 
So use rts and buy about 10 to 15 computer spikes (you'll need about 20-30) 
from the merchant in this area (you should have plenty of credits from swoop 
racing.) The private hanger is on the map and easy to locate. If you can't 
find it, it's the far western hanger. The few enemies in here are weak and 
easy to defeat. After they're dead, loot the remains and take the transport 
to the Sith Base. Open the door in front of you and watch out for the mine.  
Go to the west and open the door. The woman inside the reception room will 
inquire about your business, and this time it doesn't matter what you say, 
she will call the guards. This happens even if you force persuade her.  
She's not a weak minded fool...although she and everyone else in the room are 
weak and easy to kill!

Now that the reception has been cleared, go through the north door. Go through 
the first door to the west and walk through the hallway. Ignore the door to 
the south for now and keep walking west. Open the door to find some tough 
droids. They can be beaten, but it will be a longer battle than most enemies.  
Force lightning and destroy droid works well against these guys. After 
they're decommissioned, go through the west door. Kill more tough droids and 
a few weak Sith. Once they are dead, enter SOLO mode by pressing the back 
button (this is located near the start button and is the same size and 
shape.)  Have your character open the north door and you will see red gas 
moving between vents. Look closer at it and you'll notice a pattern.  Figure 
out the pattern and walk through the hallway without getting hurt by the gas.  
If you do get hurt, it's ok because you have two Jedi (and maybe you) that 
can use improved heal to get your health back. Open the door at the end of 
the hallway. To the right is the steam control. Select it, turn off the 
steam, and press the back button to get out of SOLO mode.

Once you've done that, find the computer panel to the right of the steam 
control. Slice into the computer and do your usual hacking. You MUST select 
deactivate force field after you select to view the security room. If you 
don't, you'll have to endure a frustrating puzzle. You can also corrupt the 
sentry droids. What this does is have the droids attack ALL things in the 
base. This means that they will still attack you, but will also make you have
less enemies to fight (you still get the xp if a droid kills an enemy.)

After this, go back to the hallway and take the door to the south you ignored
earlier. The door is marked "Disassembly Room." This is where the droid the 
Republic sent out is. Kill all the pathetic weaklings here and loot the room 
for goodies. Remember to loot the broken droid for a data module.

You're not done yet! Under no circumstances are you to exit the base now! Go
back to the hallway and look on the map. You should have areas highlighted 
where you looked through the security cameras. If not, then go north after 
you exit this hallway going east. Open the door and continue to go east.  
There will be three Dark Jedi here who will use dark powers equal to your 
level. You should be able to beat them. Loot their remains and keep going
east. Kill any remaining enemies. If you didn't deactivate the force field,
you have to go through the water doors. I hate going through those doors.
Here is the correct order:

Left Room 1 - flow
Left Room 2
Right Room 1 - Flow
Right Room 2 - Flow
Left Room 1
Left Room 2 - Flow
Left Room 3
Left Room 4
Exit

I might be incorrect in that puzzle; there could be a better way to do it. Go
to where the force field is or was (if you went through the water doors, go 
north, follow the hallway and take the second south door.) From the pressure 
room, go west (if you deactivated the force field) and take the north door.  
Kill the two droids with the usual destroy droid/lightning combo.

After this, head north through the door, kill the Sith in the hallway and go 
east to the south door. Take it and continue to kill the pathetic, weak Sith.
After that, go back to the hallway and keep going east. The path should curve
south and you should end up behind the pressure room. Take the south door, 
kill the Dark Jedi, and loot the room. Once that's done, go north and follow 
the hallway as it curves to the west then north again. Head through the 
opposite door and follow the hallway. You'll see a Selkath Apprentice. Kill 
him.

Now, go to the center room and you'll see four rooms. Take the northwestern 
room and you'll see the missing Selkath. In order to get the dark points, 
kill them IMMEDIATELY. You won't get dsp if you say or ask any question then 
kill them. Light players have to try to convince them the Sith are evil.  
Sasha wants proof, something you don't have yet.

Go through the southeast door. A tortured Selkath will give you a pin with 
blood on it and tell you to tell Sasha "the Sith." This is good proof. If 
your persuade skill is high you can probably get by with this. If not, there
is something better you will find. Open the door to the northeast and kill 
the enemies here. Heal and wait for your force powers to regenerate before 
opening the next door.

Yeah, yeah, Malak was displeased we get it! There's a Dark Jedi along with 
two Selkath Apprentices here. This guy puts up a tough fight. He is much 
like Bendak because he dodges your attacks often, however, unlike Bendak, 
he doesn't throw grenades and he's a lot tougher. Make your entire party 
attack one of the Selkath Apprentices first, then, have two against one with 
the other Selkath while one of you attacks the Dark Jedi. This should kill 
him. He may use force resistance, and if that's the case, don't waste your 
force powers against him. Loot the room for goodies and search the next room 
to the east for a datapad. This is the proof you need for Sasha. Go back to 
her and show it to her. They will leave the base and you'll get lsp.

3.  [WMANAR] Arrested!

It's time to bail. Exit the base and as you do, the Selkath will arrest you 
for breaching the peace. It doesn't matter what you do. They will still take 
you before the judges. Don't force persuade them because they aren't weak
minded.

Now the next scene is you in the prison and your arbiter will ask you 
questions. Simply tell him about the datapad and he'll start the trial right 
away. Plead not guilty and tell the judges you have proof of the Sith's evil 
and show them the datapad. They will drop the charges against you and punish 
the Sith.

4.  [WMANTS] The Trial of Sunry

Before we start the trial talk to Elora. Ask about the affair. You might have
to persuade her. If it fails Jolee will help you out and she will admit he did.

Now it's time to talk to Sunry about that recording we found. He'll ask you to
keep it a secret. Agree for dsp or convince him to turn himself in for lsp. He
won't turn himself in and gets angry at the thought of you betraying the
Republic.

Talk to the warden to start the trial. You can choose to hand over the
recording to the judges if you wish. Or you can defend Sunry. The trial itself
is rather long and the best thing to do if you've already sat through the
trial is to just give the judges the recording. I will guide those of you who
are going to defend Sunry in order to give you the full gaming experience.

Now how should you approach the trial? That depends on if you want Sunry to 
be innocent or guilty. You have to have found everything, which is: Elassa's 
a Dark Jedi, Glupor was paid by the Sith to put Sunry's war medal in Elassa's 
hand, Elora knew Sunry was having an affair, and the recording of the murder.

First, you have options to give your opening statements. DO NOT force 
persuade them because they are not weak minded and it makes your case look 
more hopeless. Instead, say you'll find Sunry innocent.

The hotel manager will come up and give his testimony, but he's not 
considered a witness, so you and the Sith prosecutor won't ask him any 
questions.

The first witness is Firath Me. The prosecutor will insult the witness. 
Object to his badgering and it will be sustained. Once he's given his 
account, ask him these questions:

Did you actually see the murder happen?
Was the medal left at the crime scene not a little too obvious?
Elassa is a Dark Jedi, isn't she? (If you did not find this out the option
won't come up. That's ok, you can still win the trial.)
I have no additional questions.

The next witness is Glupor. The prosecutor will ask him questions, and you 
should ask him these questions:

Did you see Sunry kill Elassa?
Isn't the medal at the crime scene too obvious a clue?
Did you plant the medal on Elassa?
I have no additional questions

Elora is next, so ask her these questions:

Was it true your husband was having an affair with Elassa? (the Sith know 
about this, so if you don't ask it now then it makes you look bad)
Sunry was a Republic war hero, wasn't he?
I have no additional questions.

Sunry is the last person to take the stand. Ask him these questions:

Elassa was a Sith spy, wasn't she?
How could Elassa have got your medal?
You were going to end the affair, would the Sith object?
I have no additional questions

Then, you make your closing statements. This is what you should say:

No one actually witnessed the murder
Elassa was a spy and the Sith are framing Sunry
My arguments are complete.

It took many times to figure out how I could get Sunry off the hook. I had 
began to think that Sunry would always be found guilty.

Jolee!6

First talk about the Sunry trial. It's a short conversation.

Jolee!7

In the next conversation you ask Jolee why he left the Jedi. He says he never
left the Jedi but that the Jedi left him. He hates how the Jedi are viewed as
perfect. He launches into another story about a Jedi Master who was going
blind. A young padawan not knowing of his blindness asks him to directions to
the Council. The Jedi Master gives him the wrong directions.

Juhani!12

You start the conversation off by asking what happened after her father died.
Her mother was left to support Juhani. She worked as hard as she was able and
over time she began to waste away. Her mother had to borrow money from the
exchange so that Juhani could be fed. In the end she could go on no longer and
collapsed at the cantina where she worked one day. She died and the debt she
owed was passed onto Juhani. Since Juhani had no money of her own, enslavement
seemed like the best solution for the exchange. That's when the Jedi came and
freed her from enslavement. It was then she swore to become a Jedi.

Go back to Roland and he'll give you the scoop about why they're hiring 
mercenaries. They are secretly harvesting kolto in a secret underwater 
facility. Some of the smarter Selkath have allowed this. They reported an 
ancient artifact during construction, and then contact was suddenly cut. He 
gives you a passcard to let you into the room with a sub so you can go down 
to the station. You now know why they've been hiring mercenaries, so go tell 
Nilko now to get it over with. Additionally, tell Shaelas about her daughter 
to complete the Missing Selkath quest. If you killed Sasha, you can threaten 
Shaelas for dsp. After that's done, enter the door opposite of the computer 
room in the Republic base (where you got the recording of Sunry killing 
Elassa) and go through another door. Board the submersible that will take you
into the...

H.  [WMANHS] Hrakert Station

Walk through the door in front of you and a mercenary will greet you. Ask 
what happened and he'll mutter about the Selkath being insane. There's no 
light option here, but if you want to be EVIL tell him he's food for the 
Selkath and you'll attack him.

After you've dealt with Mr. Crazy raid the footlocker and take the door to 
the east into a hallway that leads to another door. Open it and go through 
the south door. Yes, there is a computer panel, but there's nothing you need 
to do. Follow the hallway and kill the droids that attack you. You should 
have passed a door going west. Take it, kill the insane Selkath, and select 
the faulty patrol droid. Repair it for some xp and it will help your slaying.  
Keep going west and kill the weak assault droids that attack. When you see a 
door to the south, take it and kill more Selkath. At the end of the room, 
there will be a footlocker with a sonic emitter. This will help you later on.

Backtrack to the hallway with tons of doors and keep going west. There will 
be a tough droid before the path goes south. After it's dead, go through the 
south door. In this room is an environmental suit and lots of goodies in the
lockers. There's also a guy that locked himself in the locker.  I haven't 
found a way to convince him he's safe with us, but I've found a way to kill 
him! Just treat him the same way you treated the mercenary at the beginning 
and then stick your lightsaber in the locker.

Now that you have the sonic emitter and suit, take the west door in the room 
then go to the south door in the next room. There will be another long 
hallway, so kill all the enemies. Open all of the doors at this hallway.  
There is one security door at the far east that is particularly hard to open, 
and I don't know why. Don't worry about that one for now, it only leads back 
to the hallway you entered before the computer terminal. The door to the 
southwest is where one of the airlocks is. Go through the door and use the 
pressure door to go outside. Since there's only one suit, you have to go 
alone.

1.  [WMANHW] In the Water

Here is another area where exploring the whole map is more trouble than its 
worth. You can only attack with the sonic emitter, so use it when the sharks
get really close to you. It has a limited range. Walk south then east and 
you'll find a survivor. After some dialog, follow him and he'll eventually be
eaten by a shark. Once you're in the open, walk east and kill the sharks 
along the way using the sonic emitter. You'll see a fork in the road. Kill 
the sharks on each path, go to the northern part, and open the pressure door.

2.  [WMANHA] Alone in the Station

There's four insane Selkath, so take them out and take the door to the east.
This takes you to a center room. Explore the rooms and loot them before you 
select the force field. Select it and the people there will depressurize 
everything except the area they're in (they're trying to kill you and the 
Selkath.) If you have a good persuade skill you can persuade them to stop the
depressurization sequence. Just talk to them and be polite. Alternatively you
can bash the force field down or use the computer with computer spikes to turn
it off.

3.  [WMANDP] To Destroy or Poison...

They tell you about a giant shark that possibly drove all the Selkath insane.
They give you the option to kill the shark (dsp) or destroy the machinery 
(lsp.) If you want major dsp, tell them you'll do what you want AND KILL 
THEM! *evil laugh*

The pressure door behind them leads back into the water, but near the star 
map. Once you are in the water, kill the sharks and you'll see a path to the 
west. That leads to the other station, so go right and kill any other sharks 
that might be there. You'll eventually find the control panel.

Now to destroy the machinery you have to do some funky stuff with the gas to 
make it a liquid. The first time I played, I got frustrated and decided to 
kill the shark. Then it dawned on me how the puzzle works. Anyway, here's 
what you have to do for lsp:

1.	Access the fuel tank pressure control.
2.	Fill injector pod.
3.	Transfer from injector to container.
4.	Fill injector pod.
5.	Transfer from injector to container.
6.	Dump container pod.
7.	Transfer from injector to container.
8.	Fill injector pod.
9. 	Transfer from injector to container.

It took me an hour to figure out how to do it...ugh.

Dark players just inject gas into the vents

==============================================================================
Note:  The alignment change doesn't come until you talk to the Republic 
diplomat after you have returned from the station.
==============================================================================

4.  [WMANST] Star Map

All you have to do is keep walking to the right and, after the shark is dealt 
with, you'll see the Star Map. Go back the way you came and use the north 
path. That will take you back to the first station. You may or may not have a 
surprise waiting for you there.

5.  [WMANDB] Darth Bandon

Now here is where light players have a battle to fight. Near the sub entrance
to the station is Darth Bandon (dark players met him on Kashyyyk.) Remember 
him? He's the guy who killed Trask. Now usually I would say that light 
players have a harder time in a fight, but this is not the case. It is 
actually easier to defeat Bandon here as a light player than it was on 
Kashyyyk as a dark player. I don't exactly know why, but it's always been that 
way. You have two Dark Jedi fighting alongside him. Ensure that any party 
member who isn't a Sentinal has something to protect them from mind affecting.
A nerve amplifier belt is sufficient. If you have access to Force Breech then
use it on Bandon if he casts Force Immunity. Otherwise don't use any powers
against him. Keep healing yourself with heal and you'll do fine.

6.  [WMANA2] Arrested Again!

Go back to the Republic base and tell the guy how it went down. This is 
actually where you get the lsp or dsp depending on what you did to take care 
of the shark. Here is where you can get infinite dsp: If you decided to 
poison the shark, you can talk to him again and again and again. He stresses 
importance of you not telling anyone about the kolto. Ask for a bribe and 
you'll keep getting dsp. Once you're done talking, exit the base and the 
Selkath will stop you and put you on trial again.

Now light players tell the truth and you will be praised for your work. Dark 
players, they will attempt to banish you from their planet. To prevent this say
these lines:

I guess you'd find out anyway: the harvesting...

It's not my fault, the machine malfunctioned.

Ok, I did it. But you can't do anything to me...

If you ban us, I'll tell that the kolto is destroyed!
Go back to the Ebon Hawk.

Jolee!8

In this conversation you ask Jolee what he knows about the Sith. Eventually
we come to the war of Exar Kun. He talks about how many Jedi fell to the dark
side after Exar Kun did. There were plenty of battles of master versus
apprentice. Jolee seems to be pained by this memory and doesn't want to talk
more about it at this time.

Jolee!9

In the ninth conversation you have to persuade Jolee to talk about the war.
If you cannot successfully persuade him then the last conversation is the
final Jolee conversation. I wouldn't bother adding points to persuasion if you
are unable to persuade him as there are more important skills to focus on. He
talks of his wife and how he trained her to be a Jedi despite the Council's
disapproval. His wife wanted to join Exar Kun and pleaded with Jolee to join
her. Jolee argued with her about how it was wrong and she would have none of
it. She drew her lightsaber against Jolee. He won the fight, but he couldn't
kill her. She went on to slay many Jedi until her own death in the final
battle. Afterwards the Jedi put Jolee on trial. Jolee feels like he deserved
every consequence the Jedi could have given him, but the Jedi found him 
innocent. That is when the Jedi left him.

Jolee!10

In the next conversation you ask Jolee when he went to Kashyyyk. He remarks
that he just traveled from place to place unsure of what he was searching for.
Not all of his travels were pleasant as there were plenty who distrusted the
Jedi after the war. If people were not looking at him with suspicion they were
looking at him with greed. He got so sick of it that he decided to leave the
civilized parts of the galaxy. He was on his way somewhere else when he crash
landed on Kashyyyk.

Jolee!11

In the eleventh conversation you ask why Jolee wanted to leave Kashyyyk. Jolee
goes on to tell a story about a boy and a snake. After the story is over, 
Jolee says he wanted to see for himself if you were the snake or not. He
comments on your alignment and says that you have a choice as to what will
happen with your destiny. This is the final Jolee conversation.

HK! (If you want to repair him, now is the time to do it!)

After you're done talking to Jolee use the galaxy map to go to Korriban.

IX.  [WLEVIA] Leviathan

WARNING: Major spoilers ahead!  Don't read ahead unless you want to know the 
huge plot twist!

As you are on the hyperspace route, a Sith ship will catch you in a tractor 
beam. This ship is the Leviathan, Saul Karath's vessel, who is Carth's old 
mentor. There will be some dialog exchange and you will have to pick someone 
to bust you out, hoping that Saul doesn't know how many are on board or the 
talents each of you possess. The best one to choose is Juhani because she 
uses stealth to hide and keeps her weapons. If you want tons of xp, select 
T3. I will tell you what happens when you select a party member. Here is 
each party member's plan:

Mission: make the Sith mad enough to put her in a separate cell which she 
will bust out of.

T3: the Sith will probably wipe his memory, but you can have a backup memory 
chip that will kick in after or during the memory wipe.

Jolee: use the force to persuade a Sith to give him a separate cell, then 
Use the force to persuade the Sith to get out of the cell.

Canderous: give him a shot to keep him from healing for a while and make a 
grenade to make it look like he's mortally wounded. Wait until the healing 
mod kicks in and he'll rescue you from the medical room.

Zaalbar: you can't have Zaalbar rescue you because Bastila objects since 
wookies tend to draw attention.

HK-47: deactivate his main circuits, wipe his memory chip, and hope that his 
back-up systems reactivate to let him be able to rescue you.

Juhani: use stealth to hide as Sith search ship.

A.  [WLEVTI] The Interrogation

After choosing Juhani (or whoever you prefer) the crew will take you to the 
prison and you, Bastila, and Carth will be in force cages. Saul interrogates 
you. It doesn't matter what you do here, be defiant, be truthful, be devious,
nothing gets you an alignment change. You also learn that they found out 
about Dantooine and it's now a smoking ruin.

Once the interrogation is over, some dialog will be exchanged and Bastila 
will feel the presence of Malak approaching closer and closer. Carth hopes 
Juhani gets to you in time.

B.  [WLEVES] Escape!

This guide will be different here because you have so many options. That 
being the case, I will walk you through each party member's plan.

Juhani:

There will be a cut scene of Juhani killing a guard right by the elevator 
then you have control.  Walk west, away from the elevator, and take the path 
to the south. There, kill the Sith guard to get a cell keycard. Ignore the 
doors and keep going until you reach cells with force cages. There are two 
cells of interest, one has a lone Rodian in it, and the other has a few 
insane Rodians. Walk to the one with the lone Rodian and he'll ask you to 
help him out by freeing him. Doing this gets you an ICE breaker. It only 
works in this area of the game, but it is essentially something that saves 
you computer spikes. You will need this.

Backtrack to the path and enter the west door. Kill the Sith here and use the
ICE breaker on the computer terminal. Select every option on there, log out, 
and then go to the west. Kill the guards and raid the two rooms to the north 
and south. Continue to follow the path as it goes south then west again.  Use
the terminal at the end of the path to unlock the cell doors.

Mission:  

Mission picked the guard's pocket and got the keycard! You have a major
disadvantage because Mission does not have force powers. From your cell, go
east, ignore the Sith guard, and go to the footlockers and storage bins at the
end of the hallway. Raid them for weapons. Attack the Sith soldier now that
you have weapons and armor. Go back to the force cages and open the one that
has the lone Rodian in it. He gives you an ICE breaker.

Ok, now since Mission doesn't have any force powers you must be in stealth 
mode for the majority of the time. It is unadvisable to attack three or more
Sith at a time because by now you are so used to using force powers you have 
forgotten how to fight without them. That being said, ignore the barracks to 
the south and take the path to the north. Open the door to the west and you 
will be in a room with two enemies. These guys are easy, so go ahead and 
attack them. Log onto the terminal.

Since you have an ICE breaker, select every option you can select because you 
get xp. After that's done, continue north. You will reach a junction here.  
Go west and then enter stealth mode when you are halfway up the hill. The 
doors to the north and south don't have baddies in them, but good items.  
Continue following the path, ignoring the three soldiers, and follow the path 
as it goes south then west. Select the Detention Terminal and free everyone.

T3: 

What you have to do is try to corrupt the droid that is wiping T3's memory
The answers are:

3
10
11

Once the droid is dead, go to the deactivated droid in a corner in the room.  
Activate it, let it open the door and kill the Sith. The good thing is you 
have a blaster to help you along, but it isn't good for tough enemies. Once 
that's done, raid the medical bay then go to the east hallway. When you see a
path to the south, take it and go to the force cages. Go to the one with the 
lone Rodian in it. It will give you an ICE breaker to use on the ship. Free 
him using security, backtrack to the path and enter the west door (if the 
droid hadn't opened it already) and kill the enemies. Log onto the brig 
terminal and select every option, then go north and west, following the 
hallway until you reach the detention terminal. Select it and free everyone.

Jolee:

Jolee's plan works the same as Mission's does with one key difference, force
powers. You will be put in the same area that Mission would be if you chose
her, so follow the same instructions for Jolee that I gave for Mission. The
only difference is to kill all the Sith you find.

Canderous:

You awake in the medical bay. Raid the room and you'll notice that the Patient
Gear storage bin has all of Canderous' items!  Nice! This is similar to T3's
ordeal, so use Canderous the same way you used T3...except you can attack with
more firepower!

HK:

You get to shoot one of the Sith in the back! This is exactly the same as T3
except you don't have to worry about a memory wipe. Follow the same
instructions for HK that I gave for T3.

1.  [WLEVBR] To the Bridge

Once whoever you picked rescues you, you will automatically go to the room 
where your equipment is. Raid the room and go to the elevator (it's to the 
far east.) Canderous will contact you and say they're at the Ebon Hawk along 
with guards. They're pretty sure they can take care of them. Open the 
elevator and select Bridge.

This is an area where you must explore all areas of the map because if you 
don't, it will come back to haunt you later on. Walk east and the path splits
to north and south. Kill the guards in the hallway. There should be an open
entryway to the west where there are more guards. Waste them quickly because
these guys will throw grenades at you. South of this room is another room 
with Sith soldiers. Clear the room and continue heading south into the Droid 
Bay. Kill the weak droids here and raid the room. The western door takes us 
back to the starting hallway. The northern unopened door has nothing but a 
computer terminal. There isn't anything we need to select, so go attack the 
Sith in the central corridor to the east of the barracks you were in. In the 
southern area of this corridor, directly to the east of the Droid Bay is the 
Armory. Raid the room and exit the following door going east.

Ignore the computer terminal and head south. Sweep the hallway going west to 
make sure no baddies remain. Once that's done, backtrack to where you were 
and follow the hallway until it turns north. Kill the guard in the hallway.  
Go through the western door to the southern part of the hallway, kill the 
troops, and raid the room. From there go north and you'll see the door to 
the bridge on the west side in the center of the hallway. Due to security 
problems (you) the bridge cannot be accessed through that door. So go west 
away from the door and enter the first northern room you see. There's dark 
Jedi here, so take care of them. Loot the room. Inside the room you should 
see a door to the north that says Bridge Storage. You should have picked up 
space suits in the armory. Bash or open the door with security and walk to 
the next area.

The next area is easy. Open the airlock inner door, open the outer door, and
you'll be in the space suits outside of the ship. Follow the walkway to 
another airlock.

Now before you open the airlock door to get back inside, you need to reequip 
your items. Sometimes I forget about this and it sucks. Now, go through the 
door to the south and kill the many enemies you find. After the massacre, 
open the eastern door and follow the hallway. Heal yourself and go through 
the door at the end of the hallway that leads to the bridge.

2.  [WLEVCR] Carth's Revenge

Saul will be there of course, some dialog will be exchanged and you will 
begin the fight. Target the Dark Jedi first, then Saul, then the other 
soldiers. None of these guys are weak, so it has a medium to hard difficulty.
Force wave will do wonders with this fight.

After the battle, Saul will call Carth over to him and you have the option to 
gain dark or light points (it's easy to figure out.) But, before Carth kills 
him, Saul whispers something unintelligible into his ear. Whatever he said 
has made Carth real mad!

What is it what is it?  No time to find out, Malak's presence is drawing ever
closer, you have to hurry!

Now, the Sith come into the bridge to keep you from remembering to open the 
hanger bay doors (it's worked on me a few times.) Kill them and use the 
terminal to open the doors. Don't bother trying to slice into the computer, 
there's nothing else to do.

You can now leave the bridge without going through the airlock, yay! Once 
you're on the Command Deck there are more enemies awaiting you. Don't try to
kill them all, just get to the elevator as fast as possible. Select "Hanger"
and you go down there.

After exiting the elevator, Canderous will say everything is green and you 
can leave whenever you get to the ship. Go east down the hallway and open the 
door to the north. Kill the Sith and loot the storage bins to get healing 
items. Go back to the hall and head east. Through the blast doors, you will 
come across many enemies. Kill them all and loot everything in this room.  
You're so close to the ship! Take the eastern blast door and run down the 
hall.

B.  [WLEVDM] Darth Malak

Crap, we have to fight him! He's not attacking yet. He expresses surprise 
that you're still alive and wonders if you have come for vengeance...huh?  
What's this? We're in a cut scene with different characters talking...there 
has to be a point to this...no way...NO WAY! It can't be its just not 
possible! This is the plot of all plots, the surprise amongst the surprise.  
I shouldn't tell you...you might be reading ahead. Oh, why not? I might as 
well, after all you can look at other guides and they tell you the same 
thing. Plus you have been warned about spoilers. You are Revan...or you were
Revan until the Jedi captured you after Malak fired upon your ship to destroy
them and you in order to become the Master of the Sith. Ask Bastila and Malak
all sorts of questions. Then forgive Bastila for lsp, or say she's no better
than the Sith for dsp.

And here comes the fight. Bastila and Carth are frozen by Malak and he 
demands you fight him alone. The first time I played through this, I thought 
this would be tough and I would die so many times. This is actually a 
surprisingly easy fight. Just hack him with your special melee attacks and 
use little force powers against him except for force lightning and drain 
life. When his health is at 50%, the coward will run and lock himself behind 
a blast door. This gives you a chance to heal yourself. Go north or south 
until you get to the opposite side of where he locked himself in. Open the 
door and you have another battle. This one is easy as well, but he decides to 
freeze you at the last moment, then Bastila comes in and gets pumped up. She 
and Malak are locked in, battling each other while you and Carth are outside 
with no way of getting to her.

Take the blast door that is opposite of the one Bastila and Malak are 
fighting and you will be at the Ebon Hawk. You'll also have to destroy some 
of the enemy fighters and then Jolee will ask what happened. They will find 
out that you're Revan and Carth will start to have doubts. Here is where you 
ask the others if they will stand by you.

There are two interesting things that happen here. The first is you learn 
that Jolee already knew who you were and decided not to tell you. The second 
is you find out that HK was Revan's...your...droid and his memory has 
returned. What other plot twists are there? Anyway, if you didn't succeed in 
repairing HK's memory all four times, it's too late now.

In one of my games I got curious and decided to do Tatooine last and see if
HK recovered his memories. I made it through Tatooine and was able to buy
HK-47. Upon trying to go to the Dune Sea for the first time, the game
completely crashed while autosaving and the game became unreadable in my
x-box. I don't know if that was a coincidence or a glitch or if the x box was
just running too long (after all I was playing on it all day.) Regardless of
the reason, I don't think I'm going to go to Tatooine or Kashyyyk last again.

To answer my own and possibly others questions, when I took HK into my party
he did not recover any of his memories.

Once everyone has agreed to stand by you, Carth will agree to follow you as
long as you don't betray the Republic. The scene ends and you are 
automatically transported to...

X.  [WKORIB] Korriban

A.  [WKORBA] Background

Korriban is a Sith world corrupted by the Dark Side and the Sith living 
there. There is no main enemy here. The enemies you fight are almost the same 
as Kashyyyk. The only difference is the name and that they're much tougher. 
However, you are probably at level 18 by now and should have no problem 
exterminating the enemies. Despite the enemies you come across that you can 
easily kill, this world is not easy. There are many more ways to die here 
than there are on any other world. Keep in mind that there are rumors of 
Tarentetek here. If you decided to tackle this world right after Dantooine, 
TURN BACK! Seriously, it's better if you go to Manaan first than Korriban.  
Now light players, it is difficult to play Korriban without getting a dsp.  
Don't worry about the occasional dark hit, there's still plenty of ways to 
get lsp. Once again, you have a dream about the star map, but no discussion 
since Bastila's not here to run her mouth.

==============================================================================
Note: There is some repeated information here if you went ahead and did the
Finding Dustil sidequest. This is in order to catch up the people who didn't
do the Finding Dustil sidequest yet.
==============================================================================

B.  [WKORQU] Quests

1.  [WKORMQ] Main Quests

Academy Hopeful
The Way of the Sith
The Tomb of Naga Sadow
Star Map
Betrayal

2.  [WKORSQ] Side Quests

Juhani's Temptation
Spice Run
The Box
Double Cross
Lashowe
Dustil
Doubting Sith
Mandalorian Weapons
Prisoners
Sith Rebels
Lost Droids
Holocron
The Hermit in the Hills
The Sword of Ajunta Pall
Double-Double Cross
Double-Double-Double Cross
Sith Code

C.  [WKORLA] Landing Area

Juhani!13

In this conversation you talk about how you are Revan. Juhani has taken the
news rather well. It has given her confidence that she can be redeemed from
her dark path.

Canderous!9

In this conversation you ask what it was like to work for Davik. He says it
was just busy work and nothing decent. He mentions that he's killed many
and that Jedi were always a challenge but few poked around in the Lower City.
Canderous talks of change inside himself and inside of you but doesn't seem
to want to talk about it very much. This conversation will not trigger a
journal entry.

Exit the ship and have HK and Juhani as your party. HK has some more dialog 
options that are amusing if you want to hear them. Be sure to take him out 
when I tell you to.

Once you have walked a little ways, a Twilek will stop you, saying it 
concerns the Lord of the Sith, this guy knows who you really are! He offers 
"special" items that they only sell to the pilot of the Ebon Hawk in the 
cantina (and yes, these items are really good!)

Walk back towards the entrance to the Ebon Hawk.

1.  [WKORJT] Juhani's Temptation

If you have been digging into Juhani's life you've learned that her father 
was murdered and her mother worked herself to death to try and make life 
better for Juhani, then you have a side quest coming up. A slime ball will 
come up and try to exploit her anger towards him. Keep reminding Juhani about 
the Jedi Code for lsp, or threaten the guy for dsp. For some reason if you 
take up the guy's offer to sell Juhani you don't get dsp. She must be in your 
active party for this to work.

He runs off and promises to get you again. Talk to Juhani and she'll be angry
about it. Keep this in mind, we will meet him again in a bit.

Talk to the docking bay guard to find out that there's an academy here to 
train the Sith. Interesting, seems like you'll be going there. The docking 
fee is only 25 credits since the ship docks here normally. It seems like 
people here really know the Ebon Hawk well.

When you exit the landing area, a Sith student will be asking hopefuls to get 
into the academy some questions. They get the answers wrong and he gets mad.
He asks you what he should do. Obvious dark and light options here, but it's 
hard to keep him from killing them (unless your persuade skill is high.)

Go further away from your ship and there will be some Sith that want to hurt 
you. Be violent and tell them you're Revan to get a dsp or be non-violent to 
get lsp. Now no one is going to believe you when you tell them you're Revan, 
except once.

Follow the hallway going east and leave this area. Yes there are people to 
talk to, but we want to get Juhani's quest over with. Go outside the Sith 
Academy entrance and use rts. You will fight him along with two rodian thugs.
Once the fight is over, the alignment changes are the same. Have Juhani give 
into the dark side and kill the man for dsp or for lsp remind Juhani of the 
Jedi Code like you did earlier.

Juhani!14

In this conversation we talk about what happened in the party member side
quest. It is rather short and will not trigger a journal entry.

2.  [WKORSP] Spice Run

Go back to the path heading east and you will see a Rodian standing near the 
cantina. This guy is interested in some spice you have on your ship that's in
the secret compartment you may have noticed while exploring the ship. He will
give you a substantial reward for the spice. Go back to the ship and take the
spice from the secret compartment in the cargo hold and bring it to him. You 
don't get lsp for refusing the reward, so just take it. You can also persuade
him to give you more if you want without getting dsp.

3.  [WKORBO] The Box

After delivering spice, he wants you to deliver a box to Motta the Hutt on 
Tatooine. He stresses the importance of you not opening the box. Agree to 
this and go back to the Ebon Hawk.

To open or not to open...hmmm...of course you're going to open it! I'll let 
it be a surprise for you, but make sure you save the game before opening the 
box. You won't get xp for opening the box unfortunately.

Once you have tackled the box, go to Tatooine and deliver it to Motta. He'll 
ask you about opening the box, but nothing really interesting goes on here.

D.  [WKORAH] Academy Hopeful

Now that all the errands are done go outside of the main area to find 
yourself outside the academy entrance. Talk to the Sith guard and he'll tell 
you that since you're not a Sith you can't go in. Ask him how to become one 
and he'll say to talk to Yuthura Ban in the cantina. You will see three 
people standing, looking like they're injured with another guy named Mekel 
enjoying their torment. Talk to the alien and he'll tell you what the deal 
is. It seems that Mekel has played them for fools. Talk to Mekel and say 
whatever, there's no alignment change. He will run off and you can talk to 
the prospective Sith. For lsp, tell them about the sham. For dsp, say their 
final test is to attack the guard at the door (I love being EVIL!)

Remove HK from your party. Light players who have not done the Finding Dustil
quest place Carth and T3 in your party. Dark players pick Carth and any other
party member.

Go to the cantina and talk to Yuthura (another annoying name to type.) She 
will be on the right side near the back. Just tell her that you want to 
become a Sith and she'll ask you a few questions. Be honest in your answers 
and when she asks you if you want to become a Sith, say yes, but don't use 
persuade because it might not work. She will take you to the academy.

There is another way to do this, of course, if she says no. Go towards the 
Ebon Hawk and a group of Sith who just passed their test will attack you 
(there's also a chance for an alignment change, just act like you have 
throughout the whole game.) Loot their remains to find a Sith Medallion. Go 
talk to Yuthura again and she'll agree to let you into the academy

E.  [WKORWS] The Way of the Sith

You meet Master Uthar here, he's the boss of the academy and ultimately 
decides who becomes a Sith and who doesn't. You have to impress him to gain 
enough prestige to do this. He will ask you what lies you have been fed to 
about the Sith, answer him however you want to. After this he sends you off 
and welcomes you to the Dark Side.

1.  [WKORDC] Double Cross

You will be transported to your room on the western side of the map. Take the
items from the footlocker and walk away from your room. Yuthura will stop you
and reveal her plan to get rid of Master Uthar. She wants to be the new 
academy leader and thinks she is strong enough, but still needs your help. 
You don't have a choice. She knows you will probably be the one who will 
impress Uthar enough, and she will tell you that the Tomb of Naga Sadow is 
the final test. This tomb is where Revan and Malak found the last star map.  
All of the Sith know of it. There is no other way inside.

Now, she knows plenty of ways to impress Master Uthar, so ask her about 
everything. You can get to know her as well, but the only thing that does is 
generate slightly different dialog later on and possibly some xp. It is also 
recommended that you finish ALL of the quests then talk to Uthar and choose 
what to impress him with. There's more than enough ways to impress him.

2.  [WKORLE] Lashowe

Once you have found out everything, explore the rest of the rooms. One of 
them will have Lashowe working on the computer panel. Yuthura told you that 
she could be tricked, so ask her if she needs help with anything. Persuade 
her to work with you and she may decline. If she does, talk to her again and 
kiss her butt, then she'll agree and tell you to meet in the Valley of the 
Dark Lords.

3.  [WKORDO] Dustil Onasi

Another room will have Dustil Onasi, Carth's son, if you had triggered his
party member side quest on Tatooine  Now, you have to have Carth in your party
for this to work. If you don't, you have to walk all the way back to the Ebon
Hawk. Once he is in your party, talk to Dustil. 

The dark way is easy, just choose the most violent option and you will fight
him. Carth won't be too happy with you but that's to be expected. You are EVIL
after all.

Light players have a little more work to do. You MUST say "Calm down, 
Dustil..." in order to proceed. You don't get lsp, but Dustil will ask for
proof the Sith are evil. Ask him to come with you. He won't come with you, but
he tells you he will stay there until you prove it. Go back to the path and go
west at the intersection. Follow it to Uthar's room. Use T3 to open the door
and search the room. Inside one of the footlockers is a datapad that gives 
sufficient proof of the Sith's evil. Talk to Dustil and show him the datapad. 
There's a long sequence of dialogue with the inevitable happy ending.

4.  [WKORDS] Doubting Sith

Once you've switched or not switched party members, continue exploring the 
rooms. The last one of interest will have a guy named Kel. He's doubting 
about becoming a Sith, but you don't know this at first. You have to persuade 
him to tell you, and it's not hard. Once he does that, light players tell 
him to try the Jedi. Dark players have two choices, either tell him you won't 
tell anyone and tell Uthar, or call him a weakling and he'll fight you. I 
like to fight him because it's fun! If you fight, you won't gain prestige, 
but again there's plenty of ways to impress Uthar.

Ok, now it's time to head east until you get to the circular area with Uthar 
in it. Go to the east path and there will be two rooms.

5.  [WKORMW] Mandalorian Weapons

Go to the northern room and you will see that it is a torture room. The Sith 
torturer wants you to get the Mandalorian getting tortured to crack and tell 
you the location of his weapons. Light players have it difficult because in 
order to save him, you have to use your super high computer skills to put the 
guy in a catatonic state. If it fails once, just leave and don't try it 
again. If he dies while you're trying to save him, you'll take a dark hit.  
Dark players have a difficult time of trying to get the truth serum just 
right or else he dies. If you take the light way from the very beginning he 
will tell you what the torturer wants to know in a whisper. If you take the 
dark way, you get dsp and you have to fight the torturer because he wants to 
get the prestige. If the Mandalorian dies, you get dsp but no prestige.

6.  [WKORPR] Prisoners

The opposite door to the torture room is the prisoner room. Here is where you
can fight prisoners. If you fight one and tell him to run to safety he won't
believe you. It may appear that you can free the prisoners but as far as I'm
aware you can't.

Go back to the circular area and head north. Keep going until you find the
exit into the...

F.  [WKORDL] Valley of the Dark Lords

Go north and you'll eventually see a cave. Enter the cave.

In this cave there are enemies everywhere so be prepared. Most are low level
and should not be a challenge. Take the northmost path first and follow it
east until you reach the end of the path. The path will turn south. There is
another path that goes further east. Take it and kill the terentatek. Explore
the area past the terentatek. Light players will find Quel-Droma robes in 
some remains.

1.  [WKORSR] Sith Rebels

Backtrack to the main cavern area and follow the middle path to the west.
The path will fork off to the south. Take it and follow it east. You will
eventually reach the renegade Sith. Yuthura told you about them earlier in
the ways you can impress Uthar. Kill them for dsp or spare them. If you spare
them they will ask you to clear the path to an alternate exit to the caves.
You have already completed that task, so tell them you have and they'll be
off on their merry way. If you do the light option you can lie to Uthar about
killing them. He'll believe you and think the bodies were eaten. Exit the
cave.

Go towards the valley and you will see Dak Vasser just after the entrance. 
Juhani will recognize him if she is in your party. You can ask him questions
but he doesn't give you any useful information. After you're done talking to
him he will run off to the cantina. Dark players, if you want major dsp you 
can go back to the cantina and kill him. Juhani has to be OUT of your party in
order to do this. He will drop a lightsaber crystal. If you exit the area and
reenter you can kill him again and he'll keep dropping the crystal! Infinite
dsp and crystals!

2.  [WKORLD] Lost Droids

From the cave entrance, go north and you'll see four tombs. Go to the one 
that is to the west of you and talk to the student there. She will tell you 
to be careful because there is a rogue droid in there sensitive to sound.

Go inside the tomb and fight tons upon tons of droids. Now there is a way to 
go in without having the rogue droid attack you, you have to have a sound 
dampening stealth unit. A corpse near the entrance has one of those on his 
body. Equip it and go inside the closed door. 

The droid will express thanks for taking the effort to lower your sound and 
he wants you to reprogram him. The order of fixing him is...

Combat Matrix
Motor Function Matrix
Sensory Systems Matrix
Memory Matrix
Cognitive Systems
Emotional Construct Matrix
Creative Simulation Matrix
Core

Once that's done, activate the droid's self destruct sequence for dsp or 
delete the assassination programming for lsp. If you program it to self 
destruct, you'll have to fight the rest of the droids in the tomb.

3.  [WKORHO] Holocron

You are now ready to meet Lashowe. She's in the northern part of the valley. 
Talk to her and fight the beasts that come after. She will take the holocron 
and say she'll give you credit...sure. Be violent for dsp. I haven't found a
light way of dealing with this yet. Just giving it to her isn't light enough 
apparently. For no alignment change insist that you take the holocron back 
together and you'll fight her. This should impress Uthar.

4.  [WKORHH] Hermit in the Hills

Go to the northeastern tomb and enter it. Walk east and kill the enemies you 
find. Go south and there will be tons of bat creatures. Raid the area then go
north. Kill more enemies as the path turns to the east. When you reach the 
area with an ancient console, select it to...open the door...wow that was a 
complete waste of time. Go through it to take a little nap. When you wake up,
Jorak, Master Uthar's old master, will administer a test. Get the question 
right and Mekel will get tortured. Get it wrong, and you'll get tortured. Now
answering three questions wrong will let Mekel survive and leads to lsp or 
dsp. Answer all of them right for dsp.  Here are the correct answers:

I use the opportunity to kill him
I take the reward and leave the weak fools to their fate
I keep it to myself
I kill him
A true Sith never dies (sometimes this option is not available, so you should 
save the third wrong answer for this one just in case. I think this option 
has to do with asking Yuthura for further information about the sith code but 
I could be mistaken.)

After the test, Jorak will get mad and let Mekel go (if he's still alive.)  
Mekel uses the force to free you and your party. Kill Jorak and you can be 
EVIL and say to Mekel that you wanted to kill him yourself for dsp. Convince 
Mekel to join the Jedi for lsp. Be sure to raid the tomb for goodies and 
Jorak's corpse. If you answered all questions right, Jorak won't be mad and 
lets you leave.

5.  [WKORAP] The Sword of Ajunta Pall

The last tomb for now, it is south of the tomb you found the hermit in. There
will be a student in front of the entrance that will give you the lowdown on 
the tomb. After you know more about it go inside. Once inside, follow the 
path, open the doors, and kill the enemies. You should come to a choice of 
two paths that have dead ends. One has droids on it. Take the datapad off 
the severed arm on the right side of the bridge. This has the solution to the
problem. Go on the north bridge and put a frag grenade on the obelisk (or any
grenade that would normally explode.) This makes the obelisk explode and the
droids on the other bridge activate. 

Now you *could* attempt to kill the droids from long distance, but there is a
lever at the end of the path that when pulled will disable the droids. So
go to the end of the path and pull the lever to kill the droids. Bash the door
open or open it with security. Go through the resulting door.

Take three swords from the sarcophagus and try to leave. The spirit of Ajunta 
Pall will say that you have to choose which sword is his. It led to his 
demise. This is very simple, walk to the Sith statue and place the one that is
first on the list on it. He will be happy that you chose the correct one. Ask
him about his past and he'll be all sad and boohoo crybaby about it. Convince
him to return to the light side (I really don't see how he can since he's 
already dead) for lsp or call him a pathetic Sith Lord for dsp and he'll 
attack you. This is an easy fight.

After that, go outside and Shaardan, one of the students, will be waiting for 
you. He wants the sword. Don't give it to him, instead give him a fake and 
he'll run off quickly to Uthar without thoroughly looking at it (or if you 
want xp attack him.)

Go back to the academy. It is now time to talk to Master Uthar.

6.  [WKORD2] Double-Double Cross

If you have been following my advice, you haven't talked to Uthar yet. Tell 
him about Yuthura's plot to kill him. He will tell you to take a datapad to 
give to Adrenas. He is located near the entrance of the valley and is where 
the students are training. He is impressed with you. Be sure to not tell him
anything else at the moment. Keep in mind that you don't have to give the 
datapad to Adrenas if you don't want to. You could even give the datapad to 
Yutura if you wish.

7.  [WKORD3] Double-Double-Double Cross

This actually turns back into Double Cross in your journal, but I made it 
this way to show how different it is. Go back to Yuthura and tell her that 
Uthar plans to have her killed by setting you up against her in the final 
test. She asks if you told him about her plot and it doesn't matter if you 
lie or tell the truth. Then, she asks if there's anything else and this time, 
lie and tell her no. She will give you a device to place under Uthar's bed 
and give you a keycard to his room. Master Uthar's bedroom is to the far 
western side of the academy. Enter it and place the device under the bed.  
Keep in mind that you don't have to place the device if you don't want to.

8.  [WKORSC] Sith Code

After all that is done, talk to Master Uthar about the things you have done.  
You have done more than enough to gain the right amount of prestige, so it is
up to you what you choose. If you decide to do the Sith code, here are the 
answers:

Peace is a lie. There is only...
Passion.

Through passion, I gain...
Strength.

Through strength, I gain...
Power.

Through power, I gain...
Victory.

Through victory...
My chains are broken.

He also asks you one of three possible true-false questions; here are the 
answers to these:

Nothing is worse than love
False

Victory by any means is always desirable
False

Passion fuels the force
True

Remember, if you haven't told him about Yuthura's plot and want to do so now.
Then, don't tell him anything else and go to Yuthura to reveal Uthar's plot 
if you want to. You can't tell Yuthura about Uthar's plot after you have 
gained enough prestige.

==============================================================================
Note: The Tomb of Naga Sado is the "No Turning Back Point." In other words, 
if you have side quests on this world or others that you want to complete do 
these now. Once you find the Star Map you can't go anywhere else except for 
the Star Forge System. Also, once you enter Naga Sadow's tomb, you can't 
leave until everything there is done. It is also important to pick up any
items you have stored up in the Ebon Hawk because there have been times where
they disappear after the no turning back point.
==============================================================================

G.  [WKORTB] The Tomb of Naga Sadow

Ok, we're almost to the final Star Map; there are just a few things left.  
Uthar and Yuthura will tell you about your final test. You get slightly 
different dialog depending upon the double-double cross and the double-double
-double cross. They send you off into the tomb with the quest to find the 
Star Map and retrieve the Sith lightsaber near it. It's very simple.

Walk to the south, kill the enemies, and choose the eastern path. This is 
optional because the prize to the east doesn't help you solve anything in 
this tomb, but it's worth lots of money! Open the door you find and go 
inside. It locks automatically and you have to find a way out. There's a 
computer terminal there that you select for a mini game. Before you select it 
SAVE YOUR GAME! If you decide to figure the puzzle out yourself, you only 
have two chances to get it right. You have to get all the systems over to 
the right side. The correct way of doing this is:

Top system from left to middle.
Mid-upper system from left to right.
Top system from middle to right.
Mid-lower system from left to middle.
Top system from right to left.
Mid-upper system from right to middle.
Top system from left to middle.
Base system from left to right.
Top system from middle to right.
Mid-upper system from middle to left.
Top system from right to left.
Mid-lower system from middle to right.
Top system from left to middle.
Mid-upper system from left to right.
Top system from middle to right.

It took a long time for me to figure this out. The door opens to a room. Go 
in and pick up Naga Sadow's poison blade in the pillar. Go back to the 
central chamber.

Go west, raid the corpse and open the door. Inside there are two Tarentateks.

Dark players have a slightly easier time with these guys because they are 
vulnerable to Death Field and Force Storm. Instead of using medpacs, heal 
yourself with death field when you get low on health. They will save about 85
to 90% of the time, so don't expect major damage to be done to them. Another 
thing that works really well is plague. Insanity often works too.

My dark Consular had no trouble casting insanity and force storm. Wtih a wisdom
of 19 they didn't have a chance.

Light players have a tough time with these guys. You have to use burst of 
speed to keep yourself healed and to attack from a long distance. When I say 
long distance, I am referring to the Force Jump that Jedi Guardians have. 
Once you are far enough away from the beast, select attack and you will force 
jump to it, inflicting major damage. Then, run away before the beast can 
attack you. Once one has died, you have an easier time of defeating the 
other one because you don't have to worry about where the other one is while 
you're attacking the last one. Remember, don't use light powers against 
these beasts because they are immune. They will also save against Force Wave 
almost all the time, so if you want them stunned or paralyzed, you're out of 
luck.

==============================================================================
Cody G:

I know another way to kill the 2 tarentateks easily.....
In the tomb of Naga Sadow get the Poison sword attack one of the tarentateks
use kill or fear on the other. When they start chasing you run around using
kill or death field if you have it. That's how I done it when I did it the 
first time. (That may not work and it depends on what powers you have)
==============================================================================

If you are not a Jedi Guardian and are a light character then using Naga's
sword is a good investment. I had the sword in my left hand and it was just 
as good as my second lightsaber.

As for the powers, keep in mind that the beasts can resist those powers so do
not rely on them too much.

==============================================================================
Rick H:

Another great way to defeat them is to lay about 10 of your strongest damage
causing mines (Frag, Plasma, Concussion) then lure one of the beasts to you so
they have to cross the mines and take massive damage. Then repeat the process
for the other beast.
==============================================================================

==============================================================================
Chris B:

They are SUPER EASY if you use “Stasis Field” on them.  Stasis Field is a 
“Universal Power” so they aren’t resistant. Use “Master Speed” on yourself 
And “Stasis Field” on them.  IF Master Speed is done before Stasis Field, you 
can expect to get 3 Flurry’s in before they wake up or 2 Flurrys (or other 
attack) and another Stasis Field.  It works great on many enemies that have 
immunities...unless it's an immunity to Stasis Field.
==============================================================================

I tested Chris' method using a Jedi Consular with a total wisdom of 14 and a
total will of 14 (including items.) Stasis field worked about 95% of the
time. If stasis field doesn't work for you then your wisdom or will is not
high enough sadly.

Once they are dead, walk over to the southwestern corner of the room and pull 
the lever. This unlocks the doors. Open the door next to the lever and take
the special ice grenade from the two pillars. You won't need the fire 
grenade. It is a worthless grenade.

1.  [WKORSM] Star Map

Return to the four way intersection and go down the path you haven't traveled 
on yet. You will see an acid pool. Throw the ice grenade in the acid pool to
freeze it in order to walk across.

Just for kicks I decided to throw a fire grenade in the acid pool. The pool
exploded and killed me instantly.

Follow the new path to the Star Map and you have all four maps. Only one more
thing left to do, take the Sith Lightsaber from the statue behind the star 
map and walk back to the frozen acid pool.

2.  [WKORBE] Betrayal

Here we go. Go back to the acid pool and Uthar and Yuthura will be waiting 
there for you. Uthar will talk to you about your progress and other mumbo 
jumbo. Tell him you understand. Here is where there are literally tons of 
different outcomes that all depend upon the Double-Cross and the related side 
quests. Basically you have a choice between Uthar, Yuthura, or yourself. Here
are the different ways to do it:

Take Uthar's Side

This will ALWAYS get you dsp. It doesn't matter if you poisoned Yuthura, she 
is a weakling and is easy to defeat. However, it does matter if you told 
Uthar about the plot. If you didn't, he will attack you no matter what. If 
you did, he will ask a question and you have the option to fight or not fight 
again. If you tell him you're Revan, he will believe you and pledge service 
to you if you were to defeat Malak (but you won't fight him.) If you poisoned 
Uthar, he will fight you no matter what and you might get more dsp depending 
on how you gloat. Some options look light sided or dark sided, but they 
aren't. The poison will take effect on Uthar after you have killed Yuthura.

Take Yuthura's Side

This has the potential for lsp and dsp. Since Uthar is difficult to fight, it
helps to have Yuthura as an ally. However, after killing Uthar, Yuthura will 
attack you no matter what you did because she wants absolute control. Again, 
it doesn't matter if you poisoned her. She's a weakling and will go down 
easy. She is very different from Uthar. When you have almost defeated her, 
she begs for mercy. Kill her for dsp or for lsp let her live, tell her your 
true identity (and she believes you,) then convince her to join the Jedi. She 
won't join the Jedi, but she will leave the Sith.

Take Your Side

Essentially, you are telling both of them you're going to kill them. Both of 
them will be angry and Uthar will ask you why. Tell them you just wanted the 
star map, were working for the Republic, or were working for the Jedi for 
lsp. However, if you poisoned both of them you have a high chance of getting 
dsp and a low chance of getting lsp depending on how you gloat. Remember, 
some options look good or bad, but that doesn't mean they actually are. This 
is not the recommended choice because you have to fight both Uthar and 
Yuthura. If you do this, attack Yuthura first and heal as often as you can. 
Once Yuthura's dead, run away from Uthar and heal yourself as much as 
possible then attack him using the same strategy you used to fight the 
Tarentetecs.

After all that we are finally done. You can't use rts here, so you have to 
walk all the way back to the ship. If you killed Uthar and convinced Yuthura
to leave the sith, there will be Sith students in front of the entrance. They
will ask you about Uthar. The alignment changes are obvious and they won't 
believe you're Revan. They attack you and you should kill them easily.

Go back inside the academy. If you killed Uthar and convinced Yuthura to leave
the Sith, EVERYONE will attack you. The plus is that your party members are 
back and will help you attack everyone. The negative thing to this is that
they're all in separate places, so it could be a tough fight. Try to get to
one party member, then switch to the lone party member and have him/her go
towards your character as fast as possible.

We're done with this place. Go back to the Ebon Hawk.

Carth!15

In this conversation you talk to Carth about being Darth Revan. Female
characters get a romance option here. He continues to talk about wanting to
protect you and mentions soon you will have a choice you will have to make.
Once that choice is made there is no going back. This is the final Carth
conversation.

==============================================================================
Dustin "Thee Leprechaun" L says:

Once you have completed your fourth planet and are suppose to fly to the 
starforge unknown planet is the point where you are going to want to travel to
the Yavin Station.  Once you walk into the Yavin Station you should see a 
Rodian being harassed by a bunch of Trandosians who are wanting access to his
"special" items.  You talk to the Rodian and you basically tell the 
Trandosians to leave.  Now head back to the ship and then re-exit the ship 
back onto the station.  When you get close enough to the Rodian a bunch of 
Trandosians will appear out of nowhere and then you must begin a rather 
difficult fight.  It is mainly hard just because there are a lot of enemies. 
once you kill a few it gets a lot easier. Once they are dead you will talk to
the Rodian again and he will grant you access to his "special" inventory.  
Which is two very rare lightsaber crystals, but they are not cheap.  One is 
25,000 credits and the other is 20,000. If you have the credits then I highly
recommend buying them, for they have cool colors and give a nice bonus to 
your other crystals.  Yes, these crystals go into the color crystal slot, one 
is teal and the other is orange (so if you're a Dolphins fan then you should 
really enjoy them!).  I also noticed a really nice heavy weapon for 
Canderous, if you are evil and can afford it then I'd buy it because you will 
have Canderous with you when doing the Star Forge.  Also, I never really 
checked into it, but I think I noticed that this Rodian gave me a lot more 
credits for my items then other merchants in the game.
==============================================================================

==============================================================================
Note:  The Yavin Station is only accessible on x-box live.
==============================================================================

XI.  [WUNWOR] Unknown World

A.  [WUNWBA] Background

This planet doesn't have many tough enemies until you get into a certain 
area. For now, the toughest thing is a Young Rancor. These beasts are about 
the same size of the Tarenteteks and are just as deadly if a group of them 
are attacking you. However, they have a low to medium resistance to the 
Force, so you will have a good chance of killing them.

B.  [WUNWQU] Quests

1.  [WUNWMQ] Main Quests

Trapped on a Nameless World
The One's Request
The Elders

2.  [WUNWSQ] Side Quests

Mandalorian Attack
Rakatan Research

C.  [WUNWNW] Trapped on a Nameless World

You get a cut scene where Malak is tormenting and tempting Bastila. After 
that,  there's an impressive scene where you see the Star Forge and the many, 
many ships surrounding it. You have to fight enemy fighters *again* and Carth
will transmit the coordinates to the Republic Fleet in hopes that they can 
cripple the Sith Fleet. After the fighters, you are caught in a disrupter 
field and plummet to the planet below. Some dialog will be exchanged and 
other stuff. Basically, the source of the disrupter field is the temple to 
the east. You also have to find parts to repair the hypperdrive.

After that it's time to roll. Chose your party and exit the ship. Right away
you see some enemies you need to take care of. After you kill them, some 
aliens will thank you for saving them. They give you some useful information 
about the planet and say they need help to survive. Suggest getting on board 
your ship then suggest swimming to the other island for lsp. For dsp tell 
them you're not here to save them, but to finish the job they started.

1.  [WUNWIM] Invisible Mandalorians

Take the path north, attacking all the enemies, and at the fork go southeast.
Here is the Temple Exterior along with Rancors and hidden Mandalorians over 
to the northeast. Kill them all and go back to the Ebon Hawk area. Take the 
north path you ignored earlier.

2.  [WUNWTO] The One's Request

You will soon reach The One's enclave. A "greeting" party will be waiting for
you and tell you that The One would like to see you. Go with them to talk to
The One.

He will ask why you, Revan, didn't live up to your end of the bargain. Tell 
him you can't remember anything and he will explain that the last time you
were here you made an arrangement to kill the Elders in exchange for getting
into the temple. The arrangement still stands. Agree to help him and ask him
if he has any spare parts to repair a ship. He will let you explore the
enclave and take what you need.

Raid the wrecker bins then go east and follow the path as it curves south,
then east, then south again. Keep walking until you see the enclave entrance.
Exit to the beach. Walk slightly west and talk to Warleader Garn. He asks you
to kill the Mandalorians by the temple, which you have already done. He
rewards you with very good items.

3.  [WUNWTE] The Elders

Go back to the temple area and take the path going south. Walk to the west 
and you will see a Gizka eat a mine, yikes. Go west and disable all the 
mines. There are some ship parts under the wrecked ship you can use to repair 
the Ebon Hawk, yay! Continue to follow the path and kill the enemies. You 
should eventually come across a settlement. Go towards the four pillars in 
front of the settlement and a holocron will ask you what your business is. 
Tell him you seek the Star Forge and he will recognize you as Revan!  He lets 
you inside.

The guys in here are angry with you, and it's understandable as to why. They 
wanted you, Revan, to destroy the Star Forge and instead you used it to 
expand the Sith empire. Tell them that you aren't Revan anymore and that you 
have changed. They will believe you. However, you have to prove yourself 
worthy of their trust by persuading another tribe to release one of their 
own. They would prefer you to be non-violent. If you succeed, they will 
tell you how to get inside the temple. Since the disruptor field can only be 
turned off from inside the temple, this is good. Dark players, lie to them 
every chance you get, but don't kill them yet! If you kill them now you will
miss out on a side quest.

4.  [WUNWRR] Rakatan Research

Head west in the enclave and walk into the first room to talk to Researcher
Ll'awa. He wants genetic data from the temple that you want to go into. Piece
of cake!

5.  [WUNWBO] Back to The One

Go back to The One. Two Rakatans and two rancors will approach you. They'll
tell you that since you're with the Elders, The One commands you to die. Kill
all of these guys and enter the enclave.

Once inside, kill every living thing inside. Start by going west, raiding the
rooms and footlockers and killing the guards. Then, go east and the path 
eventually curves to the north. Kill all baddies in the way and you will come
upon an arena. The One is there and you have four, that's right four, rancors
to beat, two Rakatans, and The One. It is a difficult fight, but shouldn't be
so hard that one of your party members goes down. You should find the guy 
that the Elders wanted you to save. Save him and loot the entire area if you 
have not already to find more parts to repair your ship as well as computer 
spikes. From this point forward, save your computer spikes.

6.  [WUNWEL] Back to The Elders

Go back to The Elders and they will be happy about your rescue. Remember to 
go back to the researcher once you have found out what you needed from the
Temple. Speaking of the temple, that is our next destination. Go there now.

D.  [WUNWTA] Temple of the Ancients

I would like to welcome everyone to the Temple. Tonight we have a most 
magnificent show for you, a Sacred Rakatan Ritual that will open the force 
field in front of the door!

Make sure you're alone and that everyone is on the ship. The priests will 
begin the ritual when suddenly Juhani and Jolee will return and demand that 
you take them with you because many enemies are inside, mostly Dark Jedi.  
Persuade or threaten to get Jolee and Juhani in your party. At this point I 
won't tell you any alignment change until you are presented with The Choice 
because they're easy to recognize. The Choice is the ultimate decision. 
Either save the galaxy or rule it!

1.  [WUNWTI] Temple Interior

This map is very straightforward and simple to do. Every room and hallway 
will have an enemy, so explore the entire area and kill all Dark Jedi, kill 
all droids, and raid everything (remember to leave computer terminals alone
because you need to save computer spikes.) Once that's done, go to the 
eastern side of the temple, open the door that leads to a hallway going west, 
kill the droids, and enter the catacombs.

==============================================================================
Note:  There is one door you can't open.  It's right in front of you when you
enter the area.  You'll be able to open it later so keep it in mind for now.
==============================================================================

2.  [WUNWCA] Catacombs

Kill the weak droids ahead of you. Explore the areas around you and you 
will find a lightsaber crystal and a datapad. After getting these items, 
follow the path until you reach a puzzle, the goal of this is to turn all 
the red squares into white squares.

Now this puzzled caused me SO much frustration. I kept trying and trying to 
get this right. Finally, as I was looking at the items screen to see if 
anything could help me, I came across the datapad that you just picked up. 
All along, the answer was right there, RIGHT THERE, and I spent an hour or 
two trying to figure it out. Of course it was 3 a.m., so that might have 
been a factor...

Anyway, the datapad tells you to walk in an H formation. This is simple to 
do, walk across one line of the H, the other, and then go through the middle.  
All of the squares should turn white.

The door opens and you find a wonderful, awesome, wonderful computer, did I 
mention it was awesome?

This guy tells you everything about the Star Forge, Rakatan empire, Star 
Maps, and it even opens the doors to the upper temple for you! You remember 
that door right?  The one you couldn't open when you entered? That's the 
one! Isn't this the best computer you've ever used? Also ask about the data it
has for the Rakatan Research quest.

Go back to the entrance of the Temple and go through the door you couldn't go 
through earlier (it's on the western side.) Go through a few adjacent doors 
to reach the summit. Before you do, you should probably make use of the 
workbench in the armory. Dark players, remove all lightsaber crystals from
Jolee and Juhani. In addition, remove all gear other than lightsabers and
Jedi robes. I'm sure you can probably guess right about now as to why :)

3.  [WUNWTS] Temple Summit

Take all the items, walk outside and you will see Bastila. It amazes me how 
stupid, dense, or utterly clueless some people can be. Seriously, we all knew
that Bastila would embrace the Dark Side because of the way she has acted 
throughout the game. There's no way Malak would let Bastila go if she didn't
embrace the Dark Side, but no, as soon as you see Bastila, Juhani will tell 
her to escape with you. Yeah right, instead you, Juhani and Jolee get to 
fight Bastila. She's a pathetic weakling. Note that Insanity doesn't work 
against her because Jedi Sentinels are immune to anything that affects the 
mind. When she finally realizes she's weak, she'll use force wave to throw 
all of you back.

Here is where you make The Choice. You can embrace your former self and fall 
to the Dark Side, or take the Light Path. You have three chances to decide.  
After the third chance, you can never go back. Remember, all three chances 
have alignment changes.

If you fall to the dark side, Jolee and Juhani will not be happy with you. 
You have to fight them. Good luck!

==============================================================================
JKR69 says:

when you chose the light side on top of the rakata temple, talk to juhani and 
she will tell you she has feelings for you, you must have talked to her about
dak vasser (as far as I know)
==============================================================================

Now you could decide to give up the light and embrace the dark side if you 
are a light character (or vice versa,) but it is EXTREMELY unwise to do this. 
Why? Well, remember how your alignment was at the beginning of the game? It 
was neutral. You will get what is called "net dark side shift" (if you are 
light side and go dark or vice versa) and your alignment will be neutral.  
Remember that some force powers draw upon the dark and light side of the 
force. Those powers will now cost more force points because your alignment 
changed. If you are dark and threaten to kill Bastila, she will flee, and 
the game forces you to follow the light path. It is not a good idea to pick
this option because of the force point cost mentioned above and because you
will not be able to wear the Star Forge Robes. The Star Forge Robes are 
generated for light side Jedi only. If you threaten to kill Bastila you will
have a touch of dark side in you. If however you take the dark path you will
get Revan's robes and be able to wear them.

Once you have chosen, select the computer to turn off the disrupter field and 
temple shields.

4.  [WUNWBE] Back to The Elders

You have the data so go back to the elder encampment and give the guy what he
asked for. Simple as that. Dark players, talk to the Elder Councilor. Pick 
the option that says you will never destroy the Star Forge in order to 
slaughter them all MUAHAHAHAHAHAHA!!

E.  [WUNWEH] Return To the Ebon Hawk

Light and dark players both get to tell the party what happened in the temple.
Light players, go ahead and repair the engine and use the galaxy map to go to
the Star Forge.

Dark players, certain members of your party will not be too happy with you.
Carth and the other know something's wrong when you and Bastila come without
Juhani and Jolee. After a huge conversation Carth will run off leaving Mission
as the only one who opposes you. She thinks you haven't totally fallen to the
Dark Side. Boy is she wrong how EVIL you are. The most EVIL thing you can do
here is not attack her yourself, not let her run away, but to use the Force
to persuade Zaalbar to kill Mission! If you attack Mission yourself then you
will have to fight and kill Zaalbar as well. Once all of that is done, repair
the engine, go to the Galaxy Map and select the Star Forge.

XII.  [WSTARF] Star Forge

This is what we've been waiting for! You get different dialog, depending on 
what side you chose and then you'll go into the Star Forge.

A.  [WSTABA] Beginning Advice

The Star Forge is the toughest area in the entire game. This is where you 
have to keep moving, DON'T DAWDLE! I will tell you the few areas you can 
stop, heal yourself, and wait for your force points to regenerate. If you 
stop in any other place for ANY reason, you will most likely get killed.

Having said that, ALL areas are not worth exploring the entire map; just get
to the next area as fast and as quick as you can.  If that means leaving your 
party members to fight while you need to do something else, do it.

You will need to use your most powerful melee and energy shields. Equip them
on you and your party members. The best combination is verpine prototype
shield and mandalorian power shield. For your main character, save at least
2 or 3 charges of both shields for the final encounter with Malak.

If you need to heal you or your party members, pause the game with the white 
button and select a medpac then, take control of your character again and 
keep moving! It is extremely unwise to use the force power heal while you 
aren't in battle. Why? You will most likely run out of force points before 
you finish an area, so the less you use the better. The exception would be 
when you are very low on health and the very few areas you will not get 
attacked at.

Take a look at what items have immunity to mind affecting. A nerve amplifier
belt is sufficient (you should have plenty, I never bought one and was able
to obtain three from looting.) Give everyone except Jedi Sentinels (Bastila 
and you if you chose to be a Jedi Sentinel) these items. The last thing you
need is to be cowering in fear for 12 seconds while enemies take down your
health. Calo Nord's battle armor upgrades will give immunity to mind
affecting and will provide sufficient defense for any non Jedi party member.

You must choose your party wisely because you won't be able to change it.  
Light players MUST choose Jolee and Juhani. Dark players have a more 
difficult time on the Star Forge because it's you, Bastila, and another 
non-Jedi (this is why light players will have a huge disadvantage if they 
went dark.)  This does not mean the Star Forge is too tough for dark players 
and too easy for light players. Dark players MUST choose Canderous because 
of his special healing ability. I made the mistake of choosing HK one time, 
and if you do the same you will have an even harder time. Remember that 
Bastila has the force power heal if you gave it to her while you leveled her 
up, use it sparingly and in emergencies. After going through each area of the 
Star Forge, you MUST save your game!

Here's a helpful warning for dark characters to not use Zaalbar.

==============================================================================
Ryan F

I was in an evil mood so I went through the game slaughtering everyone and 
then at the end I made Zaalbar kill mission... if you do that and then take
him with you on the star forge then before you even get to the first door he 
will get pissed off because you made him kill mission and he will attack you
==============================================================================

Finally, another option for dark players is to tackle the star forge with two
people: you and Bastila.

B.  [WSTAD1] Deck 1

When you enter the Star Forge, the Jedi will welcome you and tell you to move 
quickly before they find out you're here. Sadly, they already know because an
army of Dark Jedi will come out of the elevator. Fight them because they are 
but a taste of what is to come. Once they're dead, go south down the path 
(you can't use the elevator BOO!) passing a few doors until you reach a 
junction. From here, you will have a cut scene where Malak will summon droids 
to attack you.

The droids will come from all sides, but they can be beaten. Just spam destroy
droid or force storm and they will go down with ease. After they are dead go
east or west, it doesn't matter because it all leads to the same place (I 
normally go west.) You will reach Jedi fighting Dark Jedi. The good guys will
go down easily and the Dark Jedi will attack you. They are weak from the 
battle and are easy to defeat. After the battle, keep on going until you find
more Dark Jedi. Kill them, wait for your force points to regenerate, heal up,
and go through the door at the end of the path.  There's another Malak cut 
scene where he sends all the troops and apprentices.

C.  [WSTAD2] Deck 2

SAVE YOUR GAME NOW!

This is the time to really move it! Follow the path and tons upon tons of 
Dark Jedi and Sith Heavy Troopers will attack you. They attack from the 
front, side, and behind you, so whenever you are attacked, attack in return. 
You learn very quickly to not underestimate these guys because they can make 
you go down FAST if you aren't careful. Remember to use your force powers 
when there's tons of baddies surrounding you and medpacs when you are about 
1/3 of your total health. The best way to kill these guys quickly and 
efficiently is to use flurry against them.

Make your way east and kill the hundreds of Sith that are in the way. Watch 
your back because they start attacking you from the rear. Eventually, you 
will reach a door. Behind this door and the next door are turrets. If you 
are lucky, you will not be in combat mode when you reach the turrets. If 
not, then your party members will attack the turrets. It's very important 
that you DO NOT ATTACK THE TURRETS! If you do, you will get flanked by Sith.  
There is a way to turn off the turrets. The important thing to do is ignore 
the turrets and run, that's right run, away from the turrets to the east. If 
your party members attack the turrets, then leave them behind. Run to the 
east.

I will say this again. DO NOT ATTACK THE TURRETS! It is very important to 
shut them down using the computer terminal near the turrets. If you don't 
have enough computer spikes then good luck. You'll need it!

At the far east, you should see a door. Open it and kill the enemies behind 
the door. If you're lucky, no one will come in after you before you can use
the computer. Use the terminal and deactivate the gun turrets. You can also 
get Revan's robes or the Star Forge robes depending on what your alignment 
is. These robes heal you slowly, so you have some help with your health.

After this, go back to your party members, who are probably fighting without 
you, kill the enemies, and go through the door that opened after you 
deactivated the turrets. If you're lucky, you might get a chance to heal up.

D.  [WSTACC] Command Center

SAVE THE GAME NOW!

If you survived Deck 2, you aren't out of the woods yet. There will be a cut 
scene of Malak talking to Bastila or three Dark Jedi depending on what side
you are on. Go south and kill all the enemies. Move fast and there will be a
second weaker wave that attacks you. Once you find a door that leads to 
another door, heal up and regain your force points. Hopefully no one will 
attack you.

Open the door and kill the two baddies and get ready for a rear attack. After
killing these guys, there will be four tough Dark Jedi. Kill them and follow 
the path until you reach a door. Open the door and you will see three Dark
Jedi or Bastila depending on what side you are on. Heal and regain your force
points now. Step through the door and get ready for a fight.

If you're fighting Bastila, you do it alone. To get her to come back to the 
light, say these things:

I'll never give up on you, Bastila...
I'm as strong in the light as I ever was...
Malak will never let you...
You're dooming yourself to...
Then strike me down...
You are not evil, Bastila...
Now you can see the dark side...
I could never kill you Bastila.
You can reject the dark side...
I was redeemed, Bastila...
You did protect me...
Help us defeat the Sith...
I trust you to enough to...
You won't, Bastila...
You could use your...

==============================================================================
Note: There will be slightly different dialogue depending on the sex of your
character. Just choose the least non-violent options.
==============================================================================

If you're fighting the three Dark Jedi, they aren't difficult if you have all 
three of your party members attacking one at a time.

You finally get to rest now and fully heal up without worrying about an 
attack.

Go through the opposite door and any characters that are in your party will 
now leave. You're all alone. Follow the path to see another door. Get close
to the door and Malak will arrive.

==============================================================================
Note: there's still potential to gain dsp or lsp, but that doesn't matter 
anymore at this point.
==============================================================================

Malak will do some stuff, laugh, call you weak, and unleash the full power of 
the star forge against you. Six extremely easy droids will attack you, and 
each one re-spawns after you kill one. There are two ways to approach this.

The first way is to go to each computer terminal and disable the thing that's 
making the droids. If you don't have enough spikes, simply kill a droid using
the destroy droid power (if you picked it) and spikes will move into the 
storage bins by the computers.

The other way is to simply bash the door down with your lightsaber. You would
think that the game creators would have made the door unbashable...

Now when I played this game for the first time, I had zero idea that you 
could disable the thing that made the droids. I thought that as soon as I had 
killed enough droids I'd go to face Malak. I think I spent an hour fighting 
the droids before I noticed that I could bash the door down. I guess you can 
get infinite XP this way, but I don't think it's wise to bother with it. The 
game stops leveling you up at 20 and you should have reached that level long 
ago.

At any rate, once you have done whatever you did, go through the door.

E.  [WSTADM] Darth Malak

This is it, the final battle, the icing on the cake.

Light Players:

Your offense will be somewhat lacking and you will have a harder time at
taking down Malak's health. Stasis field appears to not work against Malak.
You will need to use hit and run tactics to fight Malak. The best way to do
this is to cast master speed so you can run away from him. Then you can use
stimulants, cast other defensive force powers, and activate your energy 
shields without Malak taking down your health. If you see Malak stop for any
reason, a good idea is to throw a thermal detonator. That will knock him on
his back and allow you to throw another grenade. Jedi guardians can use force
jump to inflict damage against Malak. At times Malak will cast force breach
against you. Simply recast the force powers again. Use your medpacks more 
often than using heal.

Dark Players:

You have an easier time defeating Malak, but he can still get the better of 
you if you don't watch it. Your offense is better in this case because you 
can cast force storm and death field against him. Plague also works wonders 
in this fight because he can't save against this attack and it slows him 
down. Insanity doesn't work against Malak. You still need a sufficient 
defensive strategy. Run away from him if you need to in order to heal up.
Use grenades if he stops for any reason.

All Players:

Once Malak's health is about 50-75%, he will run to a Jedi inside a tube. He 
will say that he can use the power of the star forge to heal himself with 
this guy and does so. Now it looks like Malak has 8 more lives, but he 
doesn't. Once the scene ends, you notice that the captive Jedi is now an 
enemy. Ah ha!

There are several force powers that will "kill" the Jedi in the tube. Death
field, throw lightsaber, force breach, destroy droid, and force lightening.
You must "kill" the 8 remaining Jedi before you attack Malak again. If you 
don't have any of these powers then you're in for a tough fight. There's no
special way to do it other than keep up the attacks. Once he's "killed" the
last Jedi you will be able to take him down finally.

Once he is dead, celebrate because you have finally finished the game. You 
see yourself as the Dark Lord once again if you took the dark ending, or you 
get medals for your bravery if you took the light ending.

XIII.  [CREDIT] Credits

Listed in alphabetical order by first name/username.

=======
Anon M
=======

I have just discovered something you can do to completely avoid the Calo Nord 
fight altogether. However, this can only happen if you start the Star Forge 
Quest on Tatooine. WALK, DO NOT RUN, behind the Krayt Dragon's body and Calo 
and his Aqualish and Rodian accomplices will ignore you. You will still have 
to go through the initial dialogue and all that crap, but they will stay by 
the speeders if you walk all the way to the SPT.  As for confirmation that 
Calo will not appear on another planet, he won't. Yes, you miss out on XP and 
potential DSP for those who want to take the Dark Path, but I found this to 
be the toughest fight besides Malak on the Leviathan, and I know there are a 
lot of players who would agree with me in this. One more thing. I watched the 
cutscene with the Dragon getting mines in his face and all, but when I refused 
the reward, (yes, you said not to in the walkthrough,) I didn't get my LSP 
that the walkthrough told me I would receive if I declined the pearl.

(Editor note: For dark players that would require leaving the dragon alone
hence missing out on the pearls if you killed Komad)

======
Ben P
======

I'm writing to say there's a very quick way that you didn't mention in your 
guide to deal with the tough droids on the star forge, using the destroy droid 
power is really effective as it can disable them instantly and does a lot of 
damage. It really quickly destroys other annoying droids in the game as well. 
you can also target the sort of dead jedi in the final battle against malak 
with it. 

I've emailed you because I found an interesting glitch regarding the strange 
stowaway, if you tell her to get off the ship as you talk to her straight away,
you can continue to talk to her as she runs away. If you keep telling her to 
get off the ship you can get infinite DSP.

======
Ben D
======

Hey, I realized there is a way to get light side points for killing Starkiller.
You can take a look here on youtube http://www.youtube.com/watch?v=oBMXKGlx0Ok
I think you have to be female. You can see the conversation you have to go 
through to get the points. I have done it once. Just saying you don't have to 
take a dsp for killing Starkiller. 

(Editor note: This appears to only be available on the PC version using a mod.)

=========
Brandy W
=========

I have owned Star Wars KOTOR for over 5 years now. I absolutely love the game.
I love your walkthrough guide as well. I do have 1 note. I like to wait to 
level my characters up until I am in battle if i can unless i need those skills
and feats right away. this acts as a healthpac without wasting a medpac. when 
you have a character who is ready to level up the level up screen is the first 
one that shows up when you hit the start button, and when you are done leveling
up and exit the menu your player will now have full health. They stack as well.
i have had it happen where i levelled one character up 3 times in a row at one 
time. In other words you will not lose a level up if you earn a second one 
before you activate the first one.

=======
Cody G
=======

I know another way to kill the 2 tarentateks easily.....
In the tomb of Naga Sadow get the Poison sword attack one of the tarentateks
use kill or fear on the other.

When they start chasing you run around using kill or death field if you have 
it. That`s how i did it when i did it the first time.

(That may not work and it depends on what powers you have)

========
Chris B
========

First, I would like to say that your walkthrough is amazingly complete.  I can
see that you put A LOT of work into it.  Thank you for the work.

I have only  noticed 2 things so far, which is MUCH better than any walkthrough
I’ve used so far (for other games of course).

The first isn’t important, it’s just an interesting conversation choices that 
might be worth talking about. I think it was on Tatooine. Take Bastila when you
talk to Hut about Nico’s contract. Try to [Persuade] him to give Nico a better
contract and if you fail, threaten to kill him and bury him under his track (or
something like that) he says no and Bastila force persuades him to give the
better contract and bingo, the thing is done.  You don’t get dsp for 
threatening to kill him though.

The real one is on Manaan and is about the Sunry Murder Trial.  In the Republic
Embassy when your decrypting the Sith pass card, you have the incorrect 
sequences.  You stated “The sixth sequence is a mystery.  I tried all four 
answers and no answer worked.  Might be a bug or something.”  I mean no 
disrespect when I say that the reason you couldn’t find the sixth sequence is 
because the others were wrong.  You have them listed as “19, 14, 64, -2 or 2, 
9, ?”

The correct answers are

First Sequence:        22

Second Sequence:       18

Third Sequence:        64

Fourth Sequence:       2

Fifth Sequence:        6

Sixth Sequence:        7

===============
DaSarcasticGuy
===============

Hey, um...(tabs over to find your name) Paul. How's it going? Just started
skimming through your Knights of the Old Republic FAQ, and a few things jumped
out at me. Firstly in your stats section, you seem to propose a jack of all
trades sort of stat focus. I'm not saying it's bad, I think its quite good 
actually, but there's no focused approaches. For instance, if I wanted an all
out offensive warrior, who only used the force for things like heal and speed,
I'd stat like:

Str: 16
Dex: 14
Con: 14
Int: 8
Wis: 12
Cha: 12

or

Str: 16
Dex: 14
Con: 16
Int: 8
Wis: 10
Cha: 10

Pick soldier and guardian and you have a massive offensive force. You could 
also go the other side of the spectrum and go all out force wizard and maybe
stat like:

Str: 8
Dex: 12
Con: 12
Int: 10
Wis: 16
Cha: 16

or 

Str: 8
Dex: 12
Con: 14
Int: 8
Wis: 16
Cha: 16

or 

Str: 8
Dex: 14
Con: 14
Int: 10
Wis: 16
Cha: 14

Anything into consular and you got yourself a force wizard wrecking face. Now
these are pretty specialized characters. How about a more rounded offensive
jedi.

Str: 10
Dex: 14
Con: 14
Int: 10
Wis: 15
Cha: 14

A dex based warrior whose very strong in the force. You could also switch Str 
and Dex if that fits your playstyle better. Or if you just don't care about
skills, drop Int to 8 and put those points anywhere. And to answer the odd stat
in Wis, it's because you get 5 extra points to place. Put them all to Wis and
you end up with 20. Just food for thought. 

Next, in looking over your Feat grades, I realized I strongly disagree with 
some of them, and wasn't a fan of quite a few of your grades. First, all of the
skill boosting feats are actually Fs. Seriously skills don't matter hardly at
all in this game, and the ones you want for your characters are easily gotten
with the skill points you do get. Feats are much more powerful than any skill
so wasting a Feat to boost a skill is a horrendous use of feats. Unless you
have a very specific character theme in mind that wants to specialize in a 
certain skill(s). 

Secondly giving Dueling an F is just inexcusable. Not everyone wants to play an
all out offensive dual-wielding maniac. Any sort of defensive character would
much rather have Dueling. People who want to stick to the spirit of jedi only
using 1 lightsaber would also be much better served with Dueling. A well 
rounded, jack-of-all-trades character on hard difficulty would prefer Dueling
against the most difficult enemies (Malak comes to mind). Yes Dueling will 
never out damage Two Weapon Fighting, but that doesn't mean it doesn't have 
it's purpose. +3 attack and defense compares decently vs -2 to hit with an 
extra attack. That said, I'd probably rank them like Two Weapon Fighting A+,
Dueling A-. 

And there is no way conditioning is an A. It's a probably the first filler feat
I'd go to but not over anything else. Probably a C, but a good solid C. I think
I agree with everything else though I'd like to point out that the ranged feats
are good on many secondary characters. Also the dual pistol wielding jedi most
certainly uses the ranged feats and loves them. Just thought that it would be
good to mention those things.

Ya that's all I got for now. Um...my names DaSarcasticGuy on GFAQS so, if you
want to credit me for anything go for it. Hopefully you got what i'm actually
looking for and I don't get side tracked again lol. Keep up the good work man.

========
David S
========

I'm not sure if you still care about this or if you even still have this email
address, but thought I'd try just in case. I found a mistake in your KOTOR 
guide on www.Gamefaqs.com On Manaan, when trying to access the sith base by 
decoding the passcard. The answer to the 5th sequence is 6, not 9. This is why
you couldn't get the answer to the 6th sequence. Which is 7 by the way. Just in
case you wanted to know.

============================
Dustin "Thee Leprechaun" L
============================

Hey man, I loved your walkthrough, I played through evil and it really helped
me out, but there were a few things I noticed while following it.
 
First off, nothing major, but when you are telling how to kill certain enemies
you are talking as if the player is a Jedi Guardian.  For example you will 
often say to "use flurry" or some other melee attack, or you will say to 
conserve your FP.  Where as I played as a Jedi Consular so I was able to use
nothing but force powers through 90% of the game(once i became a jedi anyway),
very rarely was I to the point where I had to use my lightsaber.  But like I 
said this is nothing major and I'm sure this won't affect most people.
 
Then there were a few thing I noticed you did not include, little side things
that might interest a few people.

1. This probably isn't really worth adding but it wouldn't take up much space,
but on Manaan there is a guy named "Shady Rodian" located in East Central next
to Hulas, he carries a lot of Pazaak cards, including a bunch of +/- cards, 
might help out any players who are interested in playing Pazaak.
 
2. On Korriban in the Valley of the Dark Lords is a archeologist named "Dak
Vesser" and if you talk to him with Juhani in your party then they will 
recognize each other from the academy on Dantooine.  He obviously joined the
Sith and they kind of get angry at each other.  Now I'm not sure if you have to
have Juhani out of your party for the next part to work, for I didn't have her
in mine when I proceeded.  But any who, you go back to the cantina and he will 
be standing where Yuthura Ban was standing earlier.  You can talk to him and
kill him for dsp or you can just leave him alone, not sure if there was a lsp 
option, didn't try because I was EVIL!!!  It is indeed fun like you said :P.  
Any who, if you kill him he drops a few things including a Eralam Crystal which
is a fairly nice crystal.
 
Dak is actually really easy to find.  When your walking down the narrow path 
and you first enter the big open area where all the archeologists are, you
should walk under a big arch way with two sith guards next to it and if your
facing into the valley Dak should be right past the arch to the left 
inspecting a rock.
 
Also I was thinking about the DLC, the Yavin Station.  It's was kind of a cool
side quest and if you could afford it you were able to buy two really powerful
lightsaber crystals.  Not sure if you know about it or not but I'll explain 
just in case:
 
There is really no point to visit the Yavin Station until you have completed
all the planets. The Rodian there sells some really nice stuff, but it is 
really expensive and probably not really worth it.  Once you have completed 
your fourth planet and are suppose to fly to the starforge unknown planet is
the point where you are going to want to travel to the Yavin Station. Once you 
walk into the Yavin Station you should see a Rodian being harassed by a bunch
of Trandosians who are wanting access to his "special" items.  You talk to the
Rodian and you basically tell the Trandosians to leave.  Now head back to the 
ship and then re-exit the ship back onto the station.  When you get close 
enough to the Rodian a bunch of Trandosians will appear out of nowhere and then
you must begin a rather difficult fight.  It is mainly hard just because there
are a lot of enemies. once you kill a few it gets a lot easier.  Once they are
dead you will talk to the Rodian again and he will grant you access to his 
"special" inventory.  Which is two very rare lightsaber crystals, but they are
not cheap.  One is 25,000 credits and the other is 20,000.  If you have the 
credits then I highly recommend buying them, for they have cool colors and give
a nice bonus to your other crystals.  Yes, these crystals go into the color 
crystal slot, one is teal and the other is orange (so if you’re a Dolphins fan 
then you should really enjoy them!).  I also noticed a really nice heavy weapon
for Canderous, if you are evil and can afford it then I'd buy it because you 
will have Canderous with you when doing the Star Forge.  Also, I never really
checked into it, but I think I noticed that this Rodian gave me a lot more 
credits for my items then other merchants in the game.

=============
Evilbob65535
=============

First, regarding Dustil (Carth's son):  for light-side players, instead of
doing the double-cross and double-double-cross quests to gain access to Uthar's
room, just use security to open the door.  I brought along T3-M4 (since you can
switch him out before you need to fight) and picked the lock.  I think 
double-double-crossing both Uthar and Yuthura can more easily get you DSP 
(also, it may be more difficult to convert Yuthura to the light side at the 
end, but I'm not sure).  I'm not sure if it gets you less XP or not, however. 
It does save some time.

Also, it might be worth noting that unless you resolve Dustil's situation 
before you encounter the Leviathan (as you advocate in your guide), Carth will 
generally stop speaking to you (this is according to the Official Prima Guide 
so I don't know how accurate it is).  This is important only if you want to 
continue a romance sub-plot with Carth (if light-side and female) or if you 
just like talking to him.

Second, it's probably worth pointing out to dark-side players that the 
assassination quests on Mannan are impossible to complete once you've 
encountered the Leviathan because Dantooine is no longer accessible at that 
point.

Third, during the Sunry's trial quest you suggest hacking the republic computer
and discovering the truth of the situation.  For light-side players, it's 
actually extremely important NOT to do this.  If you know the truth and decide 
to defend him anyway, you will get DSP.  I don't know if you can still see the 
video after the trial is complete but it's best for the light if you don't 
know.  However:  that said, the trial is long and boring and all completing it 
gets you is more XP - and XP is cheap and easy to max out.  I would suggest for
light players to go ahead and find out and end the trial quickly just to save 
yourself the time.

Finally, one good general tip for gaining XP quickly is to always repair any 
droid you encounter to the maximum amount.  Make sure you have one party member
with maxed-out repair and keep a +repair item handy, and always repair every 
single thing possible on the droid:  this gives over 1000 XP for the cost of a
few parts and almost no time on your part.  (Other than the main character 
repairing HK-47, I don't think repair is ever used anywhere else, but it's 
still a nice boost.)

ps.  You also have a couple of very minor typos, which I'm sure you know, but 
the funniest one is in the XII. Star Forge section, in part A you suggest 
players "DON'T DWINDLE!"  You meant "don't dawdle."  :)

=========
Gotauros
=========

Hi. I don't know if you're still working on the Gamefaq or not, but I do have a
couple of things to add. The first thing is in regards to what I posted above
(killing the dead Jedi on the Star Forge.) When I played (as a light side 
character) I got the option to use Destroy Droid on the tanks holding the Jedi.
It took the tanks out in one hit and since I was fully light side, it barely 
made a dent in my force powers. That left me more FP to heal or speed myself up
so I could keep ahead of him.

The other thing I'd like to add is that if the character has demolition skill 
and some mines, you can use any of the jedi speed powers to get ahead of Malak,
set up a mine, then position yourself so he runs through it. It can really do 
some damage if people are having trouble hitting him or doing damage.

Anyway, I just thought I'd offer up those tidbits. 

=======
Ian S
=======

I have something that might prove as progress to how to kill droids faster. The
power stun droid-destroy droids for light players, shock-force storm (I think) 
for dark and EVIL guys and ion grenades thingies for…uh…everyone? Well I hope
this proved useful and I really want to help you in something. And don’t worry 
about homework I almost never have and if I have, I do it fast! Naturally you
know!

When we are in the first planet(which should be Tatooine) talk to party members
which are T3-M4,Caderous,Zaalbar and Mission. I know that computer spikes of T3
are already on the guide. After that put all your grenades on a container in 
the cargo hold. Then talk to Zaalbar. He can make many different kinds of 
grenades including adhesive! Unfortunately he can’t make plasma grenades or 
thermal detonators. Put all your ardrenal stimulants on the container and talk 
to Canderous. He makes ardrenal stimulants. Valuable to me and other light 
players because you said light players need to use stimulants while fighting 
with Malak with a lightsaber. Mission can make security spikes to open doors. 
Though I’ve never opened a door with a security spike. You can talk to her less
about this because there many more ways to open doors like bashing through.

When you get Jolee put all of you life support packs in an container(if you 
have any).Because this guy can make life support packs! Though he’ll only make 
like 3 before you put them in the container again.

You can use some of this items to sell them, then ask your party members to 
make them for you. Cool! You can get a lot of credits this way!

On Tatooine once you got Sharina’s wraid plate and a hunting license you can go
to Fazza’s office sell the plate to Fazza and he’ll give you 500 credits! Sorry
but I think he can’t give you more than that. Could be just me. Oh...well

If you have to go to the Dune Sea you can hunt! Yes, I just said it hunt! But 
only if you have time and patience because this may take a while. Kill the 
desert wraid, loot the remains for the bone plate go to Fazza’s office and sell
it. That’s standard procedure. It may sound easy but sometimes it isn’t. The 
first is easy and hard. Easy because the whole band is normal. And hard because
you just fought the sand people guarding the entrance to the sand people 
territory. The next it gets a little harder because some now are named “Hulak
Wraid”. It’s a little harder to take them out than normal ones. Now if you 
exterminated the sand people and you are attacking a band of desert wraids plus
you have sand people attacking you it is extremely hard! One time they killed 
Bastilla and Juhani. I got lucky that I had burst of speed otherwise I would
have been killed.

Inside the Black Vulkar base when you fight the twi’lek to get the accelerator 
back this should at least take the twi’lek and its bodyguard down:

You must have raided the docking bay and the pool. Because you get plasma 
grenades in those two places. Then when the words “Enemy Sighted!” are shown 
use the x button. Have you throw two plasma grenades at the twi’lek. Also have 
Mission and Zaalbar each throw one plasma grenade at the twi’lek. Since his 
bodyguard is close, the grenades will also exterminate the bodyguard. As you 
said the rest are pathetic weaklings

You know, the sand people I mentioned earlier aren’t normal they are VERY TOUGH
if you are fighting someone else or a party member is down. They are three. Two
elite warriors and one holy warrior. The holy warrior is the toughest. Don’t 
underestimate these guys they can kill you. If you don’t want to run into them 
I suggest you go straight to the sandcrawler and go where you need to go. If 
you do want to run into them pick a dune and walk they will get you.

Note: if you choose the peaceful solution the sand people won’t attack you.   

Merry Christmas and a Happy New Year! Its me Ian, and I wanted to share some
more things about the KOTOR walkthrough.

First, I completed the game! Yay woo yay!  In the final battle with Malak, I 
used Force Storm against the Jedi tubes, (I was light side and that was the 
only dark force power I had.) then when I finished the battle I found out that
I could use Force Breach, which wouldn't have even affected my FP that much. 
(I was a consular) And I was like: Lol what?

-The Bastilla Conversations

So I saw that in the last Bastilla conversation you included you stated that
"whenever or not that is the last Bastilla conversation, we'll see." I don't 
know if you found out yet, but I found two more conversations well before the 
end of Kashyyyk.

Bastilla 14 (I found this one after I saw the Kashyyyk vision, and landed there
for the first time.)

First Bastilla starts with her now usual doubt and resistance. This 
conversation has to occur inside the Ebon Hawk. I tried triggering it outside,
but she says that she wants to talk inside the Ebon Hawk. Then you talk about 
if she's ready, the feelings between them two, and Malak. This moves the 
"Bastilla" quest into the "completed quests" area.

Bastilla 15: (I found this one right after I exited the house from the judge in
the Holder of the Laws quest)

Bastilla tries to think of excuses for the previous conversation, then say she
doesn't want to talk about it until Malak is defeated.

-Carth conversations

And with these two companions I have my favorite trio in the game. Anyway I ran
into trouble when I finished the "Finding Dustil" quest. I saw in the guide I
could talk to Carth after I finished the quest, but only if I did it early. So
I went ahead and did it, but Carth didn't say anything after I finished the 
quest (and no I didn't kill Dustil). I talked to him every time I found a Star
Map, finished a quest, or leveled up. In TWO game files! So I wanted to know if
this has happened to you. The only thing I think would've glitched it out is
the "saving levels" glitch, and I had my doubts but I think using T3-M4 to open
Uthar's room is legit.

Well that's all I can think of. Maybe I'll make that list about shop ratings if
you haven't already. Until next time! :)

Hello again, Paul! It's me Ian. Last time I mailed you I had just completed 
KOTOR through the Light Path. But a few weeks ago I decided to complete it 
through the Dark Path, and I completed it today. I made many observations that 
I feel you would be interested to know. I'm writing this late at night, and 
it's a lot, so I don't know how many mails it's going to take.

List of Shops and Vendors:

I. Taris

A. Upper City

1. South Upper City

Kebla Yurt:
Medpack - 40 credits - infinite
Security Spike - 100 credits - 5
Bonadan Alloy Heavy Suit - 900 credits - 1
Military Suit - 150 credits - infinite
Heavy Combat Suit - 100 credits - infinite
Combat Suit - 50 credits - infinite
Light Battle Armor - 250 credits - 1
Vibroblade - 80 credits - 2
Stun Baton - 30 credits - infinite
Long Sword - 5 credits - infinite
Quarterstaff - 2 credits - infinite
Echani Ritual Band - 280 credits - 1
Vibrosword - 120 credits - 5
Double-Bladed Sword - 80 credits - 2
Short Sword - 1 credit - infinite
Ion Blaster - 200 credits - 2
Blaster Pistol - 100 credits - infinite
Sith Sniper Rifle - 1500 credits - 1
Blaster Rifle - 300 credits - infinite
Ion Grenade - 130 credits - infinite
Sonic Grenade - 130 credits - infinite
Frag Grenade - 80 credits - infinite
Concussion Grenade - 80 credits - infinite
Sound Dampening Unit - 200 credits - 1
Stealth Field Generator - 100 credits - 1
Minor Flash Mine - 100 credits - infinite
Minor Gas Mine - 100 credits - infinite
Minor Frag Mine - 100 credits - infinite
Minor Plasma Mine - 100 credits - infinite
Permacrete Detonator - 50 credits - 1

Zelka Forn:
Advanced Medpack - 80 credits - 5
Antidote Kit - 49 credits - infinite
Medpack - 40 credits - infinite
Bio-Antidote Package - 500 credits - 1
Nerve Enhancement Package - 500 credits - 1
Adrenal Alacrity - 50 credits - infinite
Adrenal Stamina - 50 credits - infinite
Adrenal Strength - 50 credits - infinite

Note: Refuses to sell to the player if you threaten him with reporting the 
wounded Republic Soldiers.

a. South Apartments:

Larrim:
Medpack - 44 credits - infinite
Computer Spike - 275 credits - 2
Parts - 220 credits - 2
Military Suit - 165 credits - 1
Heavy Combat Suit - 110 credits - 1
Combat Suit - 55 credits - infinite
Light Battle Armor - 275 credits - 1
Vibroblade - 88 credits - 1
Stun Baton - 33 credits - infinite
Long Sword - 5 credits - infinite
Quarterstaff - 2 credits - infinite
Vibrosword - 132 credits - 1
Short Sword - 1 credit - infinite
Ion Blaster - 220 credits - 1
Sonic Pistol - 220 credits - 1
Blaster Pistol - 110 credits - infinite
Light Repeating Blaster - 550 credits - 1
Poison Grenade - 143 credits - 1
Sonic Grenade - 143 credits - 1
Concussion Grenade - 88 credits - 2
Frag Grenade - 88 credits - infinite
Energy Shield - 154 credits - 1
Sound Dampening Stealth Unit - 220 credits - 1
Stealth Field Generator - 110 credits - infinite
Battle Stimulant - 110 credits - 1
Minor Flash Mine - 110 credits - 1
Minor Frag Mine - 110 credits - 1
Minor Gas Mine - 110 credits - 1
Minor Plasma Mine - 110 credits - 1

2. North Upper City:

Janice Nall:
Repair Kit - 25 credits - infinite
Computer Spike - 250 credits - infinite
Parts - 200 credits - infinite
Droid Light Plating Type 2 - 150 credits - infinite
Droid Light Plating Type 1 - 75 credits - infinite
Basic Targeting Computer - 500 credits - infinite
Sensor Probe - 500 credits - infinite
Computer Probe - 500 credits - infinite
Security Interface Tool - 500 credits - infinite
Environment Shield Level 1 - 350 credits - infinite
Stun Ray - 300 credits - infinite
Shield Disruptor - 300 credits infinite

Note: Not sure if she'll sell you if you threaten to tell Davik to close her 
down.

B. Lower City

1. Javyar's Cantina:
Uriah:
Pazaak Card +/-1 - 200 credits - 2
Pazaak Card +/-3 - 125 credits - 1
Pazaak Card +1 -100 credits - infinite
Pazaak Card +2 - 75 credits - infinite
Pazaak Card -2 - 75 credits - infinite
Pazaak Card +/-6 - 50 credits - infinite
Pazaak Card +3 - 50 credits - infinite
Pazaak Card +4 - 25 credits - infinite
Pazaak Card -4 - 25 credits - infinite
Pazaak Card +5 - 12 credits - infinite
Pazaak Card +6 - 5 credits - infinite
Pazaak Card -6 - 5 credits - infinite

C. Undercity

Igear:
Antidote Kit - 36 credits - 6
Medpack - 30 credits - infinite
Repair Kit - 18 credits - 5
Computer Spike - 187 credits - 2
Echani Battle Armor - 1312 credits - 1 (Questionable, must double check. May 
have been a miss type.)
Vibroblade - 60 credits - 1
Stun Baton - 22 credits - infinite
Long Sword - 3 credits - infinite
Quarterstaff - 1 credit - infinite
Vibrosword - 90 credits - 1
Arkanian Heavy Pistol - 750 credits - 1
Frag Grenade - 60 credits - 5
Retinal Combat Implant - 562 credits - 1
Scope - 150 credits - 1
Vibration Cell - 112 credits - 1
Pazaak Card -2 - 56 credits - 1
Pazaak Card +2 - 56 credits - 1
Pazaak Card -3 - 18 credits - 1

Note: Leaves with the village if you give the Promised Land journals to Rukil.

II. Dantooine:

A. Jedi Enclave:

Crattis Yurkal:
Advanced Medpack - 80 credits - 5
Antidote Kit - 49 credits - 5
Medpack - 40 credits - infinite
Military Suit - 150 credits - 2
Heavy Combat Suit - 100 credits - 2
Combat Suit - 50 credits - 2
Battle Armor - 400 credits - 1
Light Battle Armor - 250 credits - 1
Sanasiki's Blade - 7000 credits - 1 - upgradeable
Jurgan Kalta's Assault Rifle - 8000 credits - 1 - upgradeable
Stealth Field Reinforcement - 2400 credits - 1
Interface Band - 1000 credits - 1
Breath Mask - 100 credits - 1
Aural Amplifier - 50 credits - 1
Infiltrator Gloves - 7000 credits - 1
Arkanian Energy Shield - 700 credits - 1
Energy Shield - 140 credits - 4
CNS Strength Enhancer - 8500 credits - 1
Retinal Combat Implant - 750 credits - 1
Adrenal Alacrity - 50 credits - 5
Adrenal Stamina - 50 credits - 5
Adrenal Strength - 50 credits - 5
Pazaak Card +/-1 - 200 credits - 1
Pazaak Card +/-3 - 125 credits - 1
Pazaak Card -2 - 75 credits - 1
Pazaak Card +/-5 - 75 credits - 1
Pazaak Card -4 -25 credits - 1
Pazaak Card -6 - 5 credits - 1

Karal Kaar:
Advanced Repair Kit - 50 credits - 5
Repair Kit - 25 credits - infinite
Droid Heavy Plating Type 1 - 1250 credits - 1
Droid Medium Plating Type 1 - 500 credits - 1
Droid Light Plating Type 3 - 250 credits - 1
Droid Light Plating Type 2 - 150 credits - 1
Droid Light Plating Type 1 - 75 credits - 2
Basic Targeting Computer - 500 credits - 1
Sensor Probe - 500 credits - 1
Security Interface Tool - 500 credits - 1
Environment Shield Level 1 - 350 credits - 1
Energy Shield Level 1 - 300 credits - 1
Stun Ray - 300 credits - infinite
Shield Disruptor - 300 credits - infinite

Sol'aa:
Pazaak Card +/-2 - 150 credits - 1
Pazaak Card +/-4 - 100 credits - 2
Pazaak Card +1 - 100 credits - 2
Pazaak Card -1 - 100 credits - 1
Pazaak Card +/-5 - 75 credits - 3
Pazaak Card +2 - 75 credits - 2
Pazaak Card -2 -75 credits - 1
Pazaak Card +3 - 50 credits - 3
Pazaak Card +4 - 25 credits - 3
Pazaak Card -3 - 25 credits - 2
Pazaak Card -4 - 25 credits - 2
Pazaak Card +5 - 12 credits - 4
Pazaak Card -5 -12 credits - 4
Pazaak Card +6 - 5 credits - 5
Pazaak Card -6 - 5 credits - 5

B. Courtyard:

Adum Larp:
Courtyard Map - 2 credits - 1
Grove Map - 2 credits - 1
Cinnagar War Suit - 3000 credits - 1
Cassus Fett's Battle Armor - 15000 credits - 1 - upgradeable
Bronzium Light Armor - 1500 credits - 1
Stun Baton - 30 credits - 2
Blaster Pistol - 100 credits - 5
Light Repeating Blaster - 500 credits - 1
Blaster Rifle - 300 credits - 5
Adhesive Grenade - 130 credits - 5
Sonic Grenade - 130 credits - 5
Ion Grenade - 130 credits - 5
Frag Grenade - 80 credits - 5
Concussion Grenade - 80 credits - 5
Minor Flash Mine - 100 credits - 2
Minor Frag Mine - 100 credits - 2
Minor Gas Mine - 100 credits - 2
Minor Plasma Mine - 100 credits - 2
Flame Thrower - 300 credits - 2

III. Tatooine:

A. Anchorhead:

1. Docking Bay:

Mic'tunan'jus Orgu:
Life Support Pack - 150 credits - 4
Advanced Medpack - 80 credits - infinite
Antidote Kit - 49 credits - infinite
Medpack - 40 credits - infinite
Yusani's Brand - 8000 credits - 1 - upgradeable
Jamoh Hogra's Carbine - 9000 credits - 1 - upgradeable
Mandalorian Heavy Repeater - 2500 credits - 1
Advanced Aural Amplifier - 400 credits - 1
Verpine Headband - 200 credits - 1
Bothan Sensory Visor - 150 credits - 1
Breath Mask - 100 credits - 3
Karakan Gauntlets - 7500 credits - 1
Arkanian Energy Shield - 700 credits - 1
Sith Energy Shield - 350 credits - 2
Energy Shield - 140 credits - 4
Thermal Shield Generator - 8000 credits - 1
Nerve Amplifier Belt - 1000 credits - 1
Verpine Cardio-Regulator - 200 credits - 1
Stealth Field Generator - 100 credits - 1
Retinal Combat Implant - 750 credits - 1
Nerve Enhancement Package - 500 credits - 1
Adrenal Alacrity - 50 credits - infinite
Adrenal Stamina - 50 credits - infinite
Adrenal Strength - 50 credits infinite
Gizka Poison - 350 credits - infinite
Bantha Fodder - 1 credit - 1

2. Hunting Lodge:

Fazaa Utral:
Advanced Medpack - 80 credits - 10
Antidote Kit - 49 credits - infinite
Medpack - 40 credits - infinite
Jurgan Kalta's Carbine - 4500 credits - 1
Blaster Carbine - 500 credits - 1
Ion Rifle - 400 credits - 2
Sonic Rifle - 400 credits - 1
Blaster Rifle - 300 credits - infinite
Armor Reinforcement - 350 credits - 1
Scope - 200 credits - 1

3. Czerka Office:

Greeta Holda:
Life Support Pack - 150 credits - 6
Advanced Medpack - 80 credits - infinite
Antidote Kit - 49 credits - infinite
Medpack - 40 credits - infinite
Computer Spike - 250 credits - infinite
Zabrak Battle Armor - 2000 credits - 1
Echani Battle Armor - 1750 credits - 1
Zabrak Combat Suit - 750 credits - 1
Military Suit - 150 credits - 3
Heavy Combat Suit - 100 credits - 1
Combat Suit - 50 credits - 1
Powered Light Battle Armor - 3000 credits - 1
Powered Battle Armor - 2000 credits - 1
Vibrosword - 120 credits - 1
Mandalorian Heavy Pistol - 2000 credits - 1
Hold Out Blaster - 100 credits - 1
Thermal Detonator - 2000 credits - 2
Plasma Grenade - 750 credits - infinite
Poison Grenade - 130 credits - infinite
Sonic Grenade - 130 credits - infinite
Ion Grenade - 130 credits - infinite
Adhesive Grenade - 130 credits - infinite
Concussion Grenade - 80 credits - infinite
Breath Mask - 100 credits - infinite
Motion Detector Goggles - 100 credits - 1
Energy Shield - 140 credits - infinite
Sound Dampening Stealth Unit - 200 credits - 1
Average Flash Mine - 250 credits - 5
Average Frag Mine - 250 credits - 5
Average Gas Mine - 250 credits - 5
Average Plasma Mine - 250 credits - 5
Mesh Underlay - 300 credits - 1

4. Cantina

Junix Nard:
Advanced Medpack - 80 credits - 1
Medpack - 40 credits - infinite
Security Spike Tunneler - 200 credits - 6
Security Spike - 100 credits - infinite
Bothan Chuka - 480 credits - 1
Krath Blood Blade - 230 credits - 1
Vibroblade - 80 credits - 1
Bothan Quick Draw - 1000 credits - 1
Mandalorian Blaster - 750 credits - 1
Sonic Pistol - 200 credits - 1
Stabilizer Gauntlets - 300 credits - 1
Advanced Stealth Unit - 500 credits - 1
Gizka Poison - 350 credits - infinite
Pazaak Card +/-1 - 200 credit - 2
Hair Trigger - 150 credits - 1
Pazaak Card +/-2 - 150 credits - 2
Pazaak Card +/-3 - 125 credits - 2
Pazaak Card +/-4 - 100 credits - 2

5. Droid Shop:

Yuka Laka:
Computer Spike - 250 credits - infinite
Parts - 200 credits - infinite
Security Spike Tunneler - 200 credits - 5
Security Spike - 100 credits - infinite
Droid Heavy Plating Type 2 - 1500 credits - 1
Droid Heavy Plating Type 1 - 1250 credits - 1
Droid Medium Plating Type 2 - 750 credits - 1
Droid Medium Plating Type 1 - 500 credits - 1
Droid Light Plating Type 2 - 150 credits - 1
Droid Light Plating Type 1 - 75 credits - 1
Advanced Targeting Computer - 1500 credits - 1
Verpine Demolitions Probe - 1000 credits - 1
Basic Targeting Computer - 500 credits - 1
Sensor Probe - 500 credits - 1
Droid Motion Sensors Type 1 - 50 credits - 1
Environment Shield Level 3 - 900 credits - 1
Energy Shield Level 3 - 700 credits - 1
Environment Shield Level 2 - 450 credits - 1
Energy Shield Level 2 - 450 credits - 1
Environment Shield Level 1 - 350 credits - 1
Energy Shield Level 1 - 300 credits - 1
Advanced Stun Ray - 900 credits - infinite
Stun Ray - 300 credits - infinite

Note: Refuses to sell if you bargain aggressively for HK-47.

To be continued . . .

Fazza Utral:

Note: You must have a Czerka Hunting License to be able to buy from him.

IV. Kashyyyk:

A. Czerka Landing Port

Eli Gand:
Advanced Medpack - 80 credits - infinite
Medpack - 40 credits - infinite
Security Spike - 100 credits - infinite
Reinforced Fiber Armor - 3500 credits - 2
Military Suit - 150 credits - infinite
Heavy Combat Suit - 100 credits - infinite
Combat Suit - 50 credits - infinite
Jamoh Hogra's Battle Armor - 10000 credits - 1
Battle Armor - 400 credits - 1
Light Battle Armor - 250 credits - 1
Bothan Sensory Visor - 150 credits - 1
Breath Mask - 100 credits - infinite
Neural Band - 100 credits - 1
Strength Gauntlets - 1000 credits - 1
Arkanian Energy Shield - 700 credits - 1
Sith Energy Shield - 350 credits - 2
Energy Shield - 140 credits - 5
Electrical Capacitance Shield - 8500 credits - 1
Sound Dampening Stealth Unit - 200 credits - 1
Adrenaline Amplifier - 100 credits - 1
Cardio-Regulator - 100 credits - 1
Stealth Field Generator - 100 credits - 1
Cyber Reaction System - 7500 credits - 1
Hyper-Battle Stimulant - 200 credits - 1
Hyper-Adrenal Alacrity - 100 credits - 1
Hyper-Adrenal Stamina - 100 credits - 1
Hyper-Adrenal Strength - 100 credits - 1
Gizka Poison - 350 credits - infinite

Note: After completing the Honest Debt quest, Eli gets replaced with Matton. 
If you incite the wookiees to rebel against Czerka Corp., Matton will leave as
well.

Janos Werkta:
Bothan Stun Stick - 230 credits - 1
Heavy Blaster - 200 credits - 2
Sonic Pistol - 200 credits - 2
Disruptor Pistol - 200 credits - 2
Ion Blaster - 200 credits - 2
Blaster Pistol - 100 credits - 2
Bothan Discord Gun - 1000 credits - 1
Blaster Cannon - 600 credits - 2
Bowcaster - 400 credits - 2
Blaster Rifle - 300 credits - 2
Plasma Grenade - 750 credits - 5
Adhesive Grenade - 130 credits - 5
CryoBan Grenade - 130 credits - 5
Ion Grenade - 130 credits - 5
Poison Grenade - 130 credits - 5
Sonic Grenade - 130 credits - 5
Frag Grenade - 80 credits - infinite
Concussion grenade - 80 credits - 5
Average Flash Mine - 250 credits - 5
Average Frag Mine - 250 credits - 5
Average Gas Mine - 250 credits - 5
Average Plasma Mine - 250 credits - 5
Vibration Cell - 150 credits - 1

Note: If you incite the wookiees to rebel he will leave along with the rest of
Czerka Corp.

I was doing the game Dark Side, and I forgot to check for any shops at 
Rwokoroo before Chuundar kicked me out. Likely there are some shops at 
Rwokooroo.

V. Manaan

A. Docking Bay

Merchant:
Advanced Medpack - 80 credits - infinite
Advanced Repair Kit - 50 credits - infinite
Antidote Kit - 49 credits - 1
Medpack - 40 credits - infinite
Repair Kit - 25 credits - infinite
Computer Spike - 250 credits - infinite
Parts - 200 credits - infinite
Thermal Detonator - 2000 credits - 5
Plasma Grenade - 750 credits - 5
CryoBan Grenade - 750 credits - 5
Ion Grenade - 130 credits - 5
Concussion Grenade - 80 credits - 5
Hyper-Battle Stimulant - 200 credits - 5
Hyper-Adrenal Alacrity - 100 credits - 5
Hyper-Adrenal Stamina - 100 credits - 5
Hyper-Adrenal Strength - 100 credits - 5
Adrenal Alacrity - 50 credits - infinite
Adrenal Stamina - 50 credits - infinite
Adrenal Strength - 50 credits - infinite

Note: Yes his name is Merchant so I'll give more of a description. He's a 
Selkath and he belongs to an organization called something like Ahto City 
Provisionary Council or something close to that.

B. East Central

Tyvark Luowan:
Advanced Medpack - 80 credits - infinite
Medpack - 40 credits - infinite
Parts - 200 credits - 2
Military Suit - 150 credits - 1
Combat Suit - 50 credits - 1
Battle Armor - 400 credits - 1
Light Battle Armor - 250 credits - 1
Bothan Stun Stick - 230 credits - 1
Vibroblade - 80 credits - 1
Vibro Double-Blade - 180 credits - 1
Vibrosword - 120 credits - 1
Bothan Needler - 1750 credits - 1
Arkanian Pistol - 1000 credits - 1
Arkanian Heavy Pistol - 1000 credits - 1
Mandalorian Blaster - 750 credits - 1
Disruptor Pistol - 200 credits - 1
Sonic Pistol - 200 credits - 1
Blaster Pistol - 100 credits - 1
Hold Out Blaster - 100 credits - 1
Zabrak Battle Cannon - 4000 credits - 1
Light Repeating Blaster - 500 credits - 1
Blaster Carbine - 500 credits - 1
Ion Rifle - 400 credits - 1
Disruptor Rifle - 400 credits - 1
Sonic Rifle - 400 credits - 1
Blaster Rifle - 300 credits - 1
Pistol Targeting Optics - 8000 credits - 1
Combat Sensor - 6000 credits - 1
Stabilizer Mask - 5500 credits - 1
Advanced Aural Amplifier - 400 credits - 1
Breath Mask - 100 credits - 1
Neural Band - 100 credits - 1
Aural Amplifier - 50 credits - 1
Strength Gauntlets - 1000 credits - 1
Cardio-Regulator - 100 credits - 1
Adrenaline Amplifier - 100 credits - 1
Beemon Package - 7500 credits - 1
Echani Battle Stimulant - 200 credits - 1
Advanced Stun Ray - 900 credits - 1

Note: Various Republic Soldiers speak of Tyvark giving them special discounts,
but the prices he gave me were the standard throughout the Galaxy. Could be 
that I was playing as Dark Side though.

VI. Korriban

A. Dreshade

B'ree:
Krath War Blade - 130 credits - 5
Vibro Double-Blade - 180 credits - 5
Cassus Fett's Heavy Pistol - 10000 credits - 1 - upgradeable
Bothan Shrieker - 1250 credits - 5
Ion Blaster - 200 credits - 5
Disruptor Pistol - 200 credits - 5
Sonic Pistol - 200 credits - 5
Heavy Repeating Blaster - 1500 credits - 2
Medium Repeating Blaster - 800 credits - 2
Blaster Carbine - 500 credits - 5
Ion Rifle - 400 credits - 5
Disruptor Rifle - 400 credits - 5
Sonic Rifle - 400 credits - 5
Plasma Grenade - 750 credits - infinite
CryoBan Grenade - 130 credits - infinite
Poison Grenade - 130 credits - 5
Sonic Grenade - 130 credits - 5
Ion Grenade - 130 credits - 5
Adhesive Grenade - 130 credits - 5
Concussion Grenade - 80 credits - 5
Average Flash Mine - 250 credits - 2
Average Frag Mine - 250 credits - 2
Average Gas Mine - 250 credits - 2
Average Plasma Mine - 250 credits - 2

Czerka Representative:
Life Support Pack - 450 credits - 10
Advanced Medpack - 240 credits - 20
Antidote Kit - 147 credits - 10
Medpack - 120 credits - infinite
Construction Kit - 100 credits - 10
Advanced Repair Kit - 50 credits - 10
Repair Kit - 25 credits - infinite
Security Spike Tunneler - 200 credits - 2
Security Spike - 100 credits - 5
Exar Kun's Light Battle Suit - 6000 credits - 1
Reinforced Fiber Armor - 3500 credits - 1
Cinnagar War Suit - 3000 credits - 1
Echani Light Armor - 1000 credits - 1
Military Suit - 150 credits - 1
Heavy Combat Suit - 100 credits - 1
Krath Holy Battle Suit - 6000 credits - 1
Kar'ta Heavy Armor - 5000 credits - 1
Powered Battle Armor - 2000 credits - 1
Heavy Battle Armor - 1000 credits - 1
Battle Armor - 400 credits - 2
Light Battle Armor - 250 credits - 1
Heavy Targeting Optics - 9000 credits - 1
Verpine Ocular Enhancer - 750 credits - 1
Verpine Bond Gauntlets - 1500 credits - 1
Stabilizer Gauntlets - 300 credits - 1
Arkanian Energy Shield - 700 credits - 1
Sith Energy Shield - 350 credits - 2
Energy Shield - 140 credits - 4
Eriadu Stealth Unit - 1250 credits - 2
Advanced Stealth Unit - 500 credits - 1
Sound Dampening Stealth Unit - 200 credits - 1
Stealth Field Generator - 100 credits - 2
Sith Regenerator - 8500 credits - 1
Hyper-Battle Stimulant - 200 credits - 5
Echani Battle Stimulant - 200 credits - 5
Hyper-Adrenal Strength - 100 credits - 5
Hyper-Adrenal Alacrity - 100 credits - 5
Hyper-Adrenal Stamina - 100 credits - 5

Note: Again, I was Dark Sided so I poisoned the Progenitor as well as the 
Kolto. The representative did say as soon as I clicked on him that after the 
disaster at Manaan, Czerka Corp. is taking all it's Kotlo out of storage. It's
possible not only does Czerka's medical supplies' prices increase, but the 
Galaxy at large.

Mika Dorin:
Life Support Pack - 675 credits - 10
Verpine Fiber Mesh - 6375 credits - 1
Bonadan Alloy Heavy Suit - 1350 credits - 1
Thermal Detonator - 3000 credits - 10
Stabilizer Mask - 8250 credits - 1
Interface Visor - 2250 credits - 1
Dominator Gauntlets - 22500 credits - 1
Verpine Prototype Shield - 3360 credits - 10
Adrenaline Stimulator - 18000 credits - 1
Cardio Power System - 15000 credits - 1
Gordulan Reaction System - 15000 credits - 1
Navardan Regenerator - 12750 credits - 1
Armor Reinforcement - 525 credits - 1
Mesh Underlay - 450 credits - 1
Improved Energy Cell - 375 credits - 1
Scope - 300 credits - 1
Pazaak Card +/-1 - 300 credits - 1
Beam Splitter - 270 credits - 1
Vibration Cell - 225 credits - 1
Energy Projector - 225 credits - 1
Hair Trigger - 225 credits - 1
Pazaak Card +/-2 - 225 credits - 1
Pazaak Card +/-3 - 187 credits - 1
Durasteel Bonding Alloy - 150 credits - 1
Pazaak Card +/-4 - 150 credits - 1

Note: Shop only open after the player has escaped the Leviathan.

I obviously missed several shops, and I couldn't find any at the Unknown World 
or at the Star Forge. I don't think there are any shops at those 2 places.

That's all the shops I found. Now, on to the observations:

About Stat related things:

DaSarcasticGuy's Recommendations:

So let me start by saying I played as a Scoundrel, Consular, Dark Sided, I 
saved levels, and a played by using DaSarcaticGuy's recommendations for a 
"Force Maniac". Next I'll say the starting attributes and skills (no bonuses, 
just base points) and the (relevant) feats with Force Powers:

Attributes:
Strength: 8
Dexterity: 12
Constitution: 12
Intelligence: 12 - 15
Wisdom: 16 - 17
Charisma: 16

Skills:
Computer Use: 0
Demolitions: 4
Stealth: 0
Awareness: 4 - 5
Persuade: 4- 9
Repair: 0 - 14 (I only did it for HK, even though I already knew what his 
backstory was. *Sigh* wasted skill points.)
Security: 0
Treat Injury: 2 - 8

Feats:
Critical Strike
Master Dueling
Empathy
Flurry
Implant Level 1
Master Toughness

Powers:
Improved Energy Resistance
Dominate Mind
Plague
Insanity
Force Storm
Force Wave
Force Immunity
Death Field
Master Speed

Alright, some noticeable changes were the complete lack of weapon accuracy. I
know the consular's specialty is Force Powers, but they don't have infinite 
Force Points. You must have a melee skill you can rely on. And you definitely 
can't rely on your weapon with this combination. In order to get sure hits I 
had to Plague and Insanity the enemy. This recommendation is more for Dark 
Players, because if Light Players have a weak Force-Based offense, they'll have
it even weaker when they can't rely on weapons. And there are solo areas as 
well, so Party Members won't get your back all the time. Another change I 
noticed from this was my terrible accuracy when bashing doors, lockers, etc. I 
guess you can wait, but it gets quite annoying when you can't hit a stupid 
Kinrath Egg and when you finally do find out it was empty. But it's nothing 
major really.

(Editor note: Using this build you will need to rely on party members to do
melee damage until you can find strength increasing items. Using strength
items will offset the terrible accuracy and you should have no trouble in 
places where you are alone. The shop that opens up on Korriban sells a very
good item, but you need over 20,000 credits to buy it.)

Also I've heard about a strategy that involves being a dual-wielding blaster 
pistol Jedi, but I've never tested it out. Thought you should know.

About Party Members:

Bastila:

Because I was saving levels I wasn't up to date with the party conversations, 
so I forgot to talk to Bastila. I remembered again after I completed the Holder
of the Laws quest. I talked to her outside the wookiee sheriff's house and 
thought that would be the Ebon Hawk conversation. Instead, she talks about your
passion, how easily it overtakes you, and fascinated because that's something 
she'd never dare do, and asks if you fear consequences. Then Bastila says she 
was always too quick to anger and was berated for it. She wants the power to 
kill Malak, blah blah, Dark side, and stops the conversation when she says she
can't be questioning the Jedi's principles. I think I had this conversation 
with her as Light Sided, but I think the alignment comments are so different I 
didn't recognize it.

(Editor Note: There will be differences between conversations for light and
dark players, but they are minor.)

I used rts to enter the Ebon Hawk, and asked about the conversation we just had
had. Bastila says she should've remained with the Council, because she can't 
protect you from the Dark Side. I was nice to her, and said she doesn't know 
whether or not you change or fall to the Dark Side, but either way she is 
certain she has failed you. Then Bastila says she has made a huge mistake by 
accompanying you and hopes you don't have to pay the price. The conversation 
finishes after Bastila says things are not going as she thought they would. 
Again, this could just be e catching up on alignment-based conversations.

I talked to her again after killing Zuural and Logral for Hulas and was on the 
Visitor's Section for Manaan. Bastila said she's drawn to you but at the same 
time wants to weaken the bond. She asks for privacy at the Ebon Hawk and the 
rest plays out as normal. The extremely short conversations remained untouched 
by change.   

HK-47:

You can ask HK about stuff when you were Revan. Some comments he makes will 
differ according to your alignment but the overall conversation is the same. 
You can also ask him to begin a Fighter Simulation, which is the minigame where
you shoot Sith Fighters.

Jolee:

When I went to complete the Griff quest I took Jolee with me. Some dude named 
Davin Krotas broke the news about Sunry to Jolee. At that point I hadn't spoken
to Jolee yet about his backstory. However, this triggers no journal entry, and
the quest turns out exactly the same as if Davin hadn't approached you.

Wasn't persuasive enough to ask him to talk about the Sith War. I talked to him
again, told him to spit it out already, he got mad, and then persuaded him by 
saying I was asking nicely. I got the conversation as good as it would've been 
if I had persuaded him the first time.

(Editor Note: It is possible to fail again the second time in persuading Jolee.
If it does then don't worry about the conversations because they offer no xp.
Alternatively you can try having someone cast Force Valor since it increases
your attributes and stats then try persuading him.)

Zaalbar:

After Kashyyyk I asked what he though about Chuundar and his slavery program. 
He was angrier than usual, and insulted you but at the same time said he would 
honor his life debt. I don't know if this conversation has any impact on 
anything but it doesn't trigger a journal entry.

About Taris:

At Javyar's Cantina, at Zax's office there are 2 Twi'leks speaking about 
something of dancing. It's a simple mission, don't know if there is potential 
for dsp or lsp, but it's better to just help her as ruining her audition isn't 
dark enough for dsp. You'll get about 150 - 200 exp.

About Dantooine:

During the quest about Elsie's droid, if you destroy it while telling him 
you'll tell Elsie he's still out there, you get dsp, lie to her by saying it 
was destroyed by kath hounds, and she gets a new boyfriend. You get no lsp 
though.

I guess this is kind of obvious but during the "Death of a Feud" mission don't 
be mean to Rahasia. If you are she'll back off, won't be able to get the 
Sandral Key and you'll be stuck with that uncompleted mission in your journal.

(Editor note: You can apologize and get the mission from Rahasia after.)

About Tatooine:

Even if it's VERY unwise I guess you *could* sell the Krayt Dragon Pearls to
Fazza for 625 credits. Very underpriced in my opinion and not worth it.

Calo Nord's armor is quite good, especially if you got the parts to upgrade it.
I give it to Carth if I'm Light and Canderous if I'm Dark.

About Kashyyk:

I was able to Force Persuade the Ithorian not to pay the docking fee.

Komad, the hunter from Tatooine is in Kashyyk if you didn't kill him. I talked 
to him and didn't find anything, just thought you should know.

There is another way to get Bastila to Force Persuade the slow Ithorian guy to
talk about the wookiee leadership. Question him about slavery, ask what would 
happen if you released the wookiees and then let them kill Czerka people, then 
Zaalbar gets angry but before he does anything Bastila Force Persuades the guy 
to talk more about the wookiee leadership.

About Manaan:

The Selkath Guard says you have to pay the docking fee each time you leave 
Manaan, but after returning I could enter Ahto City without problems. Could be
a bug, or simply that I Force Persuaded him not to pay the docking fee.

(Editor Note: This is a bug. You will never have to pay the fee again 
regardless of how you handled the fee. The only time it changes is after you
find the star map, but by then you won't need to return to the planet again
anyway.)

During the GenoHaradan missions, after each mission you can ask Hulas about 
more about the guild. It's an interesting story. Also the journal says you must
complete the GenoHaradan missions alone, but there's no problem if you take 
your Party Members with you.

The Sunry Murder Trial is winnable even without Ignus' help.

About Korriban:

For anyone who might want to keep Adjunta Pall's blade, just don't tell Uthar 
you acquired it. The blade has special abilities, so maybe some player out 
there might want to keep it.

About Unknown World:

While you're out at the One's Enclave talk to Loremaster Gjarshi and listen to 
everything he has to say. You gain 1600 exp for listening.

When you go to the Elders' Enclave talk to Keeper Orsaa and ask everything. You
will gain 500 exp. Hmmm . . . you get more exp for listening to half truths, 
and less exp for listening to the real history of the Rakata . . .

And those are all the interesting observations I discovered through my run of 
the game. Maybe you already know some of it, maybe not. But better to be safe.

And last and probably least, you made a typo in the feats section of the guide.
You wrote riffle instead of rifle.  

Well, I hope this information was useful, and I'm glad you're still working on
the guide. Until next time :)

                   - Ian S

========
J Sharp
========

Okay, I was on Dantooine and I went to the Matale Estate for the Feud thing. I
was doing Dark Side game. I went to collect the 2k credits and didn’t get a 
thing, so I went back to talk to him, and I was that it was the same thing over
and over, so once I got to the 2k credits, I selected that, and when I got 
finished, I got more DSP!! With no xp though. I have done this MANY times, it
wasn’t a one-time-glitch, now I have a full dark character, I thought I should 
email the glitch to you to help other gamers.
 
Never could get the 2k credits *sob*

(Editor note: You're not supposed to get any reward from the Feud quest. If you
take the light way then you refuse any reward. If you take the dark way then no
one will be able to give it to you since they all died. This appears to be a
glitch that you can exploit for infinite dsp.)

========
Jason Q
========

I'd first like to thank you for you thorough guide, it's helped me go through 
the game without missing side quests and such. I'm not quite sure if I read 
this in your guide, but I'd like to bring something up, so that what happened 
to me doesn't happen to anyone else. In my game, I took the time to stockpile 
all the goods that each NPC had to offer in the Ebon Hawk, but when I went to 
go pick them up in preparation for entering the Star Forge, every single 
container was empty, and none of the stuff appeared in my inventory. I've 
loaded up several different saves from Korriban (before the Tomb of Naga 
Sadow,) the beginning of the Unknown World and right before the temple, and the
items only seem to appear in the Korriban save. Thus, to save anyone else from 
the high amount of frustration I'm going through right now, if you haven't 
already, tell your readers to pick up all of their stuff from the Ebon Hawk 
before the point of no return (Naga Sadow) because from that point on it's very
possible the items can be wiped, and all that time/money/items will be wasted. 
I hope I can get through the Star Forge without the hyper-stims I loss but 
we'll see. 

========
Jimmy B
========

On Manaan I talked to Queedle (the Itholorian in the swoop place) and helped 
him out and gave him 500 credits. I then raced and won the first two rounds. 
When I saw the third circle time was Queedle's (because he was able to
upgrade,) I went to talk to him and he thanked me and offered my credits back.
I refused the reward, but he gave it to me anyway and I still received light 
points. I talked to him a second time and he offered me my credits again and I
refused again. This time I didn't get more credits but I received more light 
points. The third time we spoke, nothing interesting happened.
 
Once again, I don' know if this will work for the X-Box version or if it's a 
glitch for infinite credits or anything but it may be worth looking into.

======
JKR69
======

a second benefit of the Jedi sentinel to the mental immunity is that you get 
3 skill points instead of 2 (at intelligence 14), but it gains feats at the 
same rate as a consular and powers the same as guardian (as in no extra power 
every 4 levels). which makes it seem weak and it is, unless you treat it like 
a guardian without the jump.

if you put all of your computer spikes in a container in the cargo hold (this
could take a while as you can only put them in 1 at a time) then go to T3-M4 
and ask him 11 times for a computer spike you'll get 11.  take them and put 
them with the others, go back to t3-m4 and repeat you can get about 30-40 
before he gives a no.  I end up having 133 computer spikes by the time I enter
the temple.

just after the entrance to the valley of the dark lords on korriban there is 
a guy called Dak Vasser, if you talk to him with Juhani in your party she'll 
recognize him, and you can ask him questions.  when you finish talking to him
he'll go to the cantina. if you then go to the cantina without juhani in your
party you can kill him, he'll drop a lightsaber crystal, and you get dark 
side points.  if you then exit towards the sith academy then turn around and 
go back to the cantina he's alive again.  you can keep killing him and 
bringing him back to life and you always get the crystal and dsp.

when you chose the light side on top of the rakata temple, talk to juhani and 
she will tell you she has feelings for you, you must have talked to her about
dak vasser (as far as I know)

=========
Joseph M
=========

there is another way to get past the rancor 

just throw a stun grenade and run between its legs

=======
Josh R
=======

Hey, I'm just another player who thinks KotOR is super special and awesome. I
did notice however that you said in the Star Forge, whilst fighting Malak that
you have to have Lightsaber Throw or Death Field to kill the poor helpless 
people in the tubes. Well as it turned out you can also use Lightning. I 
haven't tried Kill or Plague considering that I don't have a save anymore and 
am to bored to go through it again. I just specifically remember using 
Lightning against them and they died. So I thought you should add it in your 
Guide so that other people don't purposely get the skills Death Field and Throw
Lightsaber thinking it is the only way to kill them and make the fight easier. 

=======
Kris H
=======

I didn't attempt much testing about what point marks when you can start, but I
got it after leaving thee Ebon Hawk on Dantooine after listening about the end
of the Mandalorian War.
 
An old comrade named Jagi, formerly under Canderous, is mad at him for sending 
his unit off to a supposedly pointless attack just so Canderous got get credit 
for killing the local enemy commander, since they would have won that battle 
whether Canderous did that or not. He survived, has spent the entire time 
searching for Canderous to challenge him to a duel in the Dune Sea at Tatooine.
He has also informed every Mandolorian in the sector about this so Canderous 
can't turn him down.
 
Canderous is fine with accepting and is confident in a wonderfully murderous 
victory if you ask about it. At the desert you go to the east side of the sand 
crawler to trigger Jagi showing up with two goons since he "anticipated 
[Canderous] needing help and thought to provide a distraction [for his 
friends]". You can't get light or dark side points as far as I could tell, but 
you can learn more about the circumstances by persuading Jagi in favor of 
Canderous' actions and Jagi will kill himself to atone for the insult to 
Canderous. The Rhodian thugs brought can still be killed and Jagi's death 
provides his same experience whether you kill him or he does himself.
 
I only got confirmation of the quest ending when Jagi killed himself though, 
but that could just be a glitch with my game. Also, I've never been able to 
loot Jagi whether I killed him or not.
 
Oddly enough, if you go towards the scene zone from the Anchorhead side of the 
crawler and not from the desert and pick fighting options, you aren't close 
enough to trigger combat and can talk to Canderous and he acts like the quest 
is done.

===============
Linkmaster3000
===============

Not sure if you're still keeping up with your guide, but you were wondering
about Canderous' side quest.  I believe you can get it by talking about the 
battle where he saw a hole in the enemy's defenses and went for it (I have to
double check), then go to Dantooine with him in your party.  I haven't found 
any alignment shifts for this, but feel free to try the different options out.

Also, you can't free the prisoners in the Sith Academy.  I had 50 spikes at the
time, but it won't let you without a 's pass code, which I don't believe you
can obtain.

One last thing - there's a Rakata Elder that requests genetic data from the 
computer in the temple so that they can start trying to become Force Sensitive
again.  Getting the data and giving it to him will finish the side quest, which
can only be obtained by a Light character. 

(Editor note: It may appear that it can only be obtained by a light player, but
both players can do it. You can [Lie] to the Elders, go through the temple, get
the information, pass the information on, and then kill the Elders all without
getting a single light hit.)

That's all I've found that's missing from your guide - it was a great help for
me completing KOTOR, and I believe it's the best one on GameFaqs.

==========
Mario1057
==========

I just wanted to let you know that I figured out how to decipher the code for
the Sith passcard on Manaan. I don't think there is a solution for the second
to last set of numbers, but in the last set.. the answer is 7 because it is the
next prime number in the sequence. In order to get the second to last one 
right, I just answered all the others correctly and plugged in the different 
values until I got the right one. So, the answers to the last two are 6 and 7,
if I remember right. Thanks for the walkthrough! I would have missed a lot of 
stuff and wasted a ton of hours trying to figure out a few puzzles! 

==========
Melissa S
==========

I've noticed several small things in your guide none of them are really 
important though, but you really want to know the little things I found I'd be
happy to tell you, keep in mind they are not extremely important. 

On the other hand if you are still updating your guide I have a helpful bit of 
information for you about the Sith Bass Passcard on Manaan.

First Sequence:     22
Second Sequence:    18
Third Sequence:     64
Fourth Sequence:    2
Fifth Sequence:      6
Sixth Sequence:      7

Some of the ones you thought you had right are wrong which is why all four
answers did not work on the last one. Hope this helps you. 

=========
Michel E
=========

if you want to do canderous ordos side quest to talk to him enough times and
eventually when you go to a planet take canderous with you eventually you will
meet jagi who tells you to go to tatooine and face him. when you go to to
tatooine go to dune sea and you will find him by sand crawler. to get quest 
done persuade him to not fight and he will kill himself. finish off the 2 
enemies to get it done.

==================
Mike "Firemage12"
==================

I have some info on something you mention in your glitch section about 
sometimes getting lsp or dsp and sometimes not. I think you are right and they
are simply errors in the game.

I just noticed the following:

When you just get into the undercity in Taris, and that Hendar guy is running 
from the ghoul, if you save him, and talk to him after, you get lsp for helping
him. However, if you talk to his woman, you get the same response from Hendar 
regarding how he thanks you, but you get no lsp. I think the developers simply 
forgot to add it in for that. It's likely this error is repeated elsewhere.

=======
Otto R
=======

Hi, I was looking through your Kotor Walkthrough and noticed an error in the
passage about collecting Bendak's bounty from Zax which I will quote here
 
"This is the only one he'll give you extra credits for if you persuade him.  He
gives you 400 credits if it works."

This is not true for me. I have succeeded in persuading to get 400 credits for
every single bounty. Could be just me though...oh well

=======
Rick H
=======

I just want to say your walkthrough for KOTOR 1 was excellent. I also wanted to
inform you that there is no way to get a dsp when carth, bastilla, and the 
player are captured on the Leviathan. Also if you wish you may also put this 
information in for the Terentetecs in the Tomb of Naga Sadow: Another great way
to defeat them is to lay about 10 of your strongest damage causing mines (Frag,
Plasma, Concussion) then lure one of the beasts to you so they have to cross
the mines and take massive damage. Then repeat the process for the other beast.

===========
Roderick M
===========

I have a dark side player advise for on taris if you buy the droid at droids at
jance for 50 credits as soon as you walk out of the store he will blow up, go
back to jance and say that it was a piece of junk and you want your credits 
back. Then tell her you should get more credits for the trouble, it doesn't 
work, then tell her you’ll spread the rumor to not buy her droids, shell beg
you not to and give you 75 credits (you get dark side points and 25 credits.) 
Don’t know if there’s a light side option but if you just say you want refund 
then that should work (have not tried it) 

=======
Ryan F
=======

I have a couple things I would like to mention. First off, in Davik's estate,
there is a male slave. One of the Twi'leks is male. Minor but still important.
Secondly, I made up a different strategy against the rancor in the sewers on 
Taris. I lured it toward me, then used an adhesive grenade and just ran around
it. I didn't bother trying to kill it.

Also, instead of going to the Sith party on Taris, I just go to the apartments
and that room will have 3 Sith soldiers interrogating an alien. If you 
intervene, you can get xp and you will find the uniform on one of the corpses.

Okay so normally i don't bother with pazaak because it's a waste of money and
it's boring, but I decided to play for once. In the Upper City Cantina, there
is a man when you first come in on the left, I think his name is Niklos. If you
are male and you play him and beat him and then talk to Christina who is 
standing right next to him, she will ask for 20 credits to get some fancy 
drinks for the two of you. This is just like the scam that Jergan tries if you 
are female. She will talk to the Tarisian noble that I had originally thought 
was just there for "decoration" and then run off with him instead.

There are just a couple things about the sunry trial i want to point out... 
First if you bribe the hotel manager you do not get dsp but he does say that
sunry left BEFORE the shot. second: gluupor the rodian will admit to planting 
the medal even if you force persuade him. you just have to badger him a little.
Finally (this isn’t actually about the trial) if you for some reason DO have
100 spikes to open the door, it fails anyway and you get your spikes back. Same
with the option to shut down the power grid.

i was in an evil mood so i went through the game slaughtering everyone and then
at the end i made zaalbar kill mission... if you do that and then take him with
you on the star forge then before you even get to the first door he will get 
pissed off because you made him kill mission and he will attack you

if you have enough spikes to set the prisoners free on korriban in the sith
academy the spikes get rejected anyway. also the fire grenade does kill you if
you use it... i was wondering so i used it.

ok on the unknown world there is one sidequest. if you are evil then go along
the water right outside of the one's enclave. there will be a rakata named 
warmaster garn. he will tell you about the mandalorians and when you kill them
and return to him he will give you some items. i think they are droid parts but
I don’t know.

I played through the game as a light-sider and I found that there is one 
sidequest for you on the unknown world no matter what side you are. if you are
good then you can talk to researcher llawa in the elders camp about his 
research. he will send you to the one's place and you take some samples or 
something like that and bring it back to him. if you are evil then you can talk
to warmaster garn who is outside of the one's enclave. he will give you a 
reward if you bring back the head of the stealthed mandalorian leader by the
temple.

(Editor note: It may appear that the quests are geared to one alignment but
this is not so. You can do both quests it just requires you to go back and
forth a lot.)

no offense meant here but i completely disagree with your position on the 
soldier class. i have played the game both as mainly a caster and mainly a 
fighter. playing as a soldier is necessary for pure weapon fighters. the 
soldier gets many more feats than scouts and scoundrels. the soldier doesn’t 
have hardly any skills but that is why this is a party game. other characters
can end up having much better skills than your character. overall the only 
thing your character needs is awareness, persuade, and treat injury. everything
else can be handled by others (mainly mission and t3m4). also i disagree with
your extremely high praise of slow-plague. it doesn’t become useful at all
until upgraded fully to plague. if it is upgraded to plague then having
something  like kill is good because if it is not saved, it does massive 
damage.

========
Scott C
========

Tatooine - Sand People Quest. Additional Experience. You MUST do peaceful 
option, buy moister vaperators, give to chieftain, ask all the non-violent 
questions then ask about history, he will say only warriors are allowed to
listen to the history and the storyteller will only tell it to you if you come
back with the dragon pearl as evidence of your great warrior skills. go and
kill the dragon with the other hunter and receive the pearl. when you are able 
to go back to the sand people with HK and present him with the pearl, he will
take it and you will get experience then go to storyteller and listen to what
he says asking questions that do not change what he "knows" until then end. go
talk to chief and then start looting/killing. i forget how much more experience
you get for doing this about 500 i think, but the chief will have the pearl on 
him when you loot his body. so you lose nothing and gain no dsp or lsp just 
experience and information.

=========
Seamas F
=========

First of all, thank you a lot for writing your guide to KOTOR, I’ve found it 
very useful and (so far!) have found nothing that I thought needed some 
alteration. However, take your mind to Manaan and the SIth passcards 
decryption. In your guide you listed the sequence answers as;

First Sequence:     19
Second Sequence:    14
Third Sequence:     64
Fourth Sequence:    -2 or 2
Fifth Sequence:      9
Sixth Sequence:      ?

But the actual answers should be;

First Sequence:     22
Second Sequence:    18
Third Sequence:     64
Fourth Sequence:     2 (possibly -2 would work, I didn't try, don't think so 
though)
Fifth Sequence:      6
Sixth Sequence:      7

It seems that the computer will allow you to put incorrect answers to any of
the sequences and move on to the next, the only time you know that at least one
of your answers is wrong is after the 6th sequence. As a result ANY answer 
would appear to work for the first five sequences, even if they aren't actually
right.

Once again thanks for this guide!

===============
Strategist1164
===============

After multiple times of trying to lie my way out of poisoning the water, I 
decided to not lie and was able to be evil by using the poison and still not
get banned from Manaan.

When arrested I chose: "Very well. I will come peacefully."

While on trial chose: "I guess you'd find out anyway: the harvesting machinery
released a toxin in to the water."

Then: "It's not my fault, the machine malfunctioned."

Then: "Okay, I did it. But you can't do anything to me - I know too much!"

Then: "If you ban us, I'll tell that the kolto is destroyed!"

After this they have no choice but to do nothing to you since if you reveal 
that the kolto has been poisoned, the sith will no longer have a reason not to
invade.

Also: the answers for programming the sith pass card (the puzzle that you do in
the republic embassy in order to get into the sith embassy)

you're answers are incorrect and i have successfully figured out the puzzle:

(I figured them all out except the fifth which i found by trial and error
meaning that i can give an explanation of the rest if you want).

First Sequence: 22
Second Sequence: 18
Third Sequence: If the sequence ends with 32 then the answer is 64, if it ends
with 64 then the answer is 128. (I don't remember how long this sequence goes)
Fourth Sequence: 2
Fifth Sequence: 6
Sixth Sequence: 7

=====
Ty B
=====

Hello, I have been using your guide and would like to bring a possible glitch
to your attention. I know it is an old game but i just started playing it again
and am on my second play through as a dark player. I was on the unknown world 
just before the star forge. my plan was to kill the Mandolorians in front of 
the temple as soon as I got off the ship. I killed my first group (the one with
the captain in it) and was walking around looking for more. As soon as I 
started walking I was teleported into the temple (without talking to 'The One'
or 'The Elders') I was able to continue through the temple, get to Bastilia and
get back to the Ebon Hawk without doing any of the quests. All I needed was the
ship parts which were easily obtained and i flew up to the star forge. i don't
know what happened but it took off a lot of boring running back and forth and 
fighting. This is the first time it has happened and thought i would let you 
know about it.

========
Tyler B
========

I am Tyler B and after completing the game I have found 3 things that I would
like you to add. 

If you are a male character you have 2 extra conversations with Bastila. The
next one is a carry on from the previous one and, I don't think it matters but
I would stay away from a few of the choices, she will take you to somewhere
private. More dialogue exchanges and if you don't tell her to kiss you she will
make you kiss her. The final male conversation with Bastila is ultra short. You
ask about the kiss and she says that she and you will talk about it after Malak
is stopped.

After you find the Star Map on Korriban and you must choose to side with Uthar,
Yuthura, or yourself and if you defeat Uthar then you can skip fighting all the
other students. If you save the game after your business with Uthar and Yuthura
is taken care of save the game and load from it. This may make it so nobody 
attacks you if you defeated Uthar. (I'm am not sure it this will always work. I
might have gotten lucky.) 

(Editor note: If the academy has either Uthar or Yuthura as the leader then you
will not have everyone attack you.)

When I was fighting Malak I was having a little trouble getting faraway from
with to do the Guardian jump attack. After he uses one of the Jedi to gain 
health back I saved the game. I died mysteriously after his conversation and
reloaded the game and clicked on Advanced Medpac twice just for hope and it 
gave me 2 doses. So if you get around a third to a half of your health quickly
save your game reload it from that save and fill up your health. Once I found
out, he was a piece of cake to defeat.

After another run through the game I have noticed a few things of interest that
should be very helpful including a glitch that was really helpful on Deck 2 of 
the Star Forge. My biggest problem in the entire game was Deck 2 of the Star 
Forge and only Deck 2. This is because if the never ending supply of enemies it
is hard to do what you need to do without worrying about an attack. After I got
my Customized Jedi robes which were Star Forge robes for light players and 
Darth Revan's robes if you were I was heading over to the elevator to the 
Command Deck. I created a save almost instantly right after I got the robes and
my party members died within seconds of that save. I was, however, able to get 
to the elevator but you need your party members to continue. Since there are 
quite a few glitches for if you save and reload your game, I decided to see if 
that would work with reviving party members. It did and I was able to go to the
Command Deck without having to fight that much.

I always thought that the Sand People Ambushed that happen in the dune seas
were randomized. However, if you look around the sea, you will notice pieces of
junk and bodies that you can loot. That is where the ambushes took place. So if
you want to loot those junk piles but don't want to fight the Sand People for 
it, be sure to make peace with them then loot them.

Also, their is a merchant on Korriban near the port right after you exit where
the sith trying to make trouble are. The merchant is a Rodian named B'ree and 
he sells 5 ish Plasma grenades. These plasma grenades work well and if you go
there before the Leviathan, but them. They can help quite a bit with Saul as I
was able to be him like pie. If you are light, have your character throw an 
ion, adhesive, a plasma, and another grenade other than plasma. If you are 
dark, use kill, force storm twice, and drain life. Continue with Force Storm.
Also, for alignments, have Carth throw concussion, ion, and 2 plasma. Bastila
throws 2 plasma, and 2 others of your choice. After this Saul and the enemies
near him should be dead or close to. If not , have you or Bastila kill what's 
left and Carth and whoever is left kill the 2 behind you guarding the door. 
Note: Due to a busy week I wrote this a few days after the Leviathan battle so
this strategy might be a little different. If so, try to get the Dark Jedi to 
stay by Saul and rain your best grenades on them if you are light or if you are
dark, I find Force Storm answers all these kind of powers.

========
Tegan G
========

You may or may not have discovered this yourself when playing, but if you talk
to Motta the Hutt on Tattooine about helping Nico and you have Canderous in
your team, then he will threaten Motta, saying that he will be cut into so many
tiny pieces as to be unidentifiable, at which Motta will say he doesn't want 
any trouble with a Mandalorian. This occurred to me even when I had Bastilla in
my party. You don't get dsp for this.

Also, when I faced Uthar and Yuthura in Naga Sadow, I poisoned Uthar, I got to
know Yuthura reasonably well, but once I defeated her, I could not trigger a
conversation to try and change her allegiance to the Lightside, she just talks 
to me, then hobbles away. When I left the tomb, even though I had killed Uthar,
I was met by nobody and when I returned to the academy I met my party members 
at the door and continued on unmolested, I couldn't even attack anybody. 

Now this may have been due to me being unable to save the mandalorian from 
torture (I didn't even try as my skill was too low), or because I spent extra 
time getting to know Yuthura or playing on an ipad or even because I was on 
easy because I was testing the game out, I simply don't know. 

(Editor note: it appears that you have to choose a specific option to convert
Yuthura to the light side. Further testing needs to be done. If Yuthura stays
at the academy you will not get attacked because the academy still has a
strong leader.)

==========
William W
==========

I found out some things that might help with your walkthrough if you haven’t 
already mentioned it.
 
1. Soldiers are actually pretty good. They have higher health than the 
scoundrals so it can help save some medpacks.
 
2. Armor Proficency can help scoundrals because they have lower health than the
other classes (I'm not sure about that but I'm pretty positive). It can save
the trouble of using up medpacks and casting force heal.
 
3. There is a glitch on the star forge when you face malak. Somehow if you kill
all the jedi and cast death field on them, malak stops and glitches up. You 
don’t get to attack him and your trapped in the room. It only happened once to 
me but i think it can be worth mentioning.
 
4. I dunno if you mentioned this but light players can also use dark side 
powers like death field (and vica versa). It may be a glitch but i dunno. in 
any case it can help a lot with all the battles.

(Editor note: This is not a glitch. A light player can use a dark power it just
costs more force points than it would if you were a dark player.)

XIV.  [CONPOL] Contact Policy

Any questions you have can be sent to plk04a@acu.edu. I have only two rules.
Star Wars KOTOR 1 in the subject line is preferred, but as long as you have 
"star wars" somewhere in the subject line I will get to it. The second rule 
is please don't use all caps. Any emails that violate these rules will go 
into File 13 (the trash.)

XV.  [LEGINF] Legal Information

Copyright 2008 by Paul Kerbow.

This guide may be not be reproduced under any circumstances except for 
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XVI.  [VERHIS] Version History

Version 1.0

August 17, 2008

I finally finished my walkthrough and was able to submit it to my first site.
I'm very happy it got accepted :)

Version 1.1

August 20, 2008

There were some minor problems with the guide transfer on a website. Some of 
my punctuation marks came out as ? in a site. I figured out what the problem
was and fixed it. There's probably going to be a few stray ? areas, but most
of them should be fixed.

Version 1.2

August 30, 2008

Another minor update. There's quite a few changes from the previous version.

I noticed another glitch. If you save the game in the Lower City Cantina 
before the Calo Nord and Mission cutscenes they will not happen.

There's also another glitch I haven't experienced but want to. That may sound
weird I know. Anyway, I am looking to trigger the infamous "galaxy droid"
glitch. For now, google that if you want to know more information.

I found an area where I got my east and west mixed up. It was in the Taris
sewers section. Fixed it.

I also noticed that somehow my margins were a little too wide. Fixed that as
well. (They have to be no longer than 79 characters on some sites.)

I changed my strategy for some of the bosses. Grenades are sometimes more
useful than just hacking at them with a melee weapon. Made a note in the
before you start section to keep lots of grenades. I'm eventually going to 
change the strategies on all the bosses, but I don't have time at the moment.

Changed my descriptions of the Jedi Classes and separated them to make the 
guide have more clarity. I gave more descriptions of the other Jedi classes
in case someone wanted to play as a Sentinel or Consular. If anyone knows
anything else about the classes that I don't have, the info would be much
appreciated.

Version 1.3

April 8 2010

Finally fixed all the punctuation marks that came out as ?

Had a few useful tips and information emailed to me. I put a few in the guide
and thanked them in the Credits section.

Played through the game once more as a light Jedi Consular. Made some minor
corrections and additional battle advice. I also played about half a game 
with a Jedi Sentinel. I plan to play as a Sentinel a few more times.

Decided to do the Dustil Onasi sidequest as soon as I got it rather than wait
until I got to Korriban. Placed the quick way to do it in the guide the same
way I did before tackling Kashyyyk.

Added in when to talk to party members to make it easier for others and
myself. Shown as PartyMember! and a number after the ! Noticed that the
dialogue options show up either after you level up or after you find a star
map. Need to play through the game a few more times to fully verify this.

Added the "Get Everything Done" path on the Unknown World and kept up the
other option of finishing the game as fast as possible.

FINALLY figured out how to trigger Canderous' side quest and placed it in the
guide.

Version 1.4

November 13, 2012

Reorganized the glitches section by planet to make the guide have more 
clarity.

Changed up the way dark players do the Mandalorian Shadows quest so that it 
could be completed more efficiently and quickly.

Minor cleanup and corrections in various places.

Included more emails from people and added the names in the credits section. 
I believe I am caught up on all my emails :)

Added more legal information about external websites since someone included a
youtube link in an email.

Added an improved strategy for fighting Bendak utilizing grenades.

Realized you could raid the Sith military base on Taris without T3 in your
party (you just need him to open the door and can switch him out after the
door is opened.) Changed the guide to advise players not to buy any droid
parts for T3 and to exit and reenter the sith base after T3 hacks into the
computer.

Gave a more detailed guide for Dantooine. Changed up the strategy for the
Mandalorian raiders. Also added in the albino kath hound into the guide
since that enemy is rather tough.

Version 1.5

November 14, 2012

This is a very minor update to correct a few boo boos I made in the last
update.

Realized I forgot to date when I released version 1.04 and fixed it.

Added two questions to the faq list and fixed my incorrect outline
numbering at the beginning of the guide.

Changed the version number at the beginning to state the correct version.

Version 1.6

December 19, 2012

Changed a few party member! indicators.

Gave dark players a way to avoid lsp during the intervention of the Sith
interrogation on Taris.

Changed up the way to do the sewers in Taris. It doesn't truly matter which
way you go as long as you explore the entire area. I changed it up for those
who would want to repair the damaged patrol droid so that it could help with
clearing the sewers of enemies.

Added a note to complete any task necessary for those giving the promised
land journals to Rukil so that light players will not miss a necessary task.

Changed the way to get into the loading bay doors at the Black Vulkar base.
Originally I thought that the swoop bike explosion broke the seal to the
loading bay, but that is not the case. It is considered a secure door so you
can open it by using computer spikes to open all the doors.

Added in several battle strategies for players who want to save leveling up
their character until they become a Jedi. This process is still under
construction.

Changed my way of thinking that dark players should select scouts and light
players should select scoundrels if they do not pick the soldier class.
Decided to include advice for those who want to be light scouts or dark
scoundrels. I originally thought that at the beginning of the game the skill
points you spend should be different with light and dark players. However, 
looking at the numbers I realized that at the beginning of the game there
really should not be any differences in where the skill points are used in
each class. This process is under construction and will require several more
tests and tweaks to get right.

I decided to start talking about what conversations you have with your party
members as well as the PartyMember!x indicators. This helps me out as I will
ensure to have the correct numbering. It helps you guys out because you will
know if you're at the right conversation point. This process is under 
construction.

Added a sidenote about persuading Juhani upon first meeting her in the grove
on Dantooine.

Decided to add Future updates as a section of the guide in order to make the
guide feel more organized.

Added in a few more detailed strategies for fighting the Mandalorian Raiders
on Dantooine.

Explained what skills are and what they do at the beginning of the guide.
Added a note warning players to not overload the power conduit they are using
because that will kill the player and their party members. 

Cleaned up the explanation of Jedi classes.

Changed up the way I build scoundrels from the beginning. I no longer give
any skill points in security because the security skill in Kotor1 is not very
important. Anything you can't open you can usually bash open or use a computer
terminal nearby to unlock all the doors.

I had a laggy game at the tomb of Ajunta Pall and as a result discovered that
you don't have to defeat the droids from a distance. All you need to do is 
pull the lever to kill them. You don't get the xp from it but it does save
time.

Testing party member conversations I was able to trigger Mission's,
Bastila's, and Canderous' side quests before I left Dantooine. I placed
each side quest triggers in the guide. Gave more information about the
PartyMember! indicators and what to do when you don't get the option to talk
to your party member when I say you can.

Further testing on party member conversations allowed me to trigger Carth's
party member side quest after I found the star map on Tatooine.

Testing on force powers with the dead Jedi in the tube found several force
powers that do and do not work. It is no longer necessary for light players
to pick the throw lightsaber line anymore.

Made several tweaks and minor changes in the guide to reflect the better
strategies I and others have come up with.

Changed the way to go through the Sith cave on Korriban so that you will have
already cleared the passage for the Renegade Sith when you meet them.

Version 1.7

January 24, 2013

Added in further saving level strategies for the dark players who want to
assassinate Gadon.

Noted that in a dark side male character the option to talk to Carth stopped
after you killed Dustil in the Finding Dustil side quest. Will test this to
see if this is true for a female character. If it is true for a female
character, then dark players should wait to complete the quest rather than do
the quest right away.

Changed a few battle strategies to make them more efficient.

Changed the rating and advice for certain force powers.

Was not persuasive enough to find out Elassa was a Dark Jedi from Firath Me.
I was still able to win the trial and Sunry was found innocent.

Realized you could kill the Elders after helping them with freeing the
captive Elder. Placed it in the guide for those dark players who just enjoy
killing everyone they can :)

Changed my response to the two questions in the F.A.Q.

Version 1.8

August 3, 2015

Changed the version numbering to fit a more realistic numbering system.

Finally fixed numerous spelling and grammar errors.

Changed the way I graded feats and graded them with all party members in mind
instead of just your character.

Deleted a no longer necessary question "Are you going to make a guide for 
Kotor 2?" in the F.A.Q.

Changed up a few recommendations for party members.

Attempted to go to Tatooine last and see what would happen if I got HK last. 
Didn't get to see what the interaction was like because the game crashed and
continued to crash whenever I loaded the save. Possible bug. Also worth noting
is the game kept attempting to pull me to Tatooine through various side quests
and hints more than usual.

Found an option on Manaan where you can use persuade.

Noticed another glitch that happens when you cast heal and added it into the
guide.

Went through all emails and made the credits section far more detailed with 
each email and tip located there so I could clean up the walkthrough in various
areas.

Cleaned up final battle with Malak (finally) along with other areas.

Further changed the way I grade feats based upon feedback.

Version 1.9

September 9, 2015

Added a glitch to Korriban

Added in an email in the credits section

Attempted to do Kashyyyk last. The game naturally pointed me towards Kashyyk
before I found the third star map. Due to the nasty glitch that happened in my
previous game while doing Tatooine last, I wasn't brave enough to try and see
what would happen. It appears that the game makers wanted to prevent people 
from encountering the Leviathin without finding all party members. It seems
unnecessary to see what would happen since the game purposely points people to
the planets before the third star map. It is unlikely that someone new to the
game will go to Tatooine or Kashyyyk last.

Further tweaked my build on characters at the beginning of the game. I decided
to lower the intelligence attribute from 14 to 12 in all classes. Previously I
had the attribute set at 14 for more skills. However skills in the first game
are not that important.

Cleaned up various strategies in areas such as the rancor, fighting Gadon, and
fighting Davik.

Noticed that if you do not put any points in demolitions the character can't
place mines down. Made a note of this in certain areas where I had said to
place mines and gave an alternate strategy.

Minor changes to a few PartyMember! indicators.

Chose the dark option in the Finding Dustil sidequest as a dark side female.
Carth stops talking to you if you do not take the light option. Added a note in
the guide that there is no reason for dark players to complete the quest right
away.

Discovered there was a more subtle way to kill Ithorak rather than attack him
directly.

Did not have enough repair parts to reprogram Vorn's droid and discovered you
have the option to set a frag mine on his speeder.

Got an email about shops and added the information into the guide.

Version 2.0

December 14, 2018

A massive overhaul of the Table of Contents to better fit certain areas in the
game as well as accurately list all the sidequests of the game has been done.
With the Table of Contents updated a lot of information in the guide has been
moved around in order to allow the guide to be more organized. I also added in
quick find codes to make the guide much easier to navigate through.

Did another thing on my list of things to do: threaten to kill Bastila at The 
Choice and continue through the game. I did this as a dark consular and the
Star Forge was pretty rough. I also found out I couldn't wear the Star Forge
Robes because I had a small touch of darkness within me. Overall, it is not
worth threatening to kill Bastila. You might as well just go for the all out
darker ending if you are a dark player.

Decided to delete the light and dark walkthroughs on the unknown world and use
only the "Get Everything Done" path. It's a lot of backtracking but best for
those who want the full gaming experience. In addition the shield you get from
one of the side quests is very useful in the final battle against Malak.

Cleanup in multiple areas where I added advice from someone. Removed the advice
from the main portion of the guide and put it in my own words so that the guide
flows better. All emails and advice are still in the credits section, so
everyone is still getting the proper credit :)

Discovered that only female light players can talk to Carth after the Finding
Dustil quest. Because of spoilers I decided to keep the quick way of getting 
the quest done in the guide before Kashyyyk.

Added a few editor notes in the credits section at various places.

Tweaked a few recommendations for leveling up party members.

Made my spacings between periods more consistent.

Made a note that the game is playable on the xbox one.

Added in information about Bib Surool and Lyn Sekla at the lower city cantina
on Taris.

XVII.  [FUTUPD] Future Updates:

Listed in no particular order these are ideas of how to make the guide more
efficient as well as find anything new that I haven't found before.

Add more detail on the temple in the Unknown World.

Wear armor the entire game. Guide those who want to do this as well.

Use the dueling feat instead of the two weapon fighting feat. Guide those
who want to do this as well.

Work on the party member! dialogue explanation.

etc, etc.