Xbox | Star Wars: Knights of the Old Republic

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                    Star Wars: Knights of the old Republic
                                 for the XBox

                               FAQ/Walkthrough
                                 version 1.25
                             Last updated 10/16/03

                       Written & Compiled by TestaALT
                               TestaALT@aol.com

 This file is Copyright ? 2003 Andrew "TestaALT" Testa. All rights reserved.
                  NOTE: The force is strong with this one!

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Table of Contents

  1. Author's Forward
       1.1  -  Version History
       1.2  -  Introduction
       1.3  -  Dedication

  2. Basics
       2.1  -  Story
       2.2  -  Characters
       2.3  -  Vehicles
       2.4  -  Worlds
       2.5  -  Controls
       2.6  -  Overview

  3. Light Side Walkthrough
       3.1  -  Endar Spire
       3.2  -  Taris
       3.3  -  Dantooine
       3.4  -  Tatooine
       3.5  -  Kashyyyk
       3.6  -  Manaan
       3.7  -  Leviathan
       3.8  -  Unknown Worlds
       3.9  -  Star Forge

  4. Dark Side Walkthrough
       4.1  -  Endar Spire
       4.2  -  Taris
       4.3  -  Dantooine
       4.4  -  Tatooine
       4.5  -  Kashyyyk
       4.6  -  Manaan
       4.7  -  Leviathan
       4.8  -  Unknown Worlds
       4.9  -  Star Forge

  5. Walkthrough Lists
       5.1  -  Bosses
       5.2  -  Bestiary
       5.3  -  Quests (Light Side)
       5.4  -  Quests (Dark Side)
       5.5  -  Romance Options

  6. Appendices
       6.1  -  Weapons
       6.2  -  Body Armor
       6.3  -  Head Gear
       6.4  -  Arm Armor
       6.5  -  Belts
       6.6  -  Stimulators
       6.7  -  Droid Items
       6.8  -  Area-Specific Items
       6.9  -  Recovery Item
       6.10 -  Shop Lists
       6.11 -  Item Finder
       6.12 -  Treasure Finder
       6.13 -  Feats
       6.14 -  Force Powers

  7. Character Creation (What to use)
       7.1  -  Classes
       7.2  -  Attributes
       7.3  -  Skills
       7.4  -  Feats
       7.5  -  Force Powers

  8. Lightsabers
       8.1  -  Single Blade Lightsabers
       8.2  -  Double Blade Lightsabers
       8.3  -  Crystal List
       8.4  -  Crystal Usage

  9. Swoop Races
       9.1  -  Basics
       9.2  -  Controls
       9.3  -  Taris Strategy
       9.4  -  Tatooine Strategy
       9.5  -  Manaan Strategy

 10. Frequently Asked Questions

 11. Footer
       11.1 -  Credits
       11.2 -  Legal Disclaimer
       11.3 -  Contact Information
       11.4 -  Goodbye, young Jedi!

Quick Navigation
================

Five easy steps to jumping to the section you want.

1. Highlight the section name and letter (as seen above).
2. Press Control and C.
3. Press Control and F.
4. Press Control and V.
5. Press Enter.

You should now be at the section you desire to be at.

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                         ---------------------------
                             1. Author's Forward
                         ---------------------------
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Section, from the author, that forwards this guide.

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                           1.1  -  Version History
                       -------------------------------
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Version 1.00 -- 07/20/03 -- Initial version of document. Up to Taris on the
                            walkthrough, no appendices done.

Version 1.01 -- 07/24/03 -- Middle of Taris's Black Vulkar walkthrough.
                            Changed guides format and table of contents.

Version 1.11 -- 07/24/03 -- Finished Taris walkthrough and quests, at the very
                            beginning of Dantooine.

Version 1.12 -- 07/25/03 -- Did a snippet of Dantooine's walkthrough, and all
                            of its quests. Also did 10 F.A.Q's.

Version 1.23 -- 08/08/03 -- Put in some descriptions in the basics section.

Version 1.25 -- 10/16/03 -- Added a lot of Dark side things to the guide.

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                             1.2  -  Introduction
                         ----------------------------
===============================================================================

Welcome all to my Star Wars Knight of the old Republic FAQ/Walkthrough. I need
to get back to writing the walkthrough, hence I don't have time to give you a
proper introduction. This guide is incomplete, and if you have anything you
wish to add please, don't hesitate to email or AIM me. Email address:
TestaALT@aol.com and AIM: TestaALT. So, without further ado, I bring you this
very incomplete guide!

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                          --------------------------
                              1.3  -  Dedication
                          --------------------------
===============================================================================

To... episode IV, V, and VI, for being very enjoyable. And Deflux, for helping
me with that damn puzzle in the sith trial. I would of never got it with my low
IQ (130). He also made perhaps the best FPS guide ever made. Just take a
glimpse at his Metroid Prime guide. It is a very good piece of work. Now he is
going to make a guide for KOTOR that will own mine... Oh, and Trace, just for
you to know, this was a pathetic attempt to make these sections look less
lazier. ;)

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                                  2. Basics
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Basics of the game. If you don't know how to read, this section is for you!

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                                2.1  -  Story
                            ---------------------
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[As taken from the instruction manual]

A long time ago in a galaxy far, far away...

Four thousand years before the rise of the galatic
empire, the Republic verges on collapse. DARTH MALAK,
last surviving apprentice of the Dark Lord Revan,
has unleashed an invicible Stih armade upon an
unsuspecting galaxy.

Crushing all resistance, Malak's war of conquest has
left the Jedi Order scattered and vulnerable as
countless Knights fall in battle, and many more swear
allegiance with the new sith master.

In skies above the Outer Rim world of Taris, a Jedi
battle fleet engages the forces of Darth Malak in a
desperate effort to halt Sith's galactic domination...

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                              2.2  -  Characters
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(Bio's taken from Lucasart's website and is copyright of them.)
Some Spoilers ahead.

===========
Carth Onasi
===========

      Statistics             Skills <-Starting-> Attributes
      ----------             ------              ----------
      Vitality: High    Computer Use: 1          Strength: 14
      Strength: High     Demolitions: 0         Dexterity: 18
  Melee Attack: Medium       Stealth: 0      Constitution: 13
Ranged Attacks: High       Awareness: 4      Intelligence: 14
       Defense: Low         Persuade: 2            Wisdom: 10
         Force: None          Repair: 4          Charisma: 13
     Fortitude: High        Security: 1
        Reflex: Low     Treat Injury: 2
          Will: Low

Biography
---------
A career soldier at 38, Carth has seen more than his fair share of war. A
skilled pilot and superior tactician, he has always faced his duty with grim
determination, believing that loyalty and dedication to the Republic would see
him through. He has come to discover, however, that not everyone holds this
opinion.

Hailed as a hero of the Mandalorian War, when the Sith began threatening
Republic space again, Carth thought that they could be fought like any other
enemy, but their influence extends far past simple starships and blasters.
Though he will not speak of it, a very personal betrayal has affected him
deeply. Duty called him to fight the Sith, but now outright hatred threatens to
replace it.

It's no longer clear whether he fights to stop the destruction, or to avenge
what has already been destroyed.

Usage
-----

Jedi are better at hacking away at opponents, hence Carth is useless after you
get jedi. Carth is the only character, hence you should use him at the
beginning of Taris. Later, when you get Zaalbar and Mission, sub
Carth out. Then Canderous comes in and totally blows any chance of Carth even
having a position in the party. Nevertheless, Carth should be in the back of
the Melee hackers, firing his blasters. Melee is not Carth's strong suit,
although he does have good cover fire, hence he should not be used for melee.

Equipping
---------

Carth should stick with his blaster, named Carth's Blaster. This blaster seems
to be one of the best in the game, as it is upgradable. And when you *do*
upgrade it, it gets even better. Carth should be equipped with the best armor
you can find at the time, he doesn't use force powers so any armor will do. At
the beginning of the game it is best to fit him into Republic Mod Armor, or
anything better you can dig up. The republic armor is especially good, however,
because it is upgradable. As the game progresses, Calo Nord's armor is great.
This will hold you off until you get Mandalorian armor, which is the best for
him in the game. For belts, choose something that puts up his saving throws or
strength. The CNS belt does wonders. Headgear would be Davik's visor, as it
gives him a feat. Once you acquire the feat so you do not need the visor
anymore, I would choose another saving bonus. Gauntlets would be the strength
uppers, or a reflex bonus.

Recommended Feats           Recommended Attributes  Recommended Skills
-----------------           ----------------------  ------------------
Two-Weapon Fighting             Strength: Yes       Computer Use: Yes
Sniper Shot                    Dexterity: Yes        Demolitions: Yes
Weapon Proficiency          Constitution: No             Stealth: No
Rapid Shot                  Intelligence: Maybe        Awareness: No
Blaster Pistol Proficiency        Wisdom: No            Persuade: No
                                Charisma: No              Repair: No
                                                        Security: Yes
                                                    Treat Injury: Yes
=========
Calo Nord
=========

Biography
---------
At first glance Calo Nord seems harmless enough. He is small in stature, a
quiet little man who moves with a careful, almost deliberate precision. Yet the
twin blasters on his belt give a hint as to the true nature beneath his
disturbingly expressionless face. And among the criminals and scum inhabiting
the Outer Rim, no name is more feared than that of the galaxy's most notorious
bounty hunter.

Bought as a slave while still a young boy, Calo began his life of bloodshed on
his sixteenth birthday by butchering his owners or so the legend holds. His
next victims were the ones who had sold him into a life of servitude, his own
parents. It was inevitable such bloody vengeance would bring retribution, and a
price was placed on the young man's head.

But Calo had a natural instinct for survival, and for killing. He toyed with
the bounty hunters who came after him, learning all their tricks and techniques
before dispatching them with ruthless efficiency. Eventually the attempts on
his life stopped, though not before dozens had failed in their efforts to
collect the small fortune resting on his head. Those responsible for placing
the bounty on him were the next to feel Calo's wrath. No longer a target
himself, Calo became one of the hunters. With each bounty he collected, his
reputation grew.

There are those who claim Calo is nothing but a myth, a story created to
frighten would-be criminals. But the victims staring into his unwavering
predator's gaze could testify that he is all too real... if any of them were
still alive.

======
Rakata
======

Republic Archives
Archeological Studies Division
Subject Species: Rakata
Status: Extinct

In the field of galactic archeology, the Rakata species presents researchers
with an anomaly. The Republic has been in existence since the arrival of
hyperspace travel 20,000 years ago. Before that time, all known races could
barely escape their own solar systems, and little information was shared
between worlds. The Rakatas, however, appear to have been exempt from that
rule. Hints of their one-time presence seem to be buried on myriad worlds,
though this evidence is often contested due to the difficulty in recognizing
such remnants. This is an understandable impediment given the length of time
that has elapsed since their passing.

It is estimated that the Rakata civilization ceased to exist nearly 30,000
years ago, the height of its power predating the Republic by ten millennia. The
scarcity of remains suggests that they were either very careful with access to
their resources, or that attempts were made to intentionally remove any trace
of their passing once they had gone. Both hypotheses tend to suggest that the
Rakatas did not arrive on these worlds as ambassadors or merchants. No other
species appears to have been so widespread, and yet so thoroughly purged from
the galactic record.

While defining the Rakata culture is confined to guesswork, researchers have
had better luck reconstructing the anatomy of the species. This has involved
studying many ancient records, including the scrawled drawings of various
peoples just developing sentience at the time. Artifacts, when they could be
found, have also been analyzed to determine the shape of hand they were
designed for, and the musculature that would have found them comfortable to
use. This has resulted in a fairly clear physical portrait of these early
galactic pioneers, though what became of their empire remains unknown.

============
Bastila Shan
============

Biography
---------
To most, the Jedi order is more than a vocation; it is a calling. To a select
few it is much more. Bastila Shan is the quintessential Jedi: trained from a
very young age and gifted with a natural ability with the Force that has given
her both renown and considerable pride. Despite her youth, Bastila is skilled
in the rare art of Battle Meditation... through sheer force of will she can
influence the course of a battle. One side is given courage and strength while
the other is sapped of their will. This ability alone has put Bastila into the
forefront of the Republic's plan to defeat the Sith.

Bastila is brash and impulsive. She is overconfident and seems to walk
invincible through her world, though that is hardly the case. Bastila is well
aware of the responsibility that presses down on her shoulders. Her Jedi
masters urge her to be cautious, but Bastila turns every fiber of her being
towards defeating the Sith menace and proving herself to the Jedi. No one
doubts that she will one day be a great Jedi... but at what cost? Bastila
possesses all the qualities that separate those special few destined to leave
their mark on history, but her very youth and determination may be what
ultimately consumes her. She has much to learn, and little time to learn it as
the Sith menace continues to gather its strength.

Even in the dark halls where the Sith Lords gather, young Bastila is whispered
to be a Jedi of note. Who knows the terrible cost of such dark praise?

===========
Jolee Bindo
===========

Biography
---------
A former smuggler, and skilled Jedi, who has chosen to retreat from society and
live out his days in seclusion and obscurity, Jolee Bindo cloaks himself in
indifference to hide his sorrow. He appears as a cantankerous old man who
readily dismisses the wide world and its troubles with an impatient wave of his
hand, but his care and wisdom still shine through the many layers he has draped
around his heart.

His story is unknown aside from rumors that he fought in the great war of Exar
Kun four decades ago, a time when Jedi turned against Jedi and the dark side
threatened to swallow the galaxy. What happened so long ago that would push a
man to leave the Jedi order, to leave civilization itself and go into
self-imposed exile in the deepest shadows of wild Kashyyyk? Jolee himself is
not forthcoming and scoffs at any suggestion that he might be something more
than what he appears: an old man.

One thing that is very clear; he is weary of this world and its endless,
pointless struggles. He insists that all he wants is peace, but Jolee Bindo's
eyes, the eyes of a fighter, the eyes of a Jedi - tell a different story.

==============
Canderous Ordo
==============

Biography
---------
Canderous Ordo makes his living as a mercenary, selling his services to the
highest bidder. Most often this turns out to be an underworld figure wanting to
capitalize on his considerable skills as a combatant, tactician, and outright
thug. If his criminal clients knew where he learned his trade, however, even
they might have second thoughts about hiring him.

Canderous is a Mandalorian, and as such, he was on the losing side of the
Mandalorian Wars with the Republic. He was no foot soldier, however, and had an
active hand in the planning and execution of many battles that did not go in
the Republic's favor. There is a lot of blood on his hands, and he doubts that
enough time has passed for people to view his actions as he does, with the
impersonal eye of a career soldier. Likewise, he takes no insult from the
defeat of his people. It was all just business.

For now, Canderous spends his time employed by Davik, a crime lord with
influence throughout the Taris undercity. The traitorous actions of Revan and
Malak and the current aggression of the Sith have distracted the citizens of
the Republic to the point where they are no longer concerned about defeated
enemies, and he can go about his business in peace. Working as a smalltime
enforcer is not how he pictured his career ending up, however, and any offer
for more interesting work would likely get serious consideration.

===========
Saul Karath
===========

Biography
---------
The corruption of Republic forces has proven to be the most devastating weapon
in the Sith arsenal, culminating in a betrayal that may turn the tide of a
burgeoning war. Admiral Saul Karath, a pivotal figure in the victory over the
Mandalorians only five years ago, stunned his peers when he declared the
Republic not worthy of his support. He transferred his allegiance to the Sith
Lord Revan, taking with him a large number of troops and the Indictor flagship
he commanded, the Leviathan.

Karath was the first officer of significant rank to go over, and he set a dark
precedent. Rather than face an enemy that knows their every tactic, several
other officers have followed his path. Many that remain loyal to the Republic
trained directly under the admiral. For them, the coming conflict has become
far more personal in nature.

============
Sith Trooper
============

Biography
---------
While the majority of the battalions now under Sith command are comprised of
traitorous Republic forces, they are far from hodge-podges of disorganized
troops. Only the strong are granted acceptance into the ranks of the Sith army;
those judged too weak to be of use are put to an ignoble end. Traitors may be
welcomed into the ranks, but a level of fear is quickly established to make
certain they are not so quick to change sides again.

Functionally, the armor of the Sith trooper is just as protective as most
Republic equipment, but it has also been carefully designed to inspire dread.
Armor plating is presented more obviously, making it appear more imposing, and
the features of the wearer are completely obscured to make them a faceless
inhuman entity. A Sith trooper is perceived as an extension of the Sith, and
even in close combat an opponent sees only the cold faceplate of the helmet,
never the soldier inside.

============
Darth Bandon
============

Biography
---------
Like most of Malak's followers, Bandon was once a student of the Jedi. But
though the Force flowed through him, Bandon could never accept the Jedi
teachings. Powerful emotions like anger and hate raged within him, and they
fueled his strength. When the Sith rose to power, Bandon rejected his old
Master and fled to the Sith Academy on Korriban.

There he embraced the dark side and the way of the Sith with every fiber of his
being. His great strength in the Force, his natural cruelty and his absolute
ruthlessness in his quest for power soon set him apart from his fellow
students, and drew the calculating eye of Lord Malak himself.

In the tradition of their order, Malak sought a single pupil from among his
many followers to become his chosen apprentice: one who could learn the
terrible secrets of the Sith and use them to destroy the Jedi and the Republic.

So far, Darth Bandon has proven himself to be an excellent choice. Many Jedi
have fallen beneath the blade of his lightsaber, and he has yet to meet his
equal in combat. In time, Bandon may even challenge Malak for the mantle of
Dark Lord, for this is the way of the Sith: the strong must rule, and when the
apprentice surpasses the Master, the Master must fall.

But such ambitions are for the future. For now, Bandon is focused on the
destruction of the Republic and the slaughter and extinction of the entire Jedi
Order.

=====
T3-M4
=====

Biography
---------
Utility droids of all makes and models are a common sight on every planet
throughout the galaxy. The versatility of these handy little droids, combined
with their reliable programming and affordability, has made them popular for
everything from light janitorial duties to complex mechanical repairs and
maintenance. Among the premier utility droids currently available are those in
the T3 series. Though more expensive than most standard models, T3 droids
contain the latest in advanced circuitry and programming, and are easily fitted
with a variety of customized upgrades.

T3-M4, a prototype of the latest model in this prestigious line, was created in
a droid shop on Taris to serve as a personal security unit for an anonymous
buyer. Along with the standard functionality, T3-M4 was equipped with light
armor plating and upgradeable weapon functionality. These combat capabilities,
combined with the droid's innate computer slicing and code breaking skills,
have led many to speculate about the identity of the droid's unknown buyer.
Given the expense, abilities and advanced technology of this little droid, most
suspect that T3-M4 is being fitted for something far more than a simple
personal security position.

=====
HK-47
=====

Biography
---------

A self-sentient killing machine, it is obvious merely from its menacing
appearance that HK-47 is far more than an ordinary combat droid. With a
devastating arsenal of high-powered weaponry, a ruthless and single-minded
pursuit of its termination targets, and a pre-programmed disregard for all
organic life, this Hunter-Killer model is one of the most dangerous assassins
in the galaxy.

Rumored to have been created by Czerka Corp to eliminate the heads of rival
corporations, HK-47 is quite capable of laying waste to an entire building in
an effort to dispose of a single target, as it has demonstrated on more than
one occasion in the past. This wanton carnage, combined with the tendency of
the droid's previous owners to come to rather gruesome ends, has led most
civilized planets to issue explicit bans on all HK-model assassin droids.

But on the dangerous worlds of the Outer Rim, having a merciless,
flame-throwing engine of destruction at your side can be quite useful... until
it decides you're the next target

=======
Zaalbar
=======

Biography
---------
The city world of Taris is a strange place to find a Wookiee, but Zaalbar has
managed to create a life for himself there, far from the kilometer high wroshyr
trees of his homeworld. Zaalbar will say little about why he left Kashyyyk, but
it is obvious that the memories of his old life are painful.

Yet even though the secret miseries of Kashyyyk have been left behind, Taris
brings its own brand of suffering. Aliens are never welcome on Taris, and this
is particularly true for eight-foot tall, hair-covered giants capable of
snapping one's neck with a single, casual swipe. Zaalbar's beastly appearance
and strange language lead many to believe that he is nothing but an animal,
barely capable of thought and useful only for his great strength and legendary
Wookiee temper.

With these prejudices working against him, Zaalbar seemed destined to end up as
an enforcer for one of the many swoop gangs on Taris. But a chance meeting with
a young Twi'lek girl named Mission Vao saved him from a life of senseless
violence. Mission recognized Zaalbar was more than a lumbering brute and the
two quickly became the best of friends.

The strange pair are now a familiar site in Taris' Lower City, and whenever the
irrepressible young Twi'lek gets into trouble, her Wookiee companion is always
close by to help get her out.

===========
Mission Vao
===========

Biography
---------
Surviving in the Lower City of Taris is no easy task, particularly for a young
Twi'lek girl on her own. But Mission has not only survived in the hard world of
the swoop gangs, she's thrived. Nobody knows the hidden alleys, backstreets and
secret entrances in the Lower City like this former street urchin, and she's
even been known to explore the creature-infested sewers of the Undercity itself.

Of course, such active curiosity is bound to create enemies, and there are some
- particularly the Black Vulkar swoop gang - who would like to bring Mission's
adventures to a permanent end. But despite the dangerous situations she
constantly finds herself in, this spirited young Twi'lek always manages to find
a way out. And if her quick reflexes, quick thinking and even quicker mouth
can't save her, she always has one last card she can play: her eight foot-tall
Wookiee companion, Zaalbar.

The odd pair have been inseparable ever since Zaalbar arrived on Taris, and
despite the obvious contrasts between them, their friendship has benefited them
both. Zaalbar knows that Mission will always come up with a plan to make sure
they have food in their bellies and a safe place to stay. And Mission knows
that whatever trouble her schemes might get them into, Big Z will always be
there to watch her back.

======
Juhani
======

Biography
---------
Juhani, like most Cathar who choose to join the Jedi Order, is locked in a
never ending struggle to find a balance between her instincts and her training.
The feline Cathar are known throughout the galaxy for their courage in battle,
their fierce loyalty and their quick tempers; such intense passions can make it
difficult for one of this proud species to follow the way of the light.

Yet Juhani has given herself fully to the Jedi, and she is determined to master
both her volatile emotions and her ability in the Force. She strives to be a
paragon of the Order; she has sworn to live her life completely by the Jedi
code. Because of this, she does not easily accept failure in herself or in
others.

Still, there are some among the Order who question whether this Cathar can ever
learn to control her burning passions. It remains to be seen whether Juhani can
live up to her own demanding standards, but even her own Master fears her
impossible quest for perfection will result in frustration and despair...
emotions that can lead to the dark side.

===========
Darth Malak
===========

Biography
---------
Five short years ago, Darth Malak was no more than a promising student at the
Jedi Academy on Dantooine. Though only a young man, his skill in battle and
prowess with the lightsaber had already earned him renown within the Order.
Given his abilities, and his arrogance, it was only natural that he should
ignore the warnings of his Master and join the Republic fleet in its battle
against the Mandalorian raiders on the Outer Rim.

In the Mandalorian wars, both Malak and his close friend Revan found the glory
they were seeking. While many credited Revan's military strategies for the
campaign's success, others were quick to point to Malak's fierce courage and
relentless fury at the forefront of every battle as the key to Republic victory.

Already recognized as heroes, Malak and Revan pursued the fleeing Mandalorians
into the uncharted regions of space, and all contact was lost. It was only when
Revan returned as the Dark Lord of the Sith, with Malak as the Sith Master's
general and chosen apprentice, that the galaxy learned what fate had befallen
them.

The heroes had become conquerors. With each Sith victory, soldiers and Jedi
alike began to abandon old allegiances to join the new power.  In desperation,
the Order set a trap to capture the two rogue Jedi. Details of the ensuing
battle are unclear, but even though Revan and many Jedi were killed, Malak
managed to survive the trap that destroyed his Master.

Some claim Malak fled the battle. Others maintain he survived simply because he
was stronger than Revan. And there are those who believe Malak turned on Revan,
using the opportunity of the Jedi's attack to wrest the mantle of Dark Lord
from his former Master's failing grasp.

With Malak now at their head, the Sith continue their advance unabated. What
their fleets lack in military strategy they make up for in sheer numbers and
ruthless brutality, as Malak seems less interested in conquering Republic
worlds than in obliterating them. If he is not stopped the Republic will surely
fall, and the entire galaxy will be crushed beneath the Dark Lord's merciless
rule.

===============================================================================
                           ------------------------
                               2.3  -  Vehicles
                           ------------------------
===============================================================================

=========
Ebon Hawk
=========

The Ebon Hawk is legendary among smuggling circles, having spent the last
decade being used to shuttle goods for the Taris underworld boss, Davik Kang.
Through careful piloting and a ridiculously overpowered drive system, the ship
has outrun Republic and Sith patrols alike, making deliveries to any number of
shady characters along the galactic rim. Davik would joke that it was the best
thing he had ever stolen, and for the number of times it saved his life, he had
good reason to make the claim.

It's not clear exactly where Davik acquired the Ebon Hawk. The primary systems
have been modified so many times that the original classification and even the
company that built it are hard to determine.

It's possible the ship was a developmental prototype from some showroom floor,
cobbled together from several different models. Key components are obvious
retrofits, from the stolen navigational computers to the uncommonly powerful
hyperdrive. A number of smuggler-specific customizations have been made as
well, though only Davik knows where or how to access them all.

===========
Swoop Bikes
===========

Swoop racing is becoming a very popular sport in the galaxy, with simulcast
hyperspace beacons instantly relaying results to countless worlds. Racers that
consistently win can expect to gain a loyal following of fans, along with a
sizeable amount of money, although sponsors often claim a large percentage of
any earnings. Taris remains the hub of the swoop racing circuit, despite a
number of gangs and nefarious individuals that attempt to influence outcomes
through intimidation.

Since swoop bikes lack the all of the subsystems that weigh down more
comfortable or practical vehicles, it is relatively inexpensive to build one.
Most are little more than a small cockpit mounted on as large a power source as
can be found. The official circuit does have some size regulations to keep the
field even, but they are mostly ignored. There is, however, a functional
barrier on how powerful a repulsorlift engine can be before the energy output
starts to do unpleasant things to the organic creature attempting to straddle
it. As a result, most swoop bikes are similar in size, differing mainly in the
application of shielding and the monitoring of energy flow.

===============================================================================
                           ----------------------
                               2.4  -  Worlds
                           ----------------------
===============================================================================
(Descriptions taken from Lucasarts.com and are copyright of them.)

=========
Dantooine
=========

An olive, blue and brown-colored world, Dantooine is far removed from the
bustle of the galactic trade routes. Two moons float in the skies above while
herds of livestock and simple balloon-like creatures roam empty steppes and
savannas of lavender grasses. Separated by forests of spiky blba trees,
colonists maintain individual family estates largely isolated from each other.
Population density remains one of the lowest of the Republic settled worlds. A
small spaceport handles new arrivals and an outpost of Aratech Corporation
arranges most of the imports for local merchants.

The most notable feature of Dantooine is the Jedi academy, originally founded
by Jedi Master Vodo-Siosk Baas. For generations now it has served to train
promising Jedi Padawans, with several dozen students in attendance at any given
time. The most infamous graduate, however, is that of Exar Kun, trained by
Vodo-Siosk Baas himself. Exar Kun was a Jedi Apprentice that turned away from
the light side to embrace the seductive power of ancient Sith magic. Forty
years ago he began a war upon the Republic that had grave consequences, but
through great effort and sacrifice on the part of the Jedi he was defeated. The
legacy of his taint is slowly passing away in the wake of the Mandalorian Wars
and the coming of a new Sith threat.

For the most part, life on Dantooine is sedate with the presence of the Jedi
Academy granting a level of security unsurpassed anywhere else in the galaxy.
The separate families go about their business independent of each other, and
very little industrial development has taken place, leaving the landscape
untouched. A number of ruins have been unearthed far from the settlements and
some of the colonists have made it their goal to study them, but no official
resources have been devoted to pinpointing their origins. Off-world concerns
have distracted such introspection, and Dantooine remains an unspoiled world
for now.

========
Kashyyyk
========

On Kashyyyk, the forests have unquestioned dominance. Ancient trees rise
kilometers into the air, and it is possible to live a long life on the upper
boughs never once having seen the forest floor. Most inhabitants count this as
a blessing, as the further you descend, the more deadly the environment
becomes. Terrible creatures lurk in that chaotic realm, and even with the aid
of advanced technology it is difficult to survive for any length of time. Only
the bravest of hunters dare to descend, and only the luckiest of those return.

It is a savage world, but it is also home to the fierce and loyal Wookiee
species. They have a long-established system of tribal villages in the forest
canopy, building among the highest branches. Direct confrontation between
separate communities is rare, with dominance and stature traditionally decided
by ritual hunts. The practice is in decline, however, as recent events have
seen outside forces become more of a threat. Already surrounded by a plethora
of natural enemies, the added complication of off-world interference has been
very disruptive to Wookiee society.

The village of Rwookrrorro is the most important among the Wookiee tribes, and
is currently led by the black-furred Chuundar (CHOON-dar). Unlike his
predecessors, he seems bent on expanding the reach of his power through
whatever means he can exploit. Regarded suspiciously by his people, he has
abandoned many of their traditional ways, and seems less concerned with what
most Wookiees value above all else: honor. He remains unchallenged by carefully
manipulating the fears of his people.

Despite the untamed nature that encases Kashyyyk, Chuundar's actions have
allowed outside interests to gain a foothold. The near-limitless Czerka
Corporation has established a series of small spaceports under the guise of
searching the forests for unique resources. Such expeditions would normally be
tremendously expensive, but the company has found a brutally efficient
cost-saving measure: slave labor. This foul trade has begun in earnest, with
some local inhabitants all too willing to assist.

========
Korriban
========

The unwary traveler arriving at the tiny spaceport of Dreshdae will only find a
barren, forgotten backwater community of temporary settlements and crudely
constructed shelters. Perhaps as the competent local mechanic services your
ship, you might begin to sense that there is something else here, something
festering. Soon you may start to hear things such as harsh voices slowly
drifting through the thick air. Your heart will begin to beat faster, and your
skin will begin to itch under your collar with the urge to climb back into your
ship and leave this soulless place behind forever. Korriban is a graveyard of
Sith Lords and a former power base of the Sith order. This is the cradle of
darkness.

The spaceport is under the roof of the Czerka Corporation stronghold, the very
center of power for the giant corporation run by President Pollard Seario. The
city itself owes its existence to the power created by Czerka's generators.
Perhaps Pollard seeks solace from his uncountable holdings in the vast
emptiness of this world; perhaps he dreams of shadowy promises that ooze from
the tombs of long dead Sith Lords.

Within Dreshdae is the Sith monastery -- still teeming with those who would
wish to join the Sith order. Its ominous halls resonate with the cries of
anguish from those who are undeserving of the order's dark power. Their stay
within its merciless walls is short, brutal and forgotten.

For the very few who survive the Sith training and wish to complete their final
rite of passage into the cold embrace of the Sith, they must face the Valley of
the Dark Lords. Hundreds of ancient Sith sorcerers wait within the mausoleums.
They lie in their dusty beds waiting to devour the weak and unworthy. The
Valley seethes with the foul energy of a thousand restless spirits murmuring of
sinister glories.

======
Manaan
======

A small planet in an insignificant system, Manaan's most remarkable feature is
the calm azure ocean that completely covers its surface. To accommodate
off-world visitors, the amphibious Selkath have constructed Ahto City, a
bustling spaceport floating on the endless ocean's waves.

Manaan is known throughout the galaxy for one thing: being the sole producer of
kolto, a powerful healing agent harvested from the ocean surface. This one
export is so valuable it has made the tiny world into one of the most
influential independent planets in the galaxy. Highly prized even in times of
peace, the value of kolto increases exponentially during times of war. Many a
battle has been won or lost due to the size of an army's kolto reserves.

The Selkath understand the importance of kolto to their world, and they
maintain strict control over its production and export. This has allowed them
to retain their independence even during the current Republic-Sith War, and has
given rise to an attitude of arrogant superiority among the Selkath themselves.

Officially, the government of Manaan has adopted a policy of neutrality in the
ongoing conflict. As part of their neutral stance, the Selkath have allowed
both the Sith and the Republic to establish embassies on Ahto City. The two
rivals keep a close eye on each other, and the Selkath are careful to keep an
even balance in the amount of kolto exported to each side. The uneasy truce is
maintained only by Selkath law, which calls for harsh penalties against anyone
who breaks the peace including sanctions on kolto exports.

But there are those that feel Manaan's precarious position between the two
super-powers is doomed to end in bloodshed. For as the conflict between the
Sith and the Republic intensifies, it is only a matter of time until their
mutual hatred erupts and Ahto City is drowned beneath a tidal wave of violence.

========
Tatooine
========

Tatooine is a very old world. The surface is comprised of near-endless dune
seas, interrupted only by rock-walled canyons carved by oceans so long departed
that no memory of the planet living or recorded can say when they disappeared.
There are two sentient species native to Tatooine: Sand People and Jawas. The
more dominant of the two, the Sand People, is a race of nomadic warrior tribes
that have rejected any attempt at trade or even communication, possessing a
single-minded hostility towards any and all outsiders. The Jawas, by contrast,
are diminutive scavengers that are more interested in trade than combat. Their
language is painfully hard to understand, however, and their culture remains
enigmatic.

Tatooine has not been properly documented by the Republic because it has yet to
be officially deemed viable for colonization, or even declared habitable. This
has not stopped various private companies from expressing an interest in the
world --orbital scans reveal substantial subterranean ore deposits-- but such
activity is often made away from public record. The outpost of Anchorhead, run
by Czerka Corporation, is the only settlement currently inhabited, and it
appears to be slowly dying. Officers are tightlipped about why the operation is
failing, but rumor is beginning to circulate that Tatooine ore is substandard
in some way. The company has denied this, but the strength of that denial has
given the rumors credibility.

It is likely that Czerka Corporation will eventually abandon their stake in
Tatooine, but for now, five to ten thousand settlers attempt to make a living
on the surface and beneath. Moisture vaporators could allow independent
colonies to survive, but nothing outside of Anchorhead lasts for long. People
rarely travel without armed escort, and not just because of Sand People
attacks. The tracks of huge desert predators have also been found near
decimated Bantha herds, and many people that go exploring simply don't return.
A resident Hutt has funded a small swoop track, but the planet must be
dangerous indeed for that to be considered safe entertainment. There is little
of interest on Tatooine for the casual traveler. That may change if local
hyperspace routes prove useful, but for now, it is an inhospitable place best
avoided.

=====
Taris
=====

Located on the Outer Rim, in the very fringes of Republic space, the grandeur
of the city- world of Taris was once said to rival the galactic capital of
Coruscant itself. But the glory of ancient Taris has long since faded, and much
of the once magnificent metropolis has fallen into ruin and disrepair.

The rich and powerful have segregated themselves in the Upper City, dwelling in
the highest reaches of the towering skyscrapers that dominate the planet's
landscape. Here the nobility surround themselves with the trappings of
prosperity, oblivious to the suffering of those who are forced to dwell far
below them.

Descending into the slums of the Lower City, the signs of urban decay become
undeniable. Filth and refuse litter the streets, and burned out vehicles and
shattered windows serve as stark reminders of the violent wars of the swoop
gangs vying for control. Citizens of the Lower City - non-human aliens and
those not born into the privileged classes of society - struggle to survive
amidst the permacrete wasteland, clinging to the small hope that they may one
day escape their grim and violent surroundings.

But at least those in the Lower City have hope. For those banished beneath the
planet's surface ? the Outcasts ? all hope is gone. Those driven into the dark
and sunless world of the Undercity must band together in small villages in a
wretched, never-ending struggle to survive. Starvation and disease claim many,
and the rakghouls - mutated, flesh-eating monsters who dwell in the sewers
beneath Taris - claim even more.

Above all this misery, the Upper City shines and the nobility live a life of
wealth and comfort. But even they are vulnerable, for Taris is located far from
the protection of the Galactic Core and the Republic fleet. And the Sith Armada
has taken notice.

===============================================================================
                           ------------------------
                               2.4  -  Controls
                           ------------------------
===============================================================================
[As taken from the instruction manual]

Left Thumbstick...Controls movement of the selected character.
Right Thumbstick..Camera control. Press LEFT or RIGHT to rotate camera.
                ..Click for free look.
Directional Pad...Use to cycle through action menu.
A Button..........Default action.
B Button..........Cancel.
Y Button..........Delete action from action queue.
X Button..........Add action to action queue.
Black Button......Cycle through characters.
White Button......Combat pause.
Start Button......Access in-game menu.
Back Button.......Toggle solo mode/
Left Trigger......Cycle through targets or cycle through menus.
Right Trigger.....Cycle through targets or cycle through menus.

===============================================================================
                           ------------------------
                               2.5  -  Overview
                           ------------------------
===============================================================================

Star Wars: Knights of the Republic has a pretty basic battle system. I am told
that it is a 'd20' system, which is what they used in the Dungeons and Dragons
series. To most people, who happened to come across this video/board game, you
would already know how the system plays. Basically, the roll of the dice
determines how much your attacks hurt. It is very rare that someone gets a high
roll. Anyways, you do not see these rolls because they are "under the hood."
Meaning, if you press start you will go to the pause screen menu. From here, if
you go to one of the tabs it will tell you all about your rolls, how much was
subtracted, gained, lost, et cetera.

This system may seem boring, and when I bought the game I had my doubts. I was
never really into the D&D system. In fact, I did not even know much about D&D
at the time (and still don't), just the fact that some "tranced" students in my
class played it incisively. At any rate, I don't want to list all of the basics
like other guides; I learned how to play the game by myself. The manual seems
like good information. Hey, it is! I should of *used* it. Hehe, I think my
point has been made. ^_^

===============================================================================
                      ---------------------------------
                          3. Light Side Walkthrough
                      ---------------------------------
===============================================================================

Now it is time for the meat of this guide; the walkthrough. I will try my best
to walk you through the game. If you bought the Prima strategy guide, and found
out it was a complete waste of trees, this walkthrough should do you good. I
will attempt to find the easiest way to defeat enemies, as well as the bosses.
Quests will be listed IN THIS WALKTHROUGH AS WELL AS IN THE APPENDICES. This is
to help you, the reader, find your way to whatever quest you like quickest. If
any of you fellow writers think I am a "KB whore," go load up JChris's
StarCraft walkthroughs. And, without further ado, start walking!

This walkthrough will cover the light side. It will tell you to make decisions
that will give you light side points, along with how to talk to other people
(ei; don't act elitist to other people, et cetera). These walkthroughs were
split because it would be easier. If you want to be on the light side, read
this walkthrough.

===============================================================================
                         ---------------------------
                             3.1  -  Endar Spire
                         ---------------------------
===============================================================================

You start off at the character generation class screen. Choose whatever class
you want from the three. Scoundrel is a stealth-heavy character, and does the
worst out of the three in battles. It also has low vitality points, and I see
no reason at all to choose the scoundrel unless you want to make the game
difficult. Going further along, the scout is the even of the two, he can go
into stealth mode and can fight. This would be a pretty good class if the game
played right, but usually, you want to fight the monsters to level up. This
brings us to my favorite class, soldier. As a soldier, you will not be able to
go into stealth mode or open things greatly and whatnot. Of course, your party
members are able to things like that. A soldier is fighting heavy, and is great
on his attacks. He is for beginners, hence the game is pretty easy if you use
him correctly. Note that the gender *does* matter. There are romance quests,
and if you are a female, you will have to lug around a pretty useless character
to advance. For this, I advise you become a male, and this walkthrough will
cover your male romance.

After picking your race, you will be at the character generation main screen.
From there, you *can* just press quick character and the game will make one.
However, it is unadvisable. The computer is not a living human being, and it
makes crappy recommendations sometimes. If you do decide to create your
character customly (which I highly recommend), go through the face you want
your character to have. The first time through I picked a face that I did not
like, and restarted the game. After you are done picking, press the A button to
accept what you have done.

Now, go to the attributes screen. You will see 6 attributes, and they will have
8 points each. The game gives you 30 points to deplete among the 6 attributes.
Now, you *could* split it evenly, but some of the attributes are not worth it.
You also could hit the recommend button (Y), and they will give you good
numbers for all of the attributes. I also advise you do this, as the game makes
it even for your class (I think).

So, after you get your attributes done press accept and go to skills. You will
see that there are a lot of skills here, but only a handful of points.  Just
press the recommend button (Y) and it will through all of your points into
treat injury. Likewise, you will almost never use any other skill, hence your
team can do a better job because the game leveled them up to do it. This may
sound confusing, but it is correct.

Hit the A button again to accept and you will go to feats. The game gives you
two feats to begin with, but they are just armor. Please, DO NOT LET THE GAME
DECIDE WHAT FEATS YOU GET. It is practically suicide. The game usually gives
you feats for blasters, which does not make any sense at all. It is a very bad
idea to go through this game with a blaster, because it does not compare to a
lightsaber. Therefore, I want you to choose this. I will tell you which feats I
want for every level, so do not worry. Pick the toughness feat, it will be one
of the ones on the bottom. Press X at this feat then press A to accept.

After this, you have to think of a name. Now, I have been browsing the boards
and there is not "good" way of doing this. I just put my first and last name
in. You can do whatever you want with this, just make it a respectable name
(ie; no slang/cussing) because you will have to stick with it throughout over
60 hours of gameplay, not to mention if you are slow at RPGs (^_^). Anyways,
hit the accept button. If you like everything you choosed, then hit the A
button again to start playing. However, if you are having second thoughts,
press the B button to go back to where you want to. After the class is taken
care of, it will be time to play!

The classic Star Wars opening, where the letters are floating away. Please,
READ THIS. The story is beautiful, and you want to understand everything, don't
you? In the next screen, you will see a ship taking a heavy beating by
fighters, and you are in that ship. Then, you will wake up and Trask will walk
through the door. He will tell you everything you need to know about Bastila
and the story, for now. He will tell you how to get your gear and equip it;
just go over to the footlocker behind you, open it and take all the items. He
will tell you how to equip it.

Equip the shortsword and clothes. You will be the melee man, while Trask shoots
his blaster from behind. Just remember, if you are low on health, heal yourself
with a medpac! Then, walk back to Trask again and there will more tutorial
talk. After you learn how to open doors, go up to the only one in this room and
attempt to open it. It will be locked, and you will have to switch to Trask to
open it. So, press the black button to be Trask. Then, walk over to the door.
You will see a small blue circle on it. This is what you use to know which
object you are highlighted on. At any rate, this should be the door. If not,
then redirect yourself so you are facing the door.

Now, go to the D pad and press right once. On the bottom the screen you see 6
boxes, the second to last one going right is where you should be. It will say
"security" above these boxes. Press the A button and Trask will unlock the
door. From here, he will tell you to take the lead. Then, walk down the hallway
a little ways. The screen with change to Carth, who will tell all hands to go
on deck. He was contacting you via the communicater. If you do not know how to
roam about the screen, say to Trask that you need to know how to get to your
journal. Then, walk down this hallway to the following door. Walk up to it and
press A to try'en open it. Trask will say that he does not have the codes to
unlock this door, but he might be able to slice through it. So, switch to
Trask, then go to the security box and press A. The door should now be open.

The screen will change to a republic soldier firing at two sith soldiers. The
sith soldiers will fire back and kill him. Then, Trask will yell "For the
republic!" and you will be in fight mode. For your first fight, press A to
engage. Then, go up to one of the sith. Kill him. If you are having trouble
doing this, try to use one of your feats. Press the D pad to the right once and
you will be on a red blade. This is a feat and special attack that you can use
an infinite of times. Press A and you will use this special attack, which
should take a big chunk of the sith's life. Then, fight the other one the way
you did the first.

Trask will start to talk to you again, so, if you are low on health, use a
medpac. Don't know how? Trask will give you the option to find out how.
Afterwards, open to the door to the far end of the hallway. You will see two
sith, and you will lock onto the one of them. The good part about this room is
that the other sith will be to occupied by Trask to fire at you. So, kill the
soldier you are dueling with. Then go around behind the others back. Then, use
the special attack to kill the sith from behind. After this, go around the room
highlighting things. You should be able to get items from: A republic soldier,
a metal box, and a footlocker. Remember to *always* check the entire room,
looking for things to loot. If you cannot use it then you can definantly sell
it.

Go through opposite door. The screen will change to republic soldiers fighting
the sith. The sith will kill all the republic soldiers, which is bad. The
screen wil change to you. Now, heal if you have not already. Then, walk around
the corner to the sith. Through a frag grenade at them. To get to your frags,
press the D pad left until you find it. There should be a couple soldiers left
from that blast. The ticket here is to follow Trask over to the soldier he is
fighting. Then, use the special feat to kill the soldier. Trask is good cover
(^_^). Kill the remaining two sith soldiers, using the special feat to the
fullest extent. Then, loot all of the remains. You will find a lot of items off
these men.

Walk down the north path to the door. You will see the droid blow up, which is
bad. Take some parts to the right on the ground. Then, walk back to the
four-way split. Go to the path to the left. Walk down the hallway to the door.
You will start to hear lightsabers. Open the door to see a Jedi and a dark Jedi
battle it out. The light side one will kill the dark, but then die from a
explosion. Of course, you *could* of possible aimed your blaster at the dark
Jedi to get him distracted. But, Trask said to get out of the way. Two sith
soldiers will then walk up to where the Jedi were. Kill them both, then loot
them, along with the two Jedi. After this, walk east to a door.

Open it and kill the two sith soldiers. They will be a piece of cake. Then,
Trask will tell you Bastila is not on the bridge, meaning she already escaped
to the escape pods. He then tells you that, with Bastila gone, the sith can
destroy the Endar Spire at any time. So, get moving! By the door you walked
through will be a backpack. Look inside to find a blaster pistol. Then, switch
to Trask and go to the menu. Switch to the equipment screen, using the trigger
buttons. Then, unequip Trask's blaster for a short sword. Trask will be leaving
us shortly, and we want to sell the blaster for more money!

Walk over and around the control desk. You will see a door. Try to open it and
Trask will tell you to level up. He will tell you how, so do as he says. Press
the start button, then toggle through the menus using the trigger buttons. Once
you reach a menu that has your full body in it, stop. You will see all of your
statistics, along with how you are with the light/dark side. You will be at par
now, because you have not done anything to make the game give you points yet.
You will see "A LEVEL UP" over your character. Press A and you will be back to
a character generation screen, but, it is now the level up screen. You do not
get to choose every option again, hence the game tries to make it harder. Go to
skills and put them in treat injury. Then, go to feats. Scroll down until you
find "empathy." This will boost your persuade, awareness, and treat injury
skills by one. Press X and you will now have the feat. Then go to accept and
you will be done!

After this, get out of the menu. Then, open the door ahead of you. This will
bring you to a semi-hallway leading to *another* door. Open it and Trask will
run to the door ahead of you. He will open it, only to see a dark jedi. Trask
sacrifices himself for you, going through the door with your short sword to
face a dark jedi. It is basically suicide, and we all know it. After this, go
look back and you will see a door. Open it and go to the starboard section.
Carth, talking from the communicator, will tell you that Bastila's escape pod
is away, and that you are the last remaining crew member. Walk down the hallway
until you hit a sith. Kill him, using the special feat power attack to your
advantage. Then, take the upper path to a door. Open it to find two sith
guards. Kill them both. Run up to one of them, and before he takes his sword
out use the power attack feat on him. This will severely hurt him. Then, kill
him using a regular attack. Go over to the other sith guard and do the same to
him, using the power attack quickly so it inflicts damage while the sith still
has his blaster equipped.

Carth will come up on the communicator again, and tell you that there is a
whole sith team on the other side of the door. And that you will have to thin
there numbers somehow. He suggests you reprogram the droid or slice through the
computer terminal by the door. I *always* choose using the droid, because
computer spikes are somewhat difficult to come by, and you will not reprogram a
droid for a long time. This droid is combat, which is very good. Before you
reprogram him, loot the sith guard and the footlocker. Then, walk up to the
droid, and press A. You will now be at another screen, which has a couple
options on it. Choose droid repair tutorial to find out a little about
repairing droids. Then, hit reactivate droid. Then use eight repair parts to
fix the droid. There should be two options, both with four parts. Press A and
you will fix them, costing you the repair part.

The droid will now walk around, so it is time for you to open the door. Open it
while the droid is near the door. You will be asked to engage in the battle,
but press the pause button to continue and not fight. The droid will be at the
door. He will take out his blaster rifle and kill all the sith in that room.
Walk inside the room and loot all the remains. There should be four or five
troops that have items to give you.

After this, open the door to the west. You will see Carth, and you guys won't
exactly have a chance to chat it up. Instead, he will introduce himself and
tell you there is only one escape pod left. Walk up to it, it should be the
second pod when you walk forth. Go up to it and press A. Then choose that you
want to use the escape pod. From here, the escape pod will shoot out and right
after the endar spire will blow. Why does it always have to blow up right
after? ^_^

===============================================================================
                            ---------------------
                                3.2  -  Taris
                            ---------------------
===============================================================================

Main Quests
===========

1. Getting to the Lower City
2. Gadon's Deal
3. Getting to the Under City
4. Zaalbar in the Sewers
5. Black Vulkar Base
6. Back to Gadon
7. Swoop Race
8. Rescue
9. Canderous's Deal
10. Sith Base
11. Davik's Mansion
12. Ebon Hawk

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

1. Rapid Transit System
2. The Duel Ring
3. Pazaak Rules
4. Dia's Bounty
5. Largo's Bounty
6. Selven's Bounty
7. Matrik's Bounty
8. Bendak's Bounty
9. Infected Outcasts
10. Rakghoul Serum
11. Rukil's Apprentice
12. The Promise Land

===================
M a i n   Q u e s t
===================

============================
1. Getting to the Lower City
============================

The next time you see your character he will be on a bed and will be thrashing
about. He will then change to a dream (which might be something else, but no
spoilers here) of a women and a man fighting with lightsabers. Interesting.
Anyways, Carth will come in and ask you a few questions. Tell him about the
"dream," or "vision," and he will tell you that you took a major blow to the
head in the escape pod. He will also tell you that he was conscious, and he
took refuge at this abandoned apartment. Talk to him more, learning more about
yourself along with your mission here on Taris. Walk to the door and apartment
door and open it. The game will automatically put Carth into your party.

Once you are outside you will see three sith soldiers raiding aliens. He kills
one of the men with his blaster, and then realizes that you are behind him. He
then tells his troops to attack. Time to fight. Change who are going to attack
by pressing the right or left triggers. This will lock onto one of the sith
soldiers, instead of the sith leader. This is better because the other alien
will beat down the leader while you take care of the other two soldiers.
Dispatch of the two soldiers, using your jump attack to kill them. The alien
will kill the leader. The alien will then speak to you. Tell him you are glad
to help, and he will respond that he will take care of the bodies.

It is now time to level up. In skills, choose putting all your points in treat
injury. This will only be one point. Next, is feats. Choose to the flurry
technique. This is a great special attack, that will soon override your power
attack special. After you choose flurry, accept the changes. Then, loot the
bodies for some blasters. Now it is time to loot every apartment in this area.
Start going down the apartment circle until you see a low security door. Change
to Carth and use his security ability to open the door. You should see a women
inside the room. Her name is Dia. If you wish to do Dia's quest, look in the
sidequest "Dia's Bounty." Anyways, loot her apartment. There should be a bag by
the entrance of her little room. Open it to find 18 credits, a computer spike,
and a medpac. Take the items, then continue down the apartment circle.

You won't go long before a merchant stops you and talks about his shop. Be
polite, and ask everything you can to him. After this, don't buy anything. His
prices are not the best. Continue going down the apartment circle. You will see
another low security door. Change to Carth and have him open it. There will be
a Twi'lek in the room. Just go past her and to a bag on the ground. Take
everything that is inside of it, which should be 16 credits, a part, and a
medpac. From here, go down to the next door. This will be the entrance to the
upper city. Do not go through the door, instead go past it and to the next
security door.

Open this door with Carth's security skill. There will be a Ithorian in this
room. Loot the bag by the door to find some credits and parts. Follow this
apartment circle more to a little droid room. There will be nothing there, so
continue onto the next room. Again, use Carth's security skill. There will not
be anybody in this room but a footlocker at the oppposite end of the door. Open
it, take everything, and continue onto the next room. The next room will be
your apartment. Go inside there to regain all of your health. To the opposite
end will be a footlocker that has some medpacs and computer spikes. Take them,
then leave again with Carth.

From here, go down to the upper city door that is the most southern door in the
circle. Now, go to the menu and use the triggers to find a map. This map will
have "Return to Hideout" on the bottom. You will also see the X button by it.
This means that if you press X now, you will return to the hideout. Do so, and
you will complete the Rapid Transit System Quest. Then, walk back out to upper
city south. Walk straight over past the water fountain circle. The game will
tell you to speak to Carth. Just choose the nice guy options, and learn more
about Carth.

After this, continue north until you find the equipment shop. You should go
north until you hit a wall with computer screens on it. From here, go right and
you will see a door. Open it and you will be at the equipment shop. Sell your
Prototype Vibroblade, two regular vibroblades, two blaster pistols, one adrenal
stamina, and one of your blaster rifles. You should now have around 300
credits. Buy one Vibrosword, then leave the shop and go back to the main area
where the water fountain circle is.

Walk down the huge walkway due east. You will come up to another water fount
circle. Walk around it to the northeast to come up to two bounty hunters trying
to get money out of a poor old man. They will talk to him, and the bounty
hunters will decide to kill him. Before they do, though, they see you, and see
that you are a witness. You can now talk, and talk you will. Tell them to leave
the man alone, or they will have to deal with you. The bounty hunter's won't
like that, and you will be in a battle. Kill both of the bounty hunters using
your flurry technique. They are pretty weak, and one flurry combo will take
care of them. You will gain light side points by killing them. Then, the old
man will thank you, but still say he owes Davik money and that more Bounty
Hunters will come until he is dead. Say that maybe you can help, and give him
100 credits. He will be very thankful, and run off to pay Davik. You will gain
even more light side points for doing this, and is a bargain for a mere 100
credits. Plus, after you loot both of the bounty hunters, you get your 100
credits back. ^_^

Walk down from where you killed the bounty hunters and you will come up to a
medical facility. Open the door and look for Zelka. Talk to him about the
Rakghoul disease, and ask if there is a cure. Then say that maybe you could a
serum from one of the sith guards. Then tell him that you will get the serum.
Start to leave the medical facility and one of the people in there will stop
you. He will tell you that Davik wants his hands on the serum, also. Just tell
him that you want to give it to Zelka, so he could help more people. Then you
will be on your merry way.

Walk north of the medical center to upper city north entrance. Go through and
you will be at an almost same place, but with different shops and whatnot. Walk
directly north to a standard door. Open it and go inside the apartments. Go up
the apartment circle, looting the first two apartments for item. Walk up more
and you will see a sith by the door. The sith will tell you to move along, but
when do you ever listen to the sith? You will see another sith inside the
apartment interrogating a alien. He will ask about sith uniforms, and the alien
will say he doesn't know what he is talking about. Ask what is going on there,
and the sith soldier will *again* tell you to move along. Just continue the
conversation, being subtle, telling the sith soldier that maybe the alien does
not know anything. The sith will start to get mad, and tell you to stay out of
it if you know what is good for you. Say that you won't let them kill a
defenseless prisoner. You will then start a fight, where you will have to kill
three sith. No worries, dispatch of them. Then the alien will tell you that he
really did steal the uniforms, and he also gave them to Gadon. Well, isn't that
something?

Just ask about Gadon and he will tell you that he is undercity. From there,
leave him be and he will run out of the apartment. Loot the bodies for a sith
uniform amongst other things. You will also see a locker, which is another
thing you should loot. Continue your looting spree until you come to a
apartment with Largo in it. Talk to him, and he will tell you about his bounty.
Do not kill him, instead tell him that you are not going to hurt him. Then give
him 200 credits, and you will gain lightside points.

Walk back outside to Upper City North. Then, walk west on the walkway over to
the end. Go north and you will be at an elevator. This elevator will bring you
down to the lower city. Walk up to the elevator and the sith guard will stop
you, stating that you have to be a sith to go down the elevator. Pause the game
and go to your equipement screen. Change your body armor to the sith armor. The
guard will now let you pass.

Once you get down the elevator change back to your regular combat suit, and
give Carth the armor for the time being. Walk out to the walkway and you will
see a gang fight. The Vulkar's verse the Bek. The Vulkar's will take care of
the three Bek's easily. They will then see you and start attacking. Kill all
three of them, they should not be that tough. Use your flurry like you are
addicted to it. After, loot all there bodies. Change Carth's uniform back to
clothing. Then walk down the walkway due west.

Go inside the Cantina, it will be the first door to your left. Once inside you
will see a powerful display of Calo Nord. Walk around the Cantina to see
Mission Vao talking bad to some aliens. The conversation ends when she gets her
wookie friends over to the aliens. They then leave. Talk to her to learn a
little about her, then they will leave. Go outside the cantina again, and walk
north to the Bek base.

===============
2. Gadon's Deal
===============

Talk to the guard. Tell her that you need Gadon's help. Then tell her that you
could be an ally against there enemies. She will then let you in. Go inside,
and open the standard door. Then walk north to a desk with a man behind it.
This man is Gadon. When you walk near him his body guard will stop you, but
Gadon will fend her off. Talk to Gadon about the escape pods, and continue the
conversation. He tells you about Bastila, but stay calm. Ask him what happened
to her. Continue this pretty long conversation, learning about how Bastila is a
prize in the Swoop Race.

Ask for his help, and he will tell you to find Mission Vao. She is in the Under
City, and can get into the Black Vulkar base. Tell him you have a sith uniform
to disguise yourself, and he will tell you that the guard by the Under City
elevator means business, and you will have to get papers. Luckily, Gadon has
them. Trade your Sith uniform for the papers. Then you are done here, next stop
is the elevator.

============================
3. Getting to the Under City
============================

Walk down the walkway, killing the Vulkar's as you go along. They should be a
little threat at first, but that will change. Just remember to loot them after
you kill them. On the way you will see one of Davik's agents get money from one
of the Vulkar's. You will then see Canderous come in and Vulkar's will give the
money right up. Canderous is powerful, and he will be your ally later in the
game. Once you get to the end you will see a sith guard. Talk the guard and
tell him you have your papers. He will then let you use the elevator.

Once you are down the elevator two outcasts will tell you that you have to pay
5 credits to use the elevator. Give them 20 credits, and you will get a light
side bonus. They will run off, and another outcast will run up to you. She is a
woman, and is very kind. Just continue the conversation, trying to be nice to
her. Talk about the promise land and everything else. Walk over to the north
and Igear will stop you. He will ask if you want to buy something. Be nice to
him and ask him about his store and whatnot. Then go over to the north east
part of the village, where there will be a gate.

A woman and a man will be arguing. The Rakghouls would come in and kill
everyone, the gatekeeper says. The woman will then ask you for help. Do so by
having the gatekeeper open the gate long enough for you to come out. From
here, fight off the Rakghouls. You won't gain any light side points for doing
this, but it is the right thing to do and it will boost your prestige among the
gatekeeper.

Walk around the little village and talk to people. Namely, talk to Gendar and
Rukil. They will both be very kind. Gendar will tell you about mission, and how
they wander the sewers. He will also tell you to go through the gate to get to
the sewers. Rukil will talk about the promise land, and how is apprentice is
lost. Tell him you will find his apprentice. Then walk back over to the gate.
Igear will stop you, and tell you if you give him the journals that he will
reward you. It is not worth giving the journals to Igear, and you get dark side
points if you do give the journals to Igear. So, just don't, m'kay?

Once you are at the gate, open it and go out. After walking a couple steps
mission will come running over to you, stating that "they took him." Find out
Mission's situation, and she will agree to help you get into the Vulkar base in
exchange for you getting Zaalbar. Equip Mission with a blaster rifle, and you
will be set. From here, go north east and wrap around the village walls. You
will see Canderous with his men, again. Ask who he is, and one of his men will
say he is Canderous. The conversation will go on until an unwelcome group of
Rakghouls decides to join in.

Help the soldiers kill the Rakghouls. Once all the Rakghouls are gone Canderous
and his men will walk off. From here, you should now be at a new level. So, go
the the level up menu. From here, give a point to strength. In feats, go to
Toughness and get the second level of it. Then, fight off all of the Rakghouls
to the northwest of you. There will be a lot of them, but they are good for
leveling up and practice. Walk over to the light in the northwest. Kill the
Rakghouls there (if you already haven't). By the light pole is a outcast body.
Take the items in it. Namely is the promise land journal! This is what the old
man was looking for.

Go back inside the village and over to Rukil. Tell him about the apprentice,
and he will tell you that you now have to continue the promise land quest. This
is a quest, obviously. Go south to the a cage and women. She will tell you that
the outcasts keep people that are infecte by the disease in this cage. Ask for
healing, then go north to Igear. On the way to Igear, talk to Carth more. He
will talk about how you were a last minute pick to be on the Endar Spire, and
that you just happen to be one of the survivors. Don't get mad about his
suspitions, just answer them calmly. Then, go over to Igear. Igear will tell
you that he will buy the journals off of you. Don't listen to him, because if
you do give him the journals, you will gain dark side points and only gain 100
credits.

From here, go outside the gateway. Go east of the gateway to some sith. They
will tell you that it is a restricted area. Tell them you have there papers,
and he will tell you about a patrol that they lost contact with. He will say
that they were in the south area. Could this be a hint? Could those dead sith
have a Rakghoul serum? You bet! What I want you to do now, though, it walk this
area and kill EVERY Rakghoul. Why? You get good experience for it. Mission and
Carth should level up. Just press the recommend button for them, as the only
person you care about is yourself. I am so self-centered sometimes... ^_^

You will find a lot of things around this area. Namely, there are a lot of dead
bodies. If you go to the southeast corner by the sewer entrance that is locked,
there will be a sith soldier that is dead. You will find the serum in his body.
Now, go back over to the undercity town. Mission and Carth will start talking,
and soon the talking will turn into arguing. Just tell them to settle down and
do not take sides in the matter. Go back over to the cage where the healer is.
You now need to use the serum on the people that are infected.

Go inside the cage, ignoring the healer. Once inside, a couple of the people
will turn into Rakghouls. Kill them. Then go over to the two remaining infected
people. Talk to them and give the serum to them. They will be healed! You get
light side points! And, better yet, you have enough left for the medical doctor
to make the serum for every person who gets the disease!

Have the healer heal your disease, then walk back over to the gate. Talk to
Mission, and ask about her life and whatnot. Be kind and sensitive. Now, go
outside the gate position yourself so you are directly northwest. You will come
up to the sewer entrance, go inside.

========================
4. Zaalbar in the Sewers
========================

Walk down the railing a little ways and, sure enough, there will be a mine
planted right in the middle of the path. Switch to Mission, and have her
disable the mine. This will happen a lot, so get used to it. Switch back to
your main character, and open the door. There will be five Rakghouls that want
to mingle with you. Kill them, using your flurry attack. Then, look around for
a skeleton body. Get the credits, and use the door by the body. This should
bring you to a room that goes southwest. Walk down this room and the path will
change north.

Once it does, you will see a Gamorrean Patrol. Kill it using flurry. Then, open
the door to the right. There should be a couple Gamorrean's in this room. Kill
all of them. They might be a little tough, so heal when neccesary. If you die
when you fight them, go down the path where you killed the Gamorrean and open
the door. This will bring you to a centered area with a lot of enemies. Kill
all of them. Keep going to different places until you level up. When you do
level up, hit the recommend button for skills. When you get to feats, go down
to improved furry and add it. Then go back into the room with the Gamorrean's
again, and show them who is boss.

Go over to the doors. At one of them, Mission will tell you that it is a old
lock, and she knows how to open it. Once she opens it, Zaalbar will be inside
the locked door. They will talk, and then you will introduce yourself. Just
talk about the lifedebt kindly, and tell him that you honored to accept the
vow. Continue the conversation, learning about how there is a rancor guarding
the Black Vulkar base. Don't worry, though, I got a way that can get you passed
him easy.

Add Zaalbar to your party and take Carth out. Then, equip him with a Blaster
Rifle. From here, walk back to the entrance of the sewers, to the first middle
room. You most likely do not know what I am talking about so here are the
directions. Go out of the center room where Zaalbar was back to the long
walkway. Then go north up the walkway. It will turn northeast and you will be
at another room. This is the room you started at!

Take the only door you have not explored yet. This door will be at the
southeast of the room. Open it and you will see a mine. Switch to Mission and
have her disable it. Then go over to the force field's controls. They will be
right ahead of the mine. Mission will then tell you that she has the codes for
the force field. She will turn off the force field. Now, go through the door
that the force field was blocking. This will bring you to the upper sewers.

Now, open the door to the circle room. There will be a lot of enemies.
Specifically, four Rakghouls and two Gamorrean's. The Rakghouls will be
fighting the Gamorrean's. Just ignore this, and kill everything in the room.
Then, take the northeast door. Go down the walkway and kill the Gamorreans.
Open the door at the end to find yourself at another circle room. Kill the
robot in this room. Pass the mine along the way. Keep hacking at it with flurry
until it is done for.

Now, take the door to the southeast. Switch to Mission and disable the mine.
Then follow the walkway down to the end. You will lock onto a severed arm on
the ground next to the door. Get the synthesized odor in it. Then, open the
door and run over to the dead bodies on the ground. Lock onto one and take the
items. Then, lock onto it again and look to see what is in it. There won't be
anything. Press X and you will choose from your items. Go down to the
synthesized odor you just picked up. Put that and a frag grenade in the body.
Remember to put the frag grenade in first, as when you put the synthesized odor
in, it will go the cut-scene automatically. Alternatively, you can just throw
your grenades at the beast until it dies.

After it is gone, go through the door at the end of the room that Rancor was
guarding. Kill them both using flurry. Then, open the door to the elevator and
use it. You will now be inside the Vulkar base.

====================
5. Black Vulkar Base
====================

This is where the fun begins! Walk over to the door and open it. Kill the
patrolling robot. You will now be able to level up Zaalbar and Mission. I
advise you do. Just mash the recommend button for them. After this, explore the
the two doors to the north. They will have items in both of them. One of them
will have a mine, but Mission can take of that. After raiding both of the north
rooms, go through the middle room facing south. There will be two patrolling
droids and one Black Vulkar in this room. Take care of them, and take the
standard door to your right. Inside there will be a patrolling guard. Take him
out, and take the items in the footlocker beside him. Then go into the little
room to the north to find the Black Vulkar's chef. Make mice meat out of him,
then go back into the room you were just in. You will see a person. Talk to her
to find out that she is a prisoner. Be kind to her and find out information
abotu Bastila and the swoop engine. Then, let her leave. You will gain light
side points for doing this.

Go through the door she went through, and take out the two guards. Then go west
to a huge room. Take out the Vulkar to the south, then go around the little
room in the center. There will be two droids there with guns. Kill both of
them. Change to Mission and have her use her lock picking skill to pick the
door they were guarding. Inside will be some good equipement. Equip yourself
with the military suit, and give mission the heavy combat suit.

Now, go back out of this little room and head east. You will see a security
door soon enough. Open it, and hit the Black Vulkar in there a couple times. He
will surrender. Ask him who he is and he will tell you that he is part of the
Black Vulkar gang but he hates Brejik. Tell him you will let him live, and he
will run off. Go over to the desk he was at. Beside the desk is a locker. Open
it to get some grenades and a medpack. Now, go back outside and open the door
by the one you just were in. You will have to kill 5 or 6 Vulkars in this room.
They are not that tough, so just hack away with flurry. After they are all
dead, loot all of there bodies. One of them will have a very handy passcard.
Take it, and backtrack all the way back to the kitchen.

Now, your main character should be at a level up. In skills, press the
recommend button to add one point to treat injury. In feats, add two-handed
weapons level one. The two handed weapon feats are great investments, as when
you get your lightsaber, you can use two with a small penalty. Now, from the
kitchen, go out east and follow the hallway until you hit a security panel. A
door will be next to it. Press A at the security panel to log on. From here,
insert the passcard. The turrets will automatically log off. Don't know about
the turrets? Open the door by the security panel to see three turrets lined up
against the wall. You would of been toast if you didn't turn them off. Take the
elevator to the right.

You will now be on the second floor. Walk west past the swoop racers, and you
will engage with a sercurity droid. Run up to it, dodging his blaster, and hack
away with flurry. Then, walk past the loading deck and go down the stairs to
the west. Kill the two enemies that are at the hallway near the stairs. Then,
walk west back up the stairs and take care of the garage head and the two
Vulkars. Then, walk back over to the stairs and walk down the hallway. Switch
to Mission and have her disable the two mines. Take care of the Vulkar
welcoming party, then go east until you hit a door to your left. Open it and
take care of the two Vulkar guards. Try to open the door at the end of the room
and you will find out that it is locked. This means that you will either have
to find a passcard, or you will have to find a computer terminal. Go back up
the hallway and stairs to the swoop racer room.

From there, take the most southeastern hallway. This will bring you to two
standard doors. Take the first one, and kill both of the Vulkar's. Get the
items out of the footlocker then open the door to the north wall. This will
bring you to an empty room. There will be a desk in front of you and a computer
terminal to your right. Get the items out of the desk. Then, go over to the
computer terminal. You will see a barrel next to the computer. Take the items
in that, also. Then, log onto the computer.

Now, slice into the computer using two computer spikes. Then go to commands and
 three options will come up. The first one should say "Open all security doors.
(3 spikes)" Choose that option, using three spikes. Then, log off the computer
terminal. From here, go all the back over to that locked door. You will need to
go to the main room. Then, walk down the hallway in the south part of this
room. Take a left at the fork, then another left inside a room. At the end of
this room will be the locked door you tried to open before. Heal yourself if
you need healing; you are in for one heck of a fight. After you got everything
you need ready, open the door.

There will be a lot of Brejik's men in this room. They will start the
conversation. You will continue is sanely, not starting a fight. After a while,
Brejik's men will ask you to join the Black Vulkar's and kill Gadon. Refuse, as
it is dark side points. They will get frusterated and attack you. This will be
one hell of a battle. Take out the bodyguard first. Then take out the green
alien that you talked with. He will be the toughest, hence he is hard to hit.
After you take care of those two, the rest of them should be a piece of cake.

Once you are finished with them, loot the body of the bodyguard and the green
alien to get some good stuff. Then go over to the mine at the other side of the
room. Change to Mission and have her disable it. Passed the mine is the
prototype accelerator; your ticket to victory.

================
6. Back to Gadon
================

Now that you have the prototype, backtrack all the way to the elevator you came
up from. If you forgot where that was, look on your map. Once you are at the
first floor, go all the way to the huge room with the armory. If you go
directly around the armory and look south you will see a hallway. Go over to it
to find the exit from the Black Vulkar base. Take it back to the lower city.

Now that you are back to the lower city, it would only be fitting that you get
attacked by the Vulkar guards. Kill both of them, and the three other Vulkar's
that decide to play. Now that you are back to the Lower City, run on over to
the Hidden Bek's base. You will fight more Vulkar's along the way, but don't
worry; they cannot match your strength anymore. Once you get to the Hidden
Bek's door, walk on in.

Go over to Gadon and tell him the good news. He will then say he will let you
use the prototype. Of course, somebody cannot be that nice unconditionally.
Gadon will say that, with the prototype in the racer, it might blow up. Don't
worry, though, it won't. Or at least, I hope not. Anyways, Gadon will let you
spend the night at the base. When mourning arrives, one of Gadon's men will
bring you over to the swoop track.

=============
7. Swoop Race
=============

An Ithorian will talk to you about the swoop bike. Just continue the
conversation to learn that the bike will most likely not explode. Also, learn
all the basics of swoop racing from him. When you are ready to go, walk over to
the desk in the front. Tell the alien that you want to race one of your heats.
He will then let you.

The next screen will be of a swoop bike. This is you. There will then be three
lights, red, yellow, and green on the top of the screen. When the green light
lights up, hold A to accelerate. Now, I *would* tell you try your best here.
However, if you do good you will have to top your own time again. Therefore,
just stay in the first gear and try to hit all the accelerator pads. Do not
beat the 36 second time. Doing bad is good, so for your second heat you will
not have to beat your first time.

After the first heat, go on over to the alien again. Ask him to race on your
heats. When the light turns green, go! Try to hit as many pads as you can.
Switch gears when, on the bottom of the screen, it says so. With no luck at
all, you should be able to beat the small time of 36 seconds. Just remember to
hit the pads, and don't hit any items other then that in your path. Once you
are finished, you will go back to the Ithorian and he will tell you that no one
will beat that time. Now all you have to do is wait to claim your prize!

=========
8. Rescue
=========

You will be at the winner's circle, where Brejik will come up to you. You will
be awaiting your prize. When you hear Brejik tells you that you "cheated," you
better tell him he is a liar! Then, Bastila will open her cage and kill the
guard! She will take the sword that that guard had, now ready to fight! Brejik
will tell his guards to kill you and Bastila, but you both know that is better
said then done. Take out the guards by Bastila's cage, first. Then go over and
hack on Brejik with flurry. It won't be long before he keels over in agony and
dies. After the onslaught, search Brejik and his guard's bodies for items and
such. Then go over and talk to Bastila. She will tell you that you cannot take
her as a prize. She will then figure out that you were somebody from the
republic fleet. Try to be modest when you talk to her, not saying that you full
out saved her. Then, tell her about Carth and she will start to act better. The
next scene will be of Bastila and Revan fighting. Bastila will yell out an oh
so boring "You cannot win, Revan!" I just had to say that, because if the actor
could of put a LITTLE more emotion into it, I might of gotten into the moment.
Well, in the following scene you will be in an apartment, where Bastila starts
to berate you and Carth. Just tell her the truth, and be modest about it. Carth
will do all the debating for both of you, and he is right. Bastila will then
ask if something is troubling you. Tell her about the vision you had. She will
say you are force sensitive and whatnot. Just be modest and tell her everything
you can, m'kay? Now, leave the apartment, and take Carth and Bastila with you.

===================
9. Canderous's Deal
===================

Once outside, an alien look-a-like of Padon will come running over to you. He
will ask if you were the one who won the swoop race. Say yes, and he will tell
you that someone named Canderous wants to meet. He will be in the Upper City
Cantina; your next stop. Now, pause the game and go to the character level up
menu. Switch to Carth and mash the recommend level up. Bastila is a different
story, however. She is a jedi, and will be used throughout the game. Therefore,
you will have to level her arse up properly. For now, however, just hit the
recommend button for all of her skills, feats, powers, and whatnot. Once that
is done, go to the equip menu for Bastila and equip her lightsaber. Then equip
her the cardio-regulator belt. After this, go to your main character menu, and
equip Brejik's belt, arm band, and gloves.

After all this is done, go over to the Cantina. Along the way you will have
numerous conversations, one between Carth, and one between Carth and Bastila.
Just try to keep the peace, m'kay? If you do not know where the Cantina is,
walk straight out from your apartments. Pass the equipement place and go up tot
he doors a little ways further. You will now be there. Once inside, go past the
long table and into the center room. There, you will meet Canderous, the tough
mandolorian. Continue the conversation to learn that he wants you to get the
suith quarin-blah codes. The deal is, you get him those codes and he will get
you a ship to get off this rock. He will tell you to go to the droid shop to
get a droid. After the conversation with him, it is time to break into a highly
lucrative base.

Before you go to the droid shop, you will two thousand credits to buy the damn
droid. Talk about a lot! I advise you do some of the quests. Dueling pays good,
as does bounty's. And remember to take back that serum. Once you have 2000 big
ones, go over to Janice's droid shop. On the way there Carth and Bastila will
have a conversation about her escape pod crash. Just be polite to Bastila and
all war won't break out. Also, there will be a conversation between you and
Bastila. She will tell you about everything you have done on Taris. Just be
modest and tell her that you had a lot of help. She will then tell you that a
Jedi could of done what you did, but only drawing heavely upon the force.
Continue the conversation, learning that you are to old to become a jedi. Soon
enough, she will tell you that the counsel will decide if you are old enough,
and that you should get back to your mission. Continue on to the droid shop.
One there, Tell Janice about Davik's droid and she will offer you 2000 credits
for it. Persuade for 1500 credits and she might agree. If not, agree anyways
and switch T3-M4 in for Carth. Equip the droid with blasters and whatnot. Then,
go over to the elevator that you used to get to the Lower City. If you go on
passed the elevator you will hit a door. This is where the sith base is. This
door wil be locked. Switch to T3-M4 and he will open it for you. Remember to
level up T3 if you haven't already. Then walk inside the Sith base.

=============
10. Sith Base
=============

You will be at the main office where the secretary will tell you what you are
doing here. Bribe her 50 credits and she will keep her mouth shut. Then, go
through the door behind her. Walk down the hallway, ignoring the first door to
your left. For the second door to your right, open it and destroy the two
droids. Then, disable the mine that is in the way to the computer panel. After
this, switch to T3-M4 and have him log onto the computer. Go to camera and then
to the elevator camera. Have T3-M4 use 10 computer spikes to: disable the
assault droids shield and open the elevator. Now that that is over with, go
back to the hallway and open the door at the end. You will find two droids
ready to fire at you. Deactivate them both permanently by slicing away with
flurry.

Once that is done, look right to see yellow tubes. This is a torture tube, and
one of the alien's you helped out is in it. He will beg that you help him, so
do so. The panels behind you all need to be to red "off." This is very simple
to do and does not need explanation. Well, if you really must know then I will
tell you. The middle panel, the one that is in the middle, needs to be turned
to red. This will put the two on each side yes or "on." From here, go to the
ends of the each of the panels and turn them off. This will turn all of them to
red and the alien will be free. You will gain lightside points for doing this,
also.

After you do that, take the door to the east. Open it, destroy the droid, and
walk down the hallway until you come up to a door to your right. Open it and
destroy the two droids. You should now be leveled up! Do recommend for
everything except feats. In feats, choose the second level for two-handed
weapons. Then, walk back out to the hallway and go south to the door. Heal if
you need to, you will have to fight that huge droid. Open the door to find the
droid in the center of the room. Go up to it and use special attack on it. This
will inflicted about 15 points of damage. Keep doing this until it is history.
Bastila should take care of the turrets. If she doesn't, after you are done
with the big droid take the two turrets out. Now that this is over with, take
the elevator to the second floor.

At the door, get ready for a big battle! Have Bastila use cure do heal you and
her. Then, open the door to see the sith governer. He will start by saying that
you interrupted him, then he will say that you are a force adept. Tell him to
turn away from the dark side but he won't listen. Instead, he will say that he
will get a lightsaber for killing you. The battle with him might prove to be
tough. Run up to him and hack away with flurry and special attack. He might
stun you, at that point you cannot attack. Just hope that he doesn't do that.
When you get low on health, heal yourself. Also, he heals himself when he low
on health. So, if he is low, try to finish him off quickly.

After the battle, check his remains for the Taris launch codes amongster other
things. Take all of that, then loot the two strong boxes at opposite ends of
the room. After you get the codes, leave the sith base and go over to the Lower
City elevator. From here, talk to the guard and tell him you have your
authorization papers. He will let you through. From here, walk over to the
Lower City Cantina. Go insider to meet up with Canderous.

Canderous will tell you that he knows it was you who got the codes and that you
two can work together. Canderous can get you into Davik's estate, where his
proud smuggling ship the Ebon Hawk is. Before you say that you two are going to
join, make sure you have done all the sidequests you want. Then, say you want
to join and there will be a little more conversation. Namely, near the end
Bastila object's the plan, and Canderous says "why Davik is checking you out."
Now, he was saying that to you, but it seemed like he was saying it to Bastila
(^_^). Canderous will join the party along with Bastila.

A cutscene will occur where Malak's ship will fly over Taris. Malak will then
talk to a admiral, and Malak will tell him to destroy the entire planet. Wow,
looks like you are going to have to leave faster then you thought...

===================
11. Davik's Mansion
===================

Conversation will occur with Davik and Calo. Just tell Davik that you
interested in joining Davik's exchange. Then Davik will give you a tour of the
whole estate. Of course, you will just skip to the Ebon Hawk, where Davik
reveals some information about it. Then the next place you will be at is the
guest area, where Davik gives you a nice goodbye (^_^).

Now that you are in and have control of your character, walk out of your room
and turn right to the standard door. Open it to be in the main area. From here,
walk to the northwest corner of the room to see a door. Open it and kill the
bounty hunter that is walking around in the hallway. Check his remains, then
walk down the hallway north until you hit a standard door. Open it and destroy
both of the security droids in that room, they should not be that hard. The
only bad part is there flamethrowers. After they are done for, there will be a
torture tube at at the northeast corner of the room. At the northwest corner
will be a cage release control panel. Press A at it to release the torture cage
so the guy in there can get out. Be kind to him and tell him that you will not
kill him. In return for you being kind, he will give you the security codes for
the Ebon Hawk's security door so you can get into its hanger.

After you have acquired those, go back to the main center room. From here, take
the door on the south wall. Go down the long hallway to another door. Open this
and kill the three guards in this room. After they are done for, go over to the
security panel at the north end of the room. Log on using the acces card you
found, and go to commands. Then, go down to disable hangar security. This will
disable the security and you will be able to get to the Ebon Hawk!

Log out and open the standard door in the south part of the room. Once this
door is open, turn left to the hangar bay door. Before you proceed, make sure
you have full health. Then, open the door to the hangar. There will then be a
scene where Davik and Calo are walk around the hangar, and have a conversation
with you. Davik will then tell Calo to take care of them. You will now be
engaged in a battle. Lock onto Davik and run up to him. Then, hack away with
flurry and special attack. That might miss and if it does, use your regular
attacks on him. Heal when you need to. After Davik is done for the Calo will
whip out a thermo detonator and say that he is bringing you all with him. At
that moment, part of the hangar will fall on Calo. If you are lucky, you will
be able to get to Davik's remains to get his equipement. Then, go over to the
Ebon Hawk and board it!

=============
12. Ebon Hawk
=============

The next couple of scenes will show Taris get blown up to bits. Then, the Ebon
Hawk will fly off and dodge Malak's fire. Six fighters will come out and start
to attack the Ebon Hawk. Bastila will tell you to man the gun turrets. You will
then run over to them. The next scene will be of the fighters coming out. Then,
they will fly over the ship. Don't let them just fly over the ship shooting you
the first time, fire at them. I atleast destroy three fighters while doing
this. The other remaining fighters always come back firing at you after a
while. Shoot them why they are doing this for a easy win. Then, you will be on
the Ebon Hawk and will have ploted a course for Dantooine. Bastila will say
that even the sith would think twice before destroying Tatooine like they did
Taris. Carth will object. I would go with Bastila on this one. Then, Bastila
will say that she needs to learn about "recent developments." This means you,
bub!

=====================
S i d e   Q u e s t s
=====================

=======================
1. Rapid Transit System
=======================

Once you are outside you will see three sith soldiers raiding aliens. He kills
one of the men with his blaster, and then realizes that you are behind him. He
then tells his troops to attack. Time to fight. Change who are going to attack
by pressing the right or left triggers. This will lock onto one of the sith
soldiers, instead of the sith leader. This is better because the other alien
will beat down the leader while you take care of the other two soldiers.
Dispatch of the two soldiers, using your jump attack to kill them. The alien
will kill the leader. The alien will then speak to you. Tell him you are glad
to help, and he will respond that he will take care of the bodies.

It is now time to level up. In skills, choose putting all your points in treat
injury. This will only be one point. Next, is feats. Choose to the flurry
technique. This is a great special attack, that will soon override your power
attack special. After you choose flurry, accept the changes. Then, loot the
bodies for some blasters. Now it is time to loot every apartment in this area.
Start going down the apartment circle until you see a low security door. Change
to Carth and use his security ability to open the door. You should see a women
inside the room. Her name is Dia. If you wish to do Dia's quest, look in the
sidequest "Dia's Bounty." Anyways, loot her apartment. There should be a bag by
the entrance of her little room. Open it to find 18 credits, a computer spike,
and a medpac. Take the items, then continue down the apartment circle.

You won't go long before a merchant stops you and talks about his shop. Be
polite, and ask everything you can to him. After this, don't buy anything. His
prices are not the best. Continue going down the apartment circle. You will see
another low security door. Change to Carth and have him open it. There will be
a Twi'lek in the room. Just go past her and to a bag on the ground. Take
everything that is inside of it, which should be 16 credits, a part, and a
medpac. From here, go down to the next door. This will be the entrance to the
upper city. Do not go through the door, instead go past it and to the next
security door.

Open this door with Carth's security skill. There will be a Ithorian in this
room. Loot the bag by the door to find some credits and parts. Follow this
apartment circle more to a little droid room. There will be nothing there, so
continue onto the next room. Again, use Carth's security skill. There will not
be anybody in this room but a footlocker at the oppposite end of the door. Open
it, take everything, and continue onto the next room. The next room will be
your apartment. Go inside there to regain all of your health. To the opposite
end will be a footlocker that has some medpacs and computer spikes. Take them,
then leave again with Carth.

From here, go down to the upper city door that is the most southern door in the
circle. Now, go to the menu and use the triggers to find a map. This map will
have "Return to Hideout" on the bottom. You will also see the X button by it.
This means that if you press X now, you will return to the hideout. Do so, and
you will complete the Rapid Transit System Quest.

================
2. The Duel Ring
================

Time for some fun! The duel ring is a place where two combatants duel it out.
What would the prize be? Money, of course! Talk to Ajuur in the Upper City
Cantina about dueling. He will hook you up with the first fight. Your name will
be... well, Ajuur thinks of a weird one that you have to choose. Once you are
ready, tell him you want to duel. Ajuur will then place you against Dead-eye
Duncan.

Dead-eye Duncan
---------------

Dead-eye gets his name because he acts worse then a blind man in the ring! Run
up to Duncan, dodging his blaster shots. When you get up close and personal to
him, mash away with improved flurry. This is an extra easy way to win against
Duncan. Only one flurry shot will bring him down! Boy was this a short fight.
When I did my flurry, 10 points of damage inflicted on him did it. After you
are done with the battle, go over to Ajuur to get 100 credits, chump change!

Gerlon Two-Fingers
------------------

He gets his name because of a critical accident in the ring, where he lost his
fingers! But he is still here, and he won't leave the duel ring until he loses
his hands! Gerlon is another easy one. Run up to him, avoid his blaster shots.
Once up to him, hack away with improved flurry like you did Duncan. After
inflicting 30 points on Gerlon, he will be done for. Go over to Ajuur again to
get 200 credits.

Ice
---

She gets her name because her blood is stone cold! She is tough, she is fierce,
and she comes to kill. Ice is no pushover, but, then again, she isn't really
tough at the proper level. Start off by running up to her and hacking away with
flurry. This is the usual choice for almost every fight because of it's power.
She will actually survive a couple hits of flurry, so mix it up with your jump
attack if you like. Fifty points of damage will leave cooling off on the
ground. Ajuur will give you 300 credits for this one.

Marl
----

Marl is a nice guy, but he is getting pretty old at this. You will have to show
him that the newer generation will prevail! Start off by running over to him,
dodgin his blaster shots. Then, hack away with improved flurry like your
previous three fights. Marl will go down after 80 points of damage. Ajuur will
push over 400 credits for this victory.

Twitch
------

"Shoot first! Shoot last! Party with me, we'll have a blast!" This is always
Twitch's motto, and he just very well might be crazy. Twitch is the champion in
Taris, and you have to dethrone him. Twitch is a fast freak, and you will
actually have to do different strings of attacks to kill him. If you just mash
away with improved flurry, you will miss. Therefore, do a regular attack and
then flurry. Then repeat the proccess until 100 points of damage is taken away
from him. Then he will fall to the ground, making you the victor. Run on over
to Ajuur and get your 500 credits. Now all you have to face is Bendak
Starkiller, but he left the ring ages ago.

===============
3. Pazaak Rules
===============

Talk to the old Pazaak player in the Upper City Cantina. One of the other
players will forward him to you, saying that he wants to sell his deck. Talk to
him, and he will sell his deck for some credits. After the sale, ask him to
teach you Pazaak. Learn the ways of this money-making game and this quest will
be completed.

===============
4. Dia's Bounty
===============

Talk to Dia in the upper city apartments. She will tell you that she slashed
Holdan with her Vibroblade, and now he has a bounty on her. Light side points
will be gained if you tell her that you will try to take care of it. By take
care of it, I mean go over to Holdan and bribe him 200 credits. That's right,
go over to Holdan in the Upper City Cantina. He will tell you that he will not
take the bounty off of her unless you slip him some dough. Two hundreds will do
good. Then go over to Zax to get your 300 credits back for completing the
bounty. So you have a net-gain of 100 credits, not bad for gaining light side
points.

=================
5. Largo's Bounty
=================

Largo is located in the Upper City apartments. You will have to pick a door to
get to him. Once inside, tell him that you will not kill him, and instead help
him. He will say that there is no way to help him unless you have 200 extra
credits you can give away. Give the credits to him, and he will go over to
Davik to pay him back. You will gain light side points for this. Better yet, go
to Zax and lie about Largo's bounty and you will get 300 credits. You won't
gain dark side points by doing this, and you will have a net-gain of 100
credits

==================
6. Selven's Bounty
==================

Selven killed many people in her days, so it is right for you to kill her. She
is located in the Lower City apartments. You will have to pick a door to get to
her. Once you do, she will ask you to leave or you will have a sword through
your head. Tell her you will not leave, and you two will fight. She is rather
easy, just hack away with flurry. Get the remains in her body and report back
to Zax. He will give you 300 credits for you deed.

==================
7. Matrik's Bounty
==================

Matrik is located at the Lower City apartments. Pick the door and talk to him
to learn how he has a bounty on his head for no good reason. Tell him that you
will help him by stagin his death. He will have you go back to the equipement
shop in Upper City to get a Permacrete detonator. Go back up to the shop and
get it for a mere 50 gold. Then go back down to Matrik and he will get
everything ready. He will set everything and both of you will run out. The
bombs will then explode and his death will be stages. From here, he will thank
you and run off. Now it is time to go back to Zax and claim the bounty. Lie to
him to get it. You will gain light side points for doing this. You will also
get 250 credits.

==================
8. Bendak's Bounty
==================

There is no way to get Bendak's Bounty unless you want to gain dark side
points.

====================
9. Infected Outcasts
====================

You will find a lot of things around this area. Namely, there are a lot of dead
bodies. If you go to the southeast corner by the sewer entrance that is locked,
there will be a sith soldier that is dead. You will find the serum in his body.
Now, go back over to the undercity town. Mission and Carth will start talking,
and soon the talking will turn into arguing. Just tell them to settle down and
do not take sides in the matter. Go back over to the cage where the healer is.
You now need to use the serum on the people that are infected.

Go inside the cage, ignoring the healer. Once inside, a couple of the people
will turn into Rakghouls. Kill them. Then go over to the two remaining infected
people. Talk to them and give the serum to them. They will be healed! And
better yet, you have enough left for the medical doctor to make the serum for
every person who gets the disease!

==================
10. Rakghoul Serum
==================

After you get the serum from the above quest, go over to the medical place and
talk to Zelka. Give him the serum and he will say that it is enough to make it
a full-fledged antidote. This means that anyone that gets the Rakghoul disease
can now be cured for a mere 50 credits! Refuse the reward Zelka gives you to
gain light side points.

======================
11. Rukil's Apprentice
======================

Rukil is the oldest man in the Undercity, and he wants you to find his
apprentice, Mayla. She will have a promise land journal. So, walk out of the
gate and go northwest. At the wall in the northwest area will be some
Rakghouls, kill them. Look in the outcast body near the pack of rakghouls to
find the promise land journal. The weird part is that if she died by the
Rakghouls she would of turned into one. Isn't that weird. Anyways, go back to
Rukil and tell him the bad news. He will then bring you to another quest for
the other two promise land journals. See below for that quest.

====================
12. The Promise Land
====================

Now Rukil wants you to find two more promise land journals. Both Journals are
in the sewers. The first is in the room across from where Zaalbar was held.
From the entrance, take the southwest path. The first door to your left should
have a pack of Rakghouls in it. Kill all of them, and explore the outcast body
to find one of the journals. For the second journal, from the entrance, take
the southeast path down to a circle room. Kill all the enemies and open the
door to the room to the east. Once here, there will be two rooms. One has a
some Gamorrean's and the other has some Rakghouls. Go inside the Rakghoul one,
disable the mine, and kill the Rakghouls. Then look in the other body to find
another journal. Now that you have done all of this, go back to Rukil. Hand
over the journals and he will say he now knows where the promise land is! The
whole Undercity will leave for it tonight. You will gain lightside points for
this, but no credits. -_-

===============================================================================
                          -------------------------
                              3.3  -  Dantooine
                          -------------------------
===============================================================================

===========
Main Quests
===========

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

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

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

===================
M a i n   Q u e s t
===================

====================
1. Meet and Training
====================

The next scene will be of Bastila telling you to come with her to the Jedi
counsel. Carth will object, but Bastila will get her way. Follow Bastila all
the way to the Jedi Enclave. Once you reach the center room, a Jedi will stop
you, asking why you do not wear the customary robe of the Jedi. She thinks you
are a Jedi. Tell her that you are not a Padawan, and that you are not a Jedi.
Then say that you are not a Jedi, again, because the Jedi thinks it is a joke.

After this, go left around the tree and walk down the east room. Turn left once
down the hallway to see Carth. He will tell you that the Jedi counsel is
waiting for you. He will point to where the counsel is. Walk over to it, and
the counsel will start talking. They will introduce themselves. Just go with
the flow, and continue the conversation. Soon enough they will start arguing
about Revan, the dark lord, and they will ask you to go back to your ship. The
next scene will be of Revan and Malak, at an ancient ruin. They will talk about
something called a Star Forge, and Revan will open the door. They will continue
on the room, and finally, the screen will change back to you and Carth.

After the short conversation with Carth, you will have to select party members.
I advise you choose Carth and Zaalbar, as they are the strongest. Level them
both up if you need to. Then, go back to the counsel room. The conversation
will start about the dream you just had. Tell the truth about what you saw.
Continue the conversation, learning that you and Bastila share a special bond.
Just don't lie in the conversation and you will do good. Once it is over, you
will learn more about the Sith, and the Jedi counsel. Then, the counsel will
accept you for training and tell you that you will go to the ancient ruins that
Revan and Malak went at, it is here on Dantooine, and see what corrupted them.
Just don't lie in the conversation, m'kay? End the conversation with agreeing
with the masters. The next couple of scenes will be of you training on how to
become a Jedi. Soon enough, you will master your training, and be fully
accepted. Now all you have to do is three trials to become a full blown
Padawan, the lowest rank among the Jedi.

============
2. Jedi Code
============

There is no emotion...
There is peace.

There is no ignorance...
There is knowledge.

There is no passion...
There is serenity.

There is no chaos...
There is harmony.

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

============================
3. Constructing a lightsaber
============================

==========================
4. Corruption in the grove
==========================

==================
5. Fighting Juhani
==================

==============================
6. Star Forge in Ancient Ruins
==============================

=====================
S i d e   Q u e s t s
=====================

======================
1. Mandalorian Raiders
======================

When you first walk out of the Jedi Enclave, to find the corruption in the
grove, you will come by a settler names Jon. Now, Jon is not happy with the
Jedi, for one reason and one reason only. They took his beloved family member.
By "they," I mean the Mandolorians. These Mandolorians are fierce, and pretty
damn strong. I would advise you complete all of the main quests for Dantooine
before doing this quest. You should also try to gain a level or two by
slaughtering Kath hounds. When you think you are ready, you will have to
dispatch of four Mandolorian groups. The first group is near the center of the
grove area, the second group is just west of the Matale mansion, and the third
is in the southern middle area of the Sandral grounds. All of these groups
consist of about 5 men each. Two of the men will be fit in Mandolorian armor
and be tough to defeat. The other three men will be easy to slaughter. Remember
to check the remains of the bodies, there is some valuable stuff in them.

After you slaughter the three groups, return to the center of the grove. You
will see another Mandolorian group. This group is the most fierce. There leader
is Sherruk, and he is unhappy with what you have been doing. Y'know, killing
all of his men? Anyways, you will fight him. And he will be very tough. Just
hack away with the improved flurry/attack combo until they are done for. I
would switch to Bastila so I could use her healing technique in the battle.
After the battle, check all the bodies for some valuable items. Namely, a
lightsabe