Xbox | Star Wars: Knights of the Old Republic

ORIGINAL FAQ DATE:  Wednesday, March 18th, 2004
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        |  < | '_ \| |/ _` | '_ \| __/ __|  / _ \|  _| | __| '_ \ / _ \
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            | |  | | | __| | | |__) |___ _ __  _   _| |__ | |_  ___
            | |  | | |/ _` | |  _  // _ \ '_ \| | | | '_ \| | |/ __|
            | |__| | | (_| | | | \ \  __/ |_) | |_| | |_) | | | (__
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                               [-----------------]
                               [ FAQ/Walkthrough ]
                               [-----------------]

Author       : JPaterson
Platform     : Microsoft Xbox
Last Updated : July 5th, 2004
Version      : Final
E-Mail       : == See "[A] Contact Information" ==
Website      : http://www.jpatworld.com/
GameFAQS CRP : http://www.gamefaqs.com/features/recognition/8939.html

For more of my FAQs, as well as full HTML strategy guides with screenshots,
check out CHEAT HAPPENS at:

			http://www.cheathappens.com/

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

ATTENTION: This FAQ is complete.  No new information will be added.  Please do
           not e-mail me with any new information, tips, tricks, cheats or
           hints, as they will not be added.  Please do not ask for any help
           for this game, because I have stopped playing it.  Thank you.

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

UPDATE & REVISION HISTORY

Jul. 5th, 2004 (Final)
- Registered a new domain name, so I wanted to change my FAQs so people know
  where to find them (outside of GameFAQs, of course).  Added new section to
  "Other FAQs Written".

Jun. 8th, 2004 (Final version)
- This FAQ is officially dead.  I hope the Light Side walkthrough helped out
  some of you.  If you really need help with the Dark Side of the game, just
  do this: do whatever the opposite of good is.  If you have the choice of
  giving the woman money for her shell, or keeping the money, keep the money.

Apr. 8th, 2004 (v0.9)
- I had a few minutes of free time today, so I did some very minor work to this
  FAQ, probably not more than 2KB worth, as well as submitted an entirely new
  FAQ.  I hope to actually start working on this one again sometime next week.

Apr. 5th, 2004 (v0.8)
- Nothing major; finished the dark side walkthrough up to the beginning of the
  Lower City on Taris.  A whole pile of games arrived the other day, so I won't
  be updating this guide for a while, unfortunately.  If you have any questions
  about the game, though, or need help with something that I haven't already
  covered, then go ahead and e-mail me; e-mail can be found in the "Contact"
  section.

Apr. 1st, 2004 (v0.7)
- Ah, finally; the Light Side Walkthrough is complete.  In a day or two, I will
  start work on the Dark Side, and I also plan to finish off the reaming areas
  that I haven't touched lately.  I also updated my Item Guide.

Mar. 31st, 2004 (v0.6)
- Sorry for the lack of updates, but I've been preoccupied with the multiplayer
  game of Pandora Tomorrow.  I got most of Manaan done; the walkthrough is
  complete up to the beginning of "Hrakert Station".  Also sent in an updated
  version of my Item Guide.

Mar. 26th, 2004 (v0.5)
- Quite a large update, over 150KB worth.  Completed the walkthrough up to the
  beginning of the Levithan; added some puzzle solutions to the separate puzzle
  section, but some are still missing because I haven't been focusing on that
  part.  More will come tomorrow or the day after.  I'm going to try to get it
  finished by the end of next week.  I also sent in an update to my Item Guide,
  which I've been writing as I've been writing this one.

Mar. 23rd, 2004 (v0.4)
- Completed more of the walkthrough up to the very beginning of Korriban; added
  a couple of new sections; added a bit of info to "Journal Entries"; changed
  some of the sections around.  That's all for today.  Next update probably
  won't be for a few days.

Mar. 22nd, 2004 (v0.3)
- Completed walkthrough up to the beginning of Korriban; added a couple new
  sections; removed the journal entries, as I'm going to save them for a
  completely separate section.

Mar. 19th, 2004 (v0.2)
- Over 150KB done today.  Walkthrough complete up to the Black Vulkar base.
  Hands are sore, will do more later.

Mar. 18th, 2004 (v0.1)
- Just started.  Not yet submitted.

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

Table of Contents

[1] Introduction
[2] Controls
[3] Beginning a New Game
    [3.1] Portrait
    [3.2] Attributes
    [3.3] Skills
    [3.4] Feats
    [3.5] Name
    [3.6] Play
[4] Character Classes
    [4.1] Scoundrel
    [4.2] Scout
    [4.3] Soldier
[5] Attributes
    [5.1] Strength
    [5.2] Dexterity
    [5.3] Constitution
    [5.4] Intelligence
    [5.5] Wisdom
    [5.6] Charisma
[6] Skills
    [6.1] Computer Use
    [6.2] Demolitions
    [6.3] Stealth
    [6.4] Awareness
    [6.5] Pursuade
    [6.6] Repair
    [6.7] Security
    [6.8] Treat Injury
[7] Feats
    [7.1] Two-Weapon Fighting
    [7.2] Armor Proficiency
    [7.3] Caution
    [7.4] Critical Strike
    [7.5] Empathy
    [7.6] Flurry
    [7.7] Gear Head
    [7.8] Conditioning
    [7.9] Implant Level
    [7.10] Power Attack
    [7.11] Power Blast
    [7.12] Rapid Shot
    [7.13] Sniper Shot
    [7.14] Weapon Proficiency: Blaster Pistol
    [7.15] Weapon Proficiency: Blaster Rifle
    [7.16] Weapon Proficiency: Heavy Weapons
    [7.17] Weapon Proficiency: Melee Weapons
    [7.18] Uncanny Dodge
    [7.19] Sneak Attack
    [7.20] Toughness
    [7.21] Scoundrel's Luck
    [7.22] Dueling
    [7.23] Droid Upgrade Class
    [7.24] Blaster Integration
    [7.25] Combat Logic Upgrade
[8] Jedi-Related Feats
    [8.1] Weapon Proficiency: Lightsaber
    [8.2] Jedi Defense
    [8.3] Force Immunity: Fear
    [8.4] Jedi Sense
    [8.5] Force Sensitive
    [8.6] Force Jump
    [8.7] Force Focus
[9] Force Powers
    [9.1] Dark Powers
          [9.1.1] Wound
          [9.1.2] Slow
          [9.1.3] Fear
          [9.1.4] Shock
          [9.1.5] Drain Life
    [9.2] Light Powers
          [9.2.1] Cure
          [9.2.2] Force Aura
          [9.2.3] Force Valor
          [9.2.4] Stun
          [9.2.5] Stun Droid
    [9.3] Universal Powers
          [9.3.1] Burst of Speed
          [9.3.2] Force Resistance
          [9.3.3] Energy Resistance
          [9.3.4] Affect Mind
          [9.3.5] Force Push
          [9.3.6] Force Suppression
          [9.3.7] Throw Lightsaber
[10] Jedi Classes
     [9.1] Guardian
     [9.2] Consular
     [9.3] Sentinel
[11] Your Party
[12] Gaining Experience
[13] Walkthrough, Light Side
     [13.1] Endar Spire
     [13.2] Taris
     [13.3] Dantooine
     [13.4] Tatooine
     [13.5] Kashyyyk
     [13.6] Korriban
     [13.7] Levithan
     [13.8] Manaan
     [13.9] Unknown World
     [13.10] Star Forge
[14] Walkthrough, Dark Side
     [14.1] Endar Spire
     [14.2] Taris
     [14.3] Dantooine
     [14.4] Tatooine
     [14.5] Kashyyyk
     [14.6] Korriban
     [14.7] Levithan
     [14.8] Manaan
     [14.9] Unknown World
     [14.10] Star Forge
[15] Puzzle Solutions
[16] Journal Entries
[17] Pazaak
[18] Character States
[19] Complete NPC Listing
     [19.1] Endar Spire
     [19.2] Taris
     [19.3] Dantooine
     [19.4] Tatooine
     [19.5] Kashyyyk
     [19.6] Korriban
     [19.7] Levithan
     [19.8] Manaan
     [19.9] Unknown World
     [19.10] Star Forge
[20] Downloadable Content
     [20.1] Yavin Space Station
[21] Item Listing
[22] Complete Dialogue List
[23] Loading Screen Messages

[A] Contact Information
[B] Webmaster Information
[C] Where This FAQ May be Found
[D] Other FAQs Written
[E] Game Vitals
[F] Star Wars: Knights of the Old Republic Copyright Information

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

|-----------------------------------------------------------------------------|
| [1] Introduction                                                            |
|-----------------------------------------------------------------------------|

Welcome to my FAQ/walkthrough for Star Wars: Knights of the Old Republic.  As
some of you may recall, I had a walkthrough for this game posted at GameFAQs a
long time ago.  Unfortunately, I lost my guide when my harddrive died, and
because my file was a little over the CPL limit, it was rejected, and the
version that was here was relatively old.  I didn't feel like doing the entire
guide again, so I had it removed from the website.

Well, here it is again.  I've decided to re-do it, and this time, I'm going to
make it the "ultimate" strategy guide.  The guide will begin with a walkthrough
of the Light side, followed by the Dark side, and then I will have a section
which shows other possible outcomes associated with neither the light or the
dark.

Thanks for reading this guide, and as always, I enjoy any e-mails you send.

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

|-----------------------------------------------------------------------------|
| [2] Controls                                                                |
|-----------------------------------------------------------------------------|

This is the default control scheme.

|----------------------------------------------------------------|
| Control           | Action                                     |
|-------------------|--------------------------------------------|
| Left Thumbstick   | Move character                             |
| Right Thumbstick  | Control camera (click for 1st person view) |
| D-Pad             | Cycle action menu                          |
| A                 | Default action (select, etc.)              |
| B                 | Cancel                                     |
| Y                 | Delete from action queue                   |
| X                 | Add to action queue                        |
| Black             | Cycle characters                           |
| White             | Pause/unpause game                         |
| Start             | Access menus                               |
| Back              | Turn Solo mode on/off                      |
| Left Trigger      | Cycle targets/cycle menu options left      |
| Right Trigger     | Cycle targets/cycle menu options right     |
|----------------------------------------------------------------|

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

|-----------------------------------------------------------------------------|
| [3] Beginning a New Game                                                    |
|-----------------------------------------------------------------------------|

So you're ready to start the game.  Before you're thrown into the mix, you have
to set up a character, and here is where I help you.

When choosing a character, you must decide between one is female and male.
Depending on your choice, some actions may be different.  Instead of "man", you
are referred to as a "woman".  Carth speaks differently to you at times by
calling you "beautiful" and things like that.  One man in the Upper City
Cantina will only talk to you if you're a female.  So on and so forth.  Choose
whichever you want, though, because it has no major effect on the game.

|-----------------------------------------------------------------------------|
| [3.1] Portrait                                                              |
|-----------------------------------------------------------------------------|

The portrait is purely a cosmetic choice.  Whatever you pick is what you'll be
staring at for the duration of the game.  No matter what your choice is, your
portrait will change depending on your actions.  A light side character will
see his or her portrait change into a nice, white-ish, angelic background,
while a dark side character's portait will transform into an evil, red/orange,
fires of hell background.

|-----------------------------------------------------------------------------|
| [3.2] Attributes                                                            |
|-----------------------------------------------------------------------------|

You have six attributes to choose from when starting a character; Strength,
Dexterity, Constitution, Intelligence, Wisdom and Charisma.  Check the
"Attributes" section for details on these.  Throughout the game, when you reach
certain levels, you can increase these attributes.

|-----------------------------------------------------------------------------|
| [3.3] Skills                                                                |
|-----------------------------------------------------------------------------|

You have eight skills to choose from when starting a character; Computer Use,
Demolitions, Stealth, Awareness, Persuade, Repair, Security and Treat Injury.
Check the "Skills" section for details on these.  Throughout the game, when you
reach certain levels, you can increase these attributes.

|-----------------------------------------------------------------------------|
| [3.4] Feats                                                                 |
|-----------------------------------------------------------------------------|

There are over twenty feats to choose from.  Some will make you more adept with
two-handed weapons, some will increase your ability to absorb damage, some will
increase your ability to spot cloaked items, and some will allow you to fire
weapons more effectively.   Check the "Feats" section for details on all of
them.  Throughout the game, when you reach certain levels, you can increase
these attributes.

|-----------------------------------------------------------------------------|
| [3.5] Name                                                                  |
|-----------------------------------------------------------------------------|

The name is purely a cosmetic choice, as well.  It will not be spoken (even the
pre-loaded names), and it will only be used to identify yourself (Hi, I'm ___),
or when characters talk to you (Are you _____, the big swoop winner?).

|-----------------------------------------------------------------------------|
| [3.6] Play                                                                  |
|-----------------------------------------------------------------------------|

It does just as it is.  Choose Play to confirm your character and start the
opening cinematic.

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

|-----------------------------------------------------------------------------|
| [4] Character Classes                                                       |
|-----------------------------------------------------------------------------|

At the beginning of the game, you have a choice of what type of character you
want to play as.  Your decision is permanent, and cannot be changed.  Each type
of character has his or her own advantages and weaknesses, and each class gets
different types of feats and skills.

|-----------------------------------------------------------------------------|
| [4.1] Scoundrel                                                             |
|-----------------------------------------------------------------------------|

Description: A skillful rogue that gets by on stealth and guile.

The Scoundrel is the character for those who favor a mix of combat and powers.
While not adept at either, they're not slouches, either.  As the Scoundrel, you
can hold your own in combat, and when you become a Jedi, you'll be an average
Force user.

Starting Skill Points   24

Starting Feats   Armor Proficiency: Light
                 Critical Strike
                 Sniper Shot
                 Weapon Proficiency: Blaster Pistol
                 Weapon Proficiency: Blaster Rifle
                 Weapon Proficiency: Melee Weapons
                 Sneak Attack 1
                 Scoundrel's Luck

|-----------------------------------------------------------------------------|
| [4.2] Scout                                                                 |
|-----------------------------------------------------------------------------|

Description: An explorer most at home on the fringes of space.

The Scout, like the Scoundrel, is not a fighting class.  You'll probably need
plenty of medpacs.  Your best bets are standard blaster rifles, but you'd be
better off with melee weapons.  You benefit greatly from adrenal items.  As a
Scout, you get the first Implant Level free, as well as Implant Levels two and
three (when you reach levels four and eight, respectively), free.

Starting Skill Points   20

Starting Feats   Armor Proficiency: Light
                 Armor Proficiency: Medium
                 Flurry
                 Implant Level 1
                 Rapid Shot
                 Weapon Proficiency: Blaster Pistol
                 Weapon Proficiency: Blaster Rifle
                 Weapon Proficiency: Melee Weapons

|-----------------------------------------------------------------------------|
| [4.3] Soldier                                                               |
|-----------------------------------------------------------------------------|

Description: A battle-ready fighter with no equal in combat.

The Soldier is like the warrior of most RPGs.  You're dangerous with any kind
of weapon.  Unfortunately, you're slow, you gain the least skill points for
every level, and your Force Points are minimal (when you become a Jedi).

Starting Skill Points   4

Starting Feats   Armor Proficiency: Heavy
                 Armor Proficiency: Light
                 Armor Proficiency: Medium
                 Power Attack
                 Power Blast
                 Weapon Proficiency: Blaster Pistol
                 Weapon Proficiency: Blaster Rifle
                 Weapon Proficiency: Heavy Weapons
                 Weapon Proficiency: Melee Weapons

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

|-----------------------------------------------------------------------------|
| [5] Attributes                                                              |
|-----------------------------------------------------------------------------|

Attributes are what make your character.  Soldiers want to focus on the ones
that are most beneficial, such as Strength, while the Scoundrel and Scout would
find Dexterity and Intelligence a better choice.

All descriptions are taken from in-game.

|-----------------------------------------------------------------------------|
| [5.1] Strength                                                              |
|-----------------------------------------------------------------------------|

Strength measures physical power.  A high Strength adds modifiers to melee
damage and chance to hit, which is important for characters that use
close-combat weapons (vibroblades, lightsabers).

|-----------------------------------------------------------------------------|
| [5.2] Dexterity                                                             |
|-----------------------------------------------------------------------------|

Dexterity measures agility and reflexes.  A high Dexterity adds modifiers to
ranged attack rolls (blasters, grenades) and increases a character's Defense
rating, making them harder to hit.

|-----------------------------------------------------------------------------|
| [5.3] Constitution                                                          |
|-----------------------------------------------------------------------------|

Constitution represents health and resiliency.  A high Constitution adds
modifiers to the vitality points gained at each level-up.  This is important
for everyone, but essential for soldiers and Jedi guardians.

|-----------------------------------------------------------------------------|
| [5.4] Intelligence                                                          |
|-----------------------------------------------------------------------------|

Intelligence represents knowledge and resoning.  A high Intelligence adds
modifiers to the number of points a character has to spend on essential skills.

|-----------------------------------------------------------------------------|
| [5.5] Wisdom                                                                |
|-----------------------------------------------------------------------------|

Wisdom represents willpower and perception.  A high Wisdow adds modifiers to
Jedi Force Points and Force Power saving throws.  The Force Powers of a Jedi
with high Wisdom are also much harder to resist.

|-----------------------------------------------------------------------------|
| [5.6] Charisma                                                              |
|-----------------------------------------------------------------------------|

Charisma represents personality and the ability to lead.  A high Charisma adds
modifiers to Force-related feats and powers that are very important to all the
Jedi classes.  It is also central to any persuasive talker.

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

|-----------------------------------------------------------------------------|
| [6] Skills                                                                  |
|-----------------------------------------------------------------------------|

Skills make certain actions throughout the world easier.  If you have a high
skill in Computer Use, for example, you can hack into computers for much less
spikes than a normal person would.  Treat Injury allows you to heal more health
points, and Persuade gives you a better chance of making people see your point
of view.  For descriptions on all of them, read further.

All descriptions are taken from in-game.

|-----------------------------------------------------------------------------|
| [6.1] Computer Use                                                          |
|-----------------------------------------------------------------------------|

Related Attribute: Intelligence

Computer Use allows a character to slice computer programs using disposable
logic rams called computer spikes.  A character might disable gun turrets or
flood a patrol area, with more complicated tasks requiring more spikes.  A high
rank in this skill reduces the number of spikes required by 1 (to a minimum of
1 for every 4 points total, including attribute score modifiers.

|-----------------------------------------------------------------------------|
| [6.2] Demolitions                                                           |
|-----------------------------------------------------------------------------|

Related Attribute: Intelligence

Demolitions can be used to set, recover or disarm mines.  Such devices are
either of low (DC15 to set), medium (DC20 to set), or high difficulty (DC25 to
set).  Attempting to disarm the mine adds +5 to the DC.  Attempting to recover
the mine adds +10 to the DC.  This skill cannot be used untrained.

|-----------------------------------------------------------------------------|
| [6.3] Stealth                                                               |
|-----------------------------------------------------------------------------|

Related Attribute: Dexterity

Stealth governs the use of camouflage devices to enter Stealth Mode.  If a
character equips such a device and activates Stealth Mode, opponents must make
an Awareness check versus the character's Stealth skill or be unable to detect
them, even if the character is in a direct line of sight.  A character in
Stealth Mode can set, disable, and recover mines, use computers and repair
droids, and open doors or containers.  Party members will not automatically
enter combat while in this mode.  Combat cancels Stealth Mode.  Stealth Mode
will not work without a camouflage unit.  Units of higher quality grant a bonus
to the skill.

|-----------------------------------------------------------------------------|
| [6.4] Awareness                                                             |
|-----------------------------------------------------------------------------|

Related Attribute: Wisdom

Awareness governs the ability of a character to spot objects or enemies hidden
by Stealth.  If a successful check of this skill is made against the Stealth
skill of the enemy or the DC of a mine, the enemy or object is noticed and
becomes visible.  Awareness is always active, but results are best while a
character is moving slowly.  Running imparts a -5 penalty to any checks of the
skill.

|-----------------------------------------------------------------------------|
| [6.5] Pursuade                                                              |
|-----------------------------------------------------------------------------|

Related Attribute: Charisma

Only the main player character can select this skill during level-up.  Persuade
options appear in dialogue when interesting or sensitive information is
available that a character might otherwise be reluctant to reveal.  When
selected, rank in this skill is compared with how extreme the request is
(Difficulty Class low, medium, or high, relative to player level).  A guard
might easily agree to increase a bounty, but convincing him to leave his post
would be much harder.

|-----------------------------------------------------------------------------|
| [6.6] Repair                                                                |
|-----------------------------------------------------------------------------|

Related Attribute: Intelligence

Repair allows a character to fix disabled mechanical devices like droids using
disposable packages of parts.  The number of part kits required increases with
the difficulty of the repair.  This skill reduces the number of parts required
by 1 (to a minimum of 1) for every 4 points total, including attribute score
modifiers.  This skill also modifies the amount of vitality points recovered
when party members droids use repair kits, advanced repair kits, and
construction kits on themselves to repair combat damage.

|-----------------------------------------------------------------------------|
| [6.7] Security                                                              |
|-----------------------------------------------------------------------------|

Related Attribute: Wisdom

Security is used to access electronic locking devices.  Once a character
invests points in this skill, it becomes one of the default options on targeted
doors and containers.  Security spikes can grant a bonus to the skill, and any
in inventory will also appear as a default option on targeted doors and
containers.  Characters with no points invested cannot attempt to use this
skill.

|-----------------------------------------------------------------------------|
| [6.8] Treat Injury                                                          |
|-----------------------------------------------------------------------------|

Related Attribute: Wisdom

Treat Injury improves the amount of damage healed when a medpac is used, adding
the modified rank to the number of vitality points healed.  Advanced medpacs
and life support packs apply multipliers to the user's skill, increasing the
amount healed again.

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

|-----------------------------------------------------------------------------|
| [7] Feats                                                                   |
|-----------------------------------------------------------------------------|

Feats are the major components of the game.  From a feat that gives you a
better hit chance at dueling, to those that increase your ability to use
computers, to those that make you more resilient against enemies, there are a
ton to choose from.  Read on for further details.

All descriptions are taken from in-game.

|-----------------------------------------------------------------------------|
| [7.1] Two-Weapon Fighting                                                   |
|-----------------------------------------------------------------------------|

Two-Weapon Fighting
Prerequisites: None

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

Improved Two-Weapon Fighting
Prerequisites: Level 4

This feat further reduces the attack penalty of a character wielding a
double-bladed weapon or two weapons (one in each hand).  This feat reduces the
attack penalty by an additional 2/2, to a total of -4 (main hand)/-4 (off
hand).  Use of a "balanced" weapon in the off hand can further reduce the
attack penalty by 2/0, to a total of -2/-4.

Master Two-Weapon Fighting
Prerequisites: Level 8

This feat again reduces the attack penalty for characters using double-bladed
weapons or two weapons (one in each hand) by 2/2, for a total of -2 (main hand)
/-2 (off hand).  Use of a balanced weapon in the off hand can further reduce
the attack penalty by 2/0 to a final total of 0/-2, negating it almost
entirely.

|-----------------------------------------------------------------------------|
| [7.2] Armor Proficiency                                                     |
|-----------------------------------------------------------------------------|

Armor Proficiency: Light
Prerequisites: None

This feat allows a character to wear Light armor.  Characters without this feat
CANNOT wear Light or heavier armor.  Soldiers receive this feat for free.
Wookiees and droids cannot wear armor suits.

Armor Proficiency: Medium
Prequisites: None

This feat allows a character to wear Medium armor.  Characters without this
feat CANNOT wear Medium or heavier armor.  Soldiers receive this feat for free.
Wookiees and droids cannot wear armor suits.

Armor Proficiency: Heavy
Prerequisites: None

This feat allows a character to wear Heavy armor.  Characters without this feat
CANNOT wear Heavy armor.  Soldiers receive this feat for free.  Wookiees and
droids cannot wear armor suits.

|-----------------------------------------------------------------------------|
| [7.3] Caution                                                               |
|-----------------------------------------------------------------------------|

Caution
Prerequisites: None

This feat gives a +1 skill point bonus to both Demolitions and Stealth.

Improved Caution
Prerequisites: Level 4

This feat gives a +2 skill point bonus to both Demolitions and Stealth.  This
replaces the +1 bonus given by caution.

Master Caution
Prerequisites: Level 8

This feat gives a +3 skill point bonus to both Demolitions and Stealth.  This
replaces the +2 bonus given by Improved Caution.

|-----------------------------------------------------------------------------|
| [7.4] Critical Strike                                                       |
|-----------------------------------------------------------------------------|

Critical Strike
Prerequisites: None

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

Improved Critial Strike
Prerequisites: Level 4

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

Master Critical Strike
Prerequisites: Level 8

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

|-----------------------------------------------------------------------------|
| [7.5] Empathy                                                               |
|-----------------------------------------------------------------------------|

Empathy
Prerequisites: None

This feat gives a +1 skill point bonus to Persuade, Awareness and Treat Injury.

Improved Empathy
Prerequisites: Level 4

This feat gives a +2 skill point bonus to Persuade, Awareness and Treat Injury.
This feat replaces the +1 bonus given by Empathy.

Master Empathy
Prerequisites: Level 8

This feat gives a +3 skill point bonus to Persuade, Awareness and Treat Injury.
This feat replaces the +2 bonus given by Improved Empathy.

|-----------------------------------------------------------------------------|
| [7.6] Flurry                                                                |
|-----------------------------------------------------------------------------|

Flurry
Prerequisites: None

This feat allows a character to make an extra melee attack during the round.
Characters suffer -4 to Defense while using this feat and for 3 seconds
afterward (i.e. the enemy's attack).  They also suffer a -4 penalty to all
attacks that round.

Improved Flurry
Prerequisites: Level 4

This feat allows a character to make an extra melee attack during the round.
Characters suffer -2 to Defense while using this feat and for 3 seconds
afterward (i.e. the enemy's attack).  They also suffer a -2 penalty to all
attacks that round.

Master Flurry
Prerequisites: Level 8

This feat allows a character to make an extra melee attack during the round.
Characters suffer -1 to Defense while using this feat and for 3 seconds
afterward (i.e. the enemy's attack).  They also suffer a -1 penalty to all
attacks that round.

|-----------------------------------------------------------------------------|
| [7.7] Gear Head                                                             |
|-----------------------------------------------------------------------------|

Gear Head
Prerequisites: None

This feat gives a +1 skill point bonus to Repair, Security and Computer Use.

Improved Gear Head
Prerequisites: Level 4

This feat gives a +2 skill point bonus to Repair, Security and Computer Use.
This feat replaces the +1 bonus given by Gear Head.

Master Gear Head
Prerequisites: Level 8

This feat gives a +3 skill point bonus to Repair, Security and Computer Use.
This feat replaces the +2 bonus given by Improved Gear Head.

|-----------------------------------------------------------------------------|
| [7.8] Conditioning                                                          |
|-----------------------------------------------------------------------------|

Conditioning
Prerequisites: None

This feat provides a +1 bonus to all saving throws, reflecting the character's
excellent physical conditioning.

Improved Conditioning
Prerequisites: Level 4

This feat provides a +1 bonus to all saving throws, reflecting the character's
extraordinary physical conditioning.

Master Conditioning
Prerequisites: Level 8

This feat provides a +1 bonus to all saving throws, reflecting the character's
near-perfect physical conditioning.

|-----------------------------------------------------------------------------|
| [7.9] Implant Level                                                         |
|-----------------------------------------------------------------------------|

Implant Level 1
Prerequisites: None

This feat allows use of level one cybernetic implants.  They can be purchased
throughout the galaxyand have a variety of effects (modifying attack rolls,
attribute scores, etc.).  Only one implant may be used at a time.  Scouts get
this feat for free at first level.

Implant Level 2
Prerequisites: Level 4

This feat allows use of level two cybernetic implants.  They can be purchased
throughout the galaxyand have a variety of effects (modifying attack rolls,
attribute scores, etc.).  Level two implants are more powerful than level one
implants.  Only one implant may be used at a time.  Scouts get this feat for
free at fourth level.

Implant Level 3
Prerequisites: Level 8

This feat allows use of level three cybernetic implants.  They can be purchased
throughout the galaxyand have a variety of effects (modifying attack rolls,
attribute scores, etc.).  Level three implants are significantly more powerful
than level one or two implants.  Only one implant may be used at a time.
Scouts get this feat for free at eighth level.

|-----------------------------------------------------------------------------|
| [7.10] Power Attack                                                         |
|-----------------------------------------------------------------------------|

Power Attack
Prerequisites: None

Power Attack adds +5 damage to the next attack, but also a -3 to hit.  Used to
quickly dispatch groups of easy-to-hit opponents.  Only applies to melee
weapons.

Improved Power Attack
Prerequisites: Level 4

A character using improved Power Attack receives +8 to damage on the next melee
attack, but the attack is made with a penalty of -3 to hit.  Used to quickly
dispatch groups of easy-to-hit opponents.

Master Power Attack
Prerequisites: Level 8

When activated, Master Power Attack adds +10 to damage on the next melee
attack, but imparts a -3 penalty to hit.  Used to quickly dispatch groups of
easy-to-hit opponents.

|-----------------------------------------------------------------------------|
| [7.11] Power Blast                                                          |
|-----------------------------------------------------------------------------|

Power Blast
Prerequisites: None

Power Blast adds +5 damage to the next attack, but also a -3 to hit.  Used to
quickly dispatch groups of easy-to-hit opponents.  Only applies to ranged
weapons.

Improved Power Blast
Prerequisites: Level 4

A character using improved Power Blasy receives +8 to damage on the next
blaster or missile attack, but the attack is made with a penalty of -3 to hit.
Used to quickly dispatch groups of easy-to-hit opponents.

Master Power Blast
Prerequisites: Level 8

When activated, Master Power Blast adds +10 to damage on the next blaster or
missile attack, but imparts a -3 penalty to hit.  Used to quickly dispatch
groups of easy-to-hit opponents.

|-----------------------------------------------------------------------------|
| [7.12] Rapid Shot                                                           |
|-----------------------------------------------------------------------------|

Rapid Shot
Prerequisites: None

This feat allows a character to make an extra ranged weapon attack during the
round.  Characters suffer -4 to Defense while using this feat and for 3 seconds
afterwards (i.e. an enemy's attack).  They also suffer a -4 penalty to all
attacks that round.

Improved Rapid Shot
Prerequisites: Level 4

This feat allows a character to make an extra ranged weapon attack during the
round.  Characters suffer -2 to Defense while using this feat and for 3 seconds
afterwards (i.e. an enemy's attack).  They also suffer a -2 penalty to all
attacks that round.

Master Rapid Shot
Prerequisites: Level 8

This feat allows a character to make an extra ranged weapon attack during the
round.  Characters suffer -1 to Defense while using this feat and for 3 seconds
afterwards (i.e. an enemy's attack).  They also suffer a -1 penalty to all
attacks that round.

|-----------------------------------------------------------------------------|
| [7.13] Sniper Shot                                                          |
|-----------------------------------------------------------------------------|

Sniper Shot
Prerequisites: None

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

Improved Sniper Shot
Prerequisites: Level 4

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

Master Sniper Shot
Prerequisites: Level 8

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

|-----------------------------------------------------------------------------|
| [7.14] Weapon Proficiency: Blaster Pistol                                   |
|-----------------------------------------------------------------------------|

Weapon Profiency: Blaster Pistol
Prerequisites: None

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

Weapon Focus: Blaster Pistol
Prerequisites: None

Adds a +1 attack bonus with Blaster Pistols.

Weapon Specialization: Blaster Pistol
Prerequisites: Level 4 Soldier

Adds a +2 damage bonus with Blaster Pistols.

|-----------------------------------------------------------------------------|
| [7.15] Weapon Proficiency: Blaster Rifle                                    |
|-----------------------------------------------------------------------------|

Weapon Profiency: Blaster Rifle
Prerequisites: None

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

Weapon Focus: Blaster Rifle
Prerequisites: None

Adds a +1 attack bonus with Blaster Rifles.

Weapon Specialization: Blaster Rifle
Prerequisites: Level 4 Soldier

Adds a +2 damage bonus with Blaster Rifles.

|-----------------------------------------------------------------------------|
| [7.16] Weapon Proficiency: Heavy Weapons                                    |
|-----------------------------------------------------------------------------|

Weapon Profiency: Heavy Weapons
Prerequisites: None

This feat gives a character basic training in the use of Heavy Weapons, such as
repeating blasters.

Weapon Focus: Heavy Weapons
Prerequisites: None

Adds a +1 attack bonus with Heavy Weapons.

Weapon Specialization: Heavy Weapons
Prerequisites: Level 4 Soldier

Adds a +2 damage bonus with Heavy Weapons.

|-----------------------------------------------------------------------------|
| [7.17] Weapon Proficiency: Melee Weapons                                    |
|-----------------------------------------------------------------------------|

Weapon Profiency: Melee Weapons
Prerequisites: None

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

Weapon Focus: Melee Weapons
Prerequisites: None

Adds a +1 attack bonus with Melee Weapons.

Weapon Specialization: Melee Weapons
Prerequisites: Level 4 Soldier

Adds a +2 damage bonus with Melee Weapons.

|-----------------------------------------------------------------------------|
| [7.18] Uncanny Dodge                                                        |
|-----------------------------------------------------------------------------|

Uncanny Dodge 1
Prerequisites: Level 4 Scout

A character with Uncanny Dodge retains the dexterity bonus to Defense even when
surprised by camouflaged opponents, and also gains +2 on saves versus grenades.

Uncanny Dodge 2
Prerequisites: Level 7 Scout

A character with Uncanny Dodge Two retains the dexterity bonus to Defense even
when surprised by camouflaged opponents, and also gains +4 on saves versus
grenades.

|-----------------------------------------------------------------------------|
| [7.19] Sneak Attack                                                         |
|-----------------------------------------------------------------------------|

Sneak Attack I
Prerequisites: Level 1 Scoundrel

Sneak Attack I adds 1-6 points of extra damage to attacks when the target can't
respond to the attacker.  The extra damage is applied to attacks made from
behind the target, attacks against stunned or otherwise immobilized targets,
and any attacks made while in Stealth Mode (combat cancels Stealth Mode, but
the first attack receives the bonus).  Sneak Attack only works if the target is
within 10 meters.  The extra damage is not multiplied in the case of a critical
hit.

Sneak Attack II
Prerequisites: Level 3 Scoundrel

Sneak Attack II adds 2-12 points of extra damage to attacks when the target
can't respond to the attacker.  The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus).  Sneak Attack only works if the
target is within 10 meters.  The extra damage is not multiplied in the case of
a critical hit.

Sneak Attack III
Prerequisites: Level 5 Scoundrel

Sneak Attack III adds 3-18 points of extra damage to attacks when the target
can't respond to the attacker.  The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus).  Sneak Attack only works if the
target is within 10 meters.  The extra damage is not multiplied in the case of
a critical hit.

Sneak Attack IV
Prerequisites: Level 7 Scoundrel

Sneak Attack IV adds 4-24 points of extra damage to attacks when the target
can't respond to the attacker.  The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus).  Sneak Attack only works if the
target is within 10 meters.  The extra damage is not multiplied in the case of
a critical hit.

Sneak Attack V
Prerequisites: Level 9 Scoundrel

Sneak Attack IV adds 5-30 points of extra damage to attacks when the target
can't respond to the attacker.  The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus).  Sneak Attack only works if the
target is within 10 meters.  The extra damage is not multiplied in the case of
a critical hit.

Sneak Attack VI
Prerequisites: Level 11 Scoundrel

Sneak Attack IV adds 6-36 points of extra damage to attacks when the target
can't respond to the attacker.  The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus).  Sneak Attack only works if the
target is within 10 meters.  The extra damage is not multiplied in the case of
a critical hit.

Sneak Attack VII
Prerequisites: Level 13 Scoundrel

Sneak Attack IV adds 7-42 points of extra damage to attacks when the target
can't respond to the attacker.  The extra damage is applied to attacks made
from behind the target, attacks against stunned or otherwise immobilized
targets, and any attacks made while in Stealth Mode (combat cancels Stealth
Mode, but the first attack receives the bonus).  Sneak Attack only works if the
target is within 10 meters.  The extra damage is not multiplied in the case of
a critical hit.

|-----------------------------------------------------------------------------|
| [7.20] Toughness                                                            |
|-----------------------------------------------------------------------------|

Toughness
Prerequisites: None

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

Improved Toughness
Prerequisites: Level 4

The character is very resilient.  This feat subtracts 2 points from any damage
suffered.  The character retains the +1 vitality point per level granted by
Toughness

Master Toughness
Prerequisites: Level 8

The character is further fortified against damage.  The character gains an
additional +1 vitality point at each level up, retroactive for levels
previously gained.  This is in addition to the +1 vitality point per level
granted by Toughness, and the 2-point physical damage resistance granted by
Improved Toughness.

|-----------------------------------------------------------------------------|
| [7.21] Scoundrel's Luck                                                     |
|-----------------------------------------------------------------------------|

Scoundrel's Luck
Prerequisites: Scoundrel

Scoundrels have a knack for getting in trouble, but to compensate, they also
possess an incredible instinct for survival.  This manifests as a truly useful
+2 to defense.  This feat is always active.

Improved Scoundrel's Luck
Prerequisites: Level 6 Scoundrel

As their skills increase, Scoundrels learn to make the most of their infamous
luck, turning the whims of chance into a certain +4 to defense.  This feat is
always active.  This feat replaces Scoundrel's Luck.

Master Scoundrel's Luck
Prerequesities: Level 12 Scoundrel

At the heights of their abilities, Scoundrels can seem to regularly defy the
odds to survive any situation.  Their skills and luck combine to grant a
remarkable +6 to defense.  This feat is always active.  This feat replaces
Improved Scoundrel's Luck.

|-----------------------------------------------------------------------------|
| [7.22] Dueling                                                              |
|-----------------------------------------------------------------------------|

Dueling
Prerequisites: None

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

Improved Dueling
Prerequisites: Level 4

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

Master Dueling
Prerequisites: Level 8

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

|-----------------------------------------------------------------------------|
| [7.23] Droid Upgrade Class                                                  |
|-----------------------------------------------------------------------------|

Droid Upgrade Class 1
Prerequisites: Level 1 Droid

As a droid gains experience, its programming becomes more adaptable to new
situations.  This allows it to accommodate more sophisticated upgrades.  Droid
Upgrade Class 1 allows the use of level 1 upgrade items.

Droid Upgrade Class 2
Prerequisites: Level 7 Droid

As a droid gains experience, its programming becomes more adaptable to new
situations.  This allows it to accommodate more sophisticated upgrades.  Droid
Upgrade Class 2 allows the use of level 1 and level 2 upgrades.

Droid Upgrade Class 3
Prerequisites: Level 13 Droid

As a droid gains experience, its programming becomes more adaptable to new
situations.  This allows it to accommodate more sophisticated upgrades.  Droid
Upgrade Class 3 allows the use of level 1, level 2 and level 3 upgrade.

|-----------------------------------------------------------------------------|
| [7.24] Blaster Integration                                                  |
|-----------------------------------------------------------------------------|

Blaster Integration
Prerequisites: Utility Droid

This feat gives the adapatable T3-M4 unit the ability to integrate blasters
into its weapon systems.  Special universal ports allow internal placement of
most models of blaster pistol, tapping the energy pack and emitters as though
factory installed.

|-----------------------------------------------------------------------------|
| [7.25] Combat Logic Upgrade                                                 |
|-----------------------------------------------------------------------------|

Combat Logic Upgrade
Prerequisites: Droid

The droid is fitted with the most basic combat programming, allowing for simple
but effective defense maneuvers.  This feat grants +2 to defense and is always
active.

Tactician Logic Upgrade
Prerequisites: Level 6 Droid

Having witnessed the effects and actions of combat first hand, the droid is
able to self-upgrade their defensive algorithms.  This feat grants +4 to
defense and is always active.  This feat replaces the Combat Logic upgrade.

Battle Droid Logic Upgrade
Prerequisites: Level 12 Droid

Fully experienced with the rigors of combat, the droid is able to self-upgrade
its tactical reasoning and maximize its defensive potential.  This feat grants
+6 to defense and is always active.  This feat replaces the Tactician Logic
upgrade.

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

|-----------------------------------------------------------------------------|
| [8] Jedi-Related Feats                                                      |
|-----------------------------------------------------------------------------|

Jedi feats are those that only have effect if you're a Jedi, and therefore will
not be available until you have completed your Jedi Training on Dantooine.  For
more information on all these feats, keep reading.

All descriptions taken from in-game.

|-----------------------------------------------------------------------------|
| [8.1] Weapon Proficiency: Lightsaber                                        |
|-----------------------------------------------------------------------------|

Weapon Proficiency: Lightsaber
Prerequisites: Jedi classes only

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

Weapon Focus: Lightsaber
Prerequisites: Jedi classes only

Adds a +1 attack bonus with lightsabers.

|-----------------------------------------------------------------------------|
| [8.2] Jedi Defense                                                          |
|-----------------------------------------------------------------------------|

Jedi Defense
Prerequisites: Jedi classes only

This feat allows a character with an equipped lightsaber to deflect blaster
bolts at any time.  When a character is fired upon, an opposed roll is made
against the attack.  If the result is greater than the attack roll, the blaster
bolt is deflected.  If the attack is beaten by 10 or more, the bolt is
deflected back at the enemy.  Jedi classes receive this feat at 1st level.

Advanced Jedi Defense
Prerequisites: Level 4

This feat gives a character a +3 bonus to all blaster bolt deflection rolls.
Certain items may apply a bonus or penalty to this ability.  This feat
replaces the bonus given by Jedi Defense.

Master Jedi Defense
Prerequisites: Level 8

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

|-----------------------------------------------------------------------------|
| [8.3] Force Immunity: Fear                                                  |
|-----------------------------------------------------------------------------|

Force Immunity: Fear
Prerequisites: Jedi Sentinel

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

Force Immunity: Stun
Prerequisites: Level 6 Jedi Sentinel
The Jedi has an unshakable connection to the Force and, through it, to the
galaxy as well.  No amount of damage or distraction will cause fear or a loss
of alertness.  This feat is always active.  This feat replaces Force Immunity:
Fear.

Force Immunity: Paralysis
Prerequisites: Level 12 Jedi Sentinel

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

|-----------------------------------------------------------------------------|
| [8.4] Jedi Sense                                                            |
|-----------------------------------------------------------------------------|

Jedi Sense
Prerequisites: Jedi

The Jedi develops a connection to the Force that allows them to better sense
incoming attacks.  This feat grants +2 defense and is always active.

Knight Sense
Prerequisites: Level 6 Jedi

Furthering their connection to the Force, the Jedi gains an additional
sensitivity to the actions of others in combat.  This feat grants +4 defense
and is always active.  This feat replaces Jedi Sense.

Master Sense
Prerequisites: Level 12 Jedi

As their connection to the Force continues to strengthen, the Jedi gains a
supreme sense of self and the actions of others in combat.  This feat grants +6
defense and is always active.  This feat replaces Knight Sense.

|-----------------------------------------------------------------------------|
| [8.5] Force Sensitive                                                       |
|-----------------------------------------------------------------------------|

Force Sensitive
Unique Ability: Main character Jedi

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

|-----------------------------------------------------------------------------|
| [8.6] Force Jump                                                            |
|-----------------------------------------------------------------------------|

Force Jump
Prerequisites: Jedi Guardian
Requires Lightsaber

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

Improved Force Jump
Prerequisites: Level 6 Jedi Guardian
Requires Lightsaber

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

Master Force Jump
Prerequisites: Level 12 Jedi Guardian
Requires Lightsaber

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

|-----------------------------------------------------------------------------|
| [8.7] Force Focus                                                           |
|-----------------------------------------------------------------------------|

Force Focus
Prerequisites: Jedi Consular

This feat adds +1 to the Difficulty Class for all saving throws against the
character's Force powers.  This feat is always active.

Improved Force Focus
Prerequisites: Level 6 Jedi Consular

This feat adds +2 to the Difficulty Class for all saving throws against the
character's Force powers.  This feat is always active.  This feat replaces
Force Focus.

Master Force Focus
Prerequisites: Level 12 Jedi Consular

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

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

|-----------------------------------------------------------------------------|
| [9] Force Powers                                                            |
|-----------------------------------------------------------------------------|

What would this Star Wars game be without the Force?  Probably the same thing,
without any powers or the Star Wars name.  Here I've listed all the Force
Powers available to you, their requirements, and their game description.

All descriptions taken from in-game.

|-----------------------------------------------------------------------------|
| [9.1] Dark Powers                                                           |
|-----------------------------------------------------------------------------|

Dark Powers are for those who lean to the dark side, and of course, these are
the coolest.  You can wound people, drain their life, or make them cower in
fear.  If you are a dark character, using these consumes less Force Points.  If
you are a light side character, one of these will require more points than
normal.  A neutral character pays the standard.

|-----------------------------------------------------------------------------|
| [9.1.1] Wound                                                               |
|-----------------------------------------------------------------------------|

Wound
Prerequisites: Jedi

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

Choke
Prerequisites: Character Level 9

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

Kill
Prerequisites: Character Level 12

This power allows the Jedi to exterminate an enemy at range with a single
thought, causing the target to choke for 6 seconds and inflicting damage equal
to half the target's maximum Vitality points.  If the target makes a Fortitude
save at DC 5 + the attacking character's level + the attacking character's
Wisdom and Charisma modifiers they are not chocked, but instead suffer damage
equal to the attacking character's level.  This power does not affect droids.

|-----------------------------------------------------------------------------|
| [9.1.2] Slow                                                                |
|-----------------------------------------------------------------------------|

Slow
Prerequisites: Jedi

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

Affliction
Prerequisites: Character Level 6

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

Plague
Prerequisites: Character Level 12
Restricted By Armor

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

|-----------------------------------------------------------------------------|
| [9.1.3] Fear                                                                |
|-----------------------------------------------------------------------------|

Fear
Prerequisites: Jedi

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

Horror
Prerequisites: Character Level 6

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

Insanity
Prerequisites: Character Level 12

This power can greatly confuse an enemy force, inflaming paranoia and doubt.
All enemies within a 10-meter radius of the target must make a Will save at a
DC of 5 + the attacking character's level + the attacking character's Wisdom
and Charisma modifiers or cower in catatonic terror for 12 seconds.  This power
does not affect droids.

|-----------------------------------------------------------------------------|
| [9.1.4] Shock                                                               |
|-----------------------------------------------------------------------------|

Shock
Prerequisites: Jedi
Restricted By Armor

This power unleashes an energy attack on a single target enemy.  The enemy
suffers 1-6 points of damage per each of the attacking character's levels to a
maximum of 10 levels (10-60 points).  A successful Will save at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers reduces damage by half.

Force Lightning
Prerequisites: Character Level 9
Restricted By Armor

This power unleashes an energy attack on all hostile creatures up to 16 meters
in front of the Jedi.  Victims suffer 1-6 points of damage per each of the
attacking character's levels, to a maximum of 10 levels (10-60) points.  A
successful Will save at a DC of 5 + the attacking character's level + the
attacking character's Wisdom and Charisma modifiers reduces damage by half.

Force Storm
Prerequisites: Character Level 18
Restricted By Armor

This power unleashes a direct energy attack on all hostile creatures within 10
meters of a target enemy.  Victims suffer 1-6 points of damage to both Vitality
and Force Point totals per each of the attacking character's levels, to a
maximum of 10 levels (10-60) points.  A successful Will save at a DC of 5 +
the attacking character's level + the attacking character's Wisdom and Charisma
modifiers reduces damage by half.

|-----------------------------------------------------------------------------|
| [9.1.5] Drain Life                                                          |
|-----------------------------------------------------------------------------|

Drain Life
Prerequisites: Character Level 9
Restricted By Armor

This power allows the Jedi to drain the life of others to heal himself.  1-4
points are drained for every level of the character, to a maximum of 10 levels
(10-40) points.  A successful Fortitude save at a DC 5 + the attacking
character's level + the attacking character's Wisdom and Charisma modifiers
reduces damage by half.  This power does not affect droids.

Death Field
Prerequisites: Character Level 18
Restricted By Armor

Death Field targets all enemies within a 10-meter radius, draining life to heal
the attacking Jedi.  The damage is 1-4 per level of the character, to a maximum
of 10 levels (10-40 points).  A Fortitude save made at a DC 5 + the attacking
character's level + the attacking character's Wisdom and Charisma modifiers
reduces the damage by half.  The character is healed the equivalent of the most
damage dealt to any single enemy.  This power does not affect droids.

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

|-----------------------------------------------------------------------------|
| [9.2] Light Powers                                                          |
|-----------------------------------------------------------------------------|

If you are a light character, using these consumes less Force Points.  If
you are a dark side character, one of these will require more points than
normal.  A neutral character pays the standard.

|-----------------------------------------------------------------------------|
| [9.2.1] Cure                                                                |
|-----------------------------------------------------------------------------|

Cure
Prerequisites: Character Level 6

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

Heal
Prerequisites: Character Level 12

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

|-----------------------------------------------------------------------------|
| [9.2.2] Force Aura                                                          |
|-----------------------------------------------------------------------------|

Force Aura
Prerequisites: Jedi
Restricted By Armor

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

Force Force Shield
Prerequisites: Character Level 6
Restricted By Armor

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

Force Armor
Prerequisites: Character Level 12
Restricted By Armor

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

|-----------------------------------------------------------------------------|
| [9.2.3] Force Valor                                                         |
|-----------------------------------------------------------------------------|

Force Valor
Prerequisites: Jedi
Restricted By Armor

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

Knight Valor
Prerequisites: Character Level 9
Restricted By Armor

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

Master Master Valor
Prerequisites: Character Level 15
Restricted By Armor

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

|-----------------------------------------------------------------------------|
| [9.2.4] Stun                                                                |
|-----------------------------------------------------------------------------|

Stun
Prerequisites: Jedi

This power allows the Jedi to assault the mind of an opponent, effectively
stunning them for 9 seconds.  A successful Fortitude save by the target at a DC
of 5 + the attacking character's level + the attacking character's Wisdom and
Charisma modifiers means the target is slowed for the duration instead of
stunned.  This power does not affect droids.

Stasis
Prerequisites: Character Level 9

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


Stasis Field
Prerequisites: Character Level 15
Restricted By Armor

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

|-----------------------------------------------------------------------------|
| [9.2.5] Stun Droid                                                          |
|-----------------------------------------------------------------------------|

Stun Droid
Prerequisites: Jedi

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

Disable Droid
Prerequisites: Character Level 6

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

Destroy Droid
Prerequisites: Character Level 12

Destroy Droid affects all droids within 7 meters of a target droid, disabling
them for 12 seconds and inflicting 1-6 damage per level of the attacking
character.  A successful Fortitude at a DC of 5 + the attacking character's
level + the attacking character's Wisdom and Charisma modifiers results in half
damage.

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

|-----------------------------------------------------------------------------|
| [9.3] Universal Powers                                                      |
|-----------------------------------------------------------------------------|

These powers are available to both light and dark characters, and each pays the
same amount of Force Points.  If you're gravitating toward the neutral side,
too bad, because you don't get a discount.

|-----------------------------------------------------------------------------|
| [9.3.1] Burst of Speed                                                      |
|-----------------------------------------------------------------------------|

Burst of Speed
Prerequisites: Jedi
Restricted By Armor

This power allows a Jedi to move very swiftly, pressing his or her body to its
physical limits.  For the duration of this effect (36 seconds), movement speed
is doubled and 2 Defense is granted.

Knight Speed
Prerequisites: Character Level 9
Restricted By Armor

This power allows a Jedi to move more swiftly than the physical limitations of
his body should allow.  For the duration of this effect (36 seconds), movement
speed is doubled, Defense is increased by 4, and 1 attack per round is gained.

Master Speed
Prerequisites: Character Level 15
Restricted By Armor

This power allows a Jedi to move with such speed that, for the duration of the
effect (36 seconds), movement speed is doubled, Defense is increased by 4, and
2 attacks per round are granted.

|-----------------------------------------------------------------------------|
| [9.3.2] Force Resistance                                                    |
|-----------------------------------------------------------------------------|

Force Resistance
Prerequisites: Character Level 9
Restricted By Armor

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

Force Immunity
Prerequisites: Character Level 15
Restricted By Armor

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

|-----------------------------------------------------------------------------|
| [9.3.3] Energy Resistance                                                   |
|-----------------------------------------------------------------------------|

Energy Resistance
Prerequisites: Jedi

This power shields the Jedi in the Force, absorbing the first 15 points of
damage from sonic, fire, cold and electrical attacks.  Damage over and above
the first 15 points is suffered as normal.  This effect lasts for 120 seconds.

Improved Energy Resistance
Prerequisites: Character Level 9

This power allows the Jedi to shield the entire party in the Force, granting
immunity to poisons and disease and absorbing the first 15 points of damage
from sonic, fire, cold and electrical attacks directed at them.  Damage over
and above the first 15 points is suffered as normal.  This effect lasts for 120
seconds.

|-----------------------------------------------------------------------------|
| [9.3.4] Affect Mind                                                         |
|-----------------------------------------------------------------------------|

Affect Mind
Prerequisites: Jedi

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

Dominate Mind
Prerequisites: Character Level 6

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

|-----------------------------------------------------------------------------|
| [9.3.5] Force Push                                                          |
|-----------------------------------------------------------------------------|

Force Push
Prerequisites: Character Level Jedi

An opponent targeted by this power is pushed back 5 meters, thrown to the
ground stunned for 3 seconds, and suffers damage equal to the attacking
character's level.  A successful Reflex save by the target at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers means the target is not stunned, but still suffers damage equal to
half the Jedi's level.

Force Whirlwind
Prerequisites: Character Level 9

This power encircles the target victim in a small maelstrom of air and dust,
inflicting one third of the attacking character's level in damage every 2
seconds, and rendering them unable to take any action (12 seconds total).  A
successful Reflex save by the target at a DC of 5 + the attacking character's
level + the attacking character's Wisdom and Charisma modifiers negates the
damage and immobilizing effects altogether.  This power does not affect droids
equipped with energy shield hardware.

Force Wave
Prerequisites: Character Level 15

This power creates a telekinetic explosion around the Jedi.  All enemies within
15 emters are thrown 5 meters, fall to the ground and are incapacitated for 6
seconds, and take damage equal to one and a half times the attacking
character's level.  A successful Reflex save by the target at a DC of 5 + the
attacking character's level + the attacking character's Wisdom and Charisma
modifiers means an enemy is not stunned, but still suffers half damage.

|-----------------------------------------------------------------------------|
| [9.3.6] Force Suppression                                                   |
|-----------------------------------------------------------------------------|

Force Suppression
Prerequisites: Character Level
Restricted By Armor

This ability will ancel first and second tier Force powers active on the
target.  The affected Force Powers are Force Aura, Force Shield, Force Valor,
Knight Valor, Burst of Speed, Knight Speed, Energy Resistance, and Force
Resistance.  These powers are instantly cancelled, but the target can
reactivate them if Force Points are available.

Force Breach
Prerequisites: Character Level 15
Restricted By Armor

This ability will ancel first and second tier Force powers active on the
target.  The affected Force Powers are Force Aura, Force Shield, Force Armor,
Force Valor, Knight Valor, Master Valor, Burst of Speed, Knight Speed, Master
Speed, Energy Resistance, Improved Energy Resistance, Force Resistance and
Force Immunity.  These powers are immediately shut down, but the target can
reactivate them if Force Points are available.

|-----------------------------------------------------------------------------|
| [9.3.7] Throw Lightsaber                                                    |
|-----------------------------------------------------------------------------|

Throw Lightsaber
Prerequisites: Jedi
Requires Lightsaber

Throw Lightsaber allows the character to attack a target at range by throwing a
lightsaber, guiding it with the Force.  The target must be at least 5 meters
away.  This attack always hits.  Damage is 1-6 for every two levels of the
attacking character.  NOTE: Once the lightsaber is thrown, it will
automatically return to the Jedi's hand at the end of the round.

Adv. Throw Lightsaber
Prerequisites: Character Level 9
Requires Lightsaber

This power allows the character to attack up to three separate targets with a
single lightsaber throw.  The first target must be at least 5 meters away, and
each additional target must be within 5 meters of the previous.  This attack
always hits.  Damage is 1-6 for every two levels of the attacking character.
NOTE: Once the lightsaber is thrown, it will automatically return to the Jedi's
hand at the end of the round.

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

|-----------------------------------------------------------------------------|
| [10] Jedi Classes                                                           |
|-----------------------------------------------------------------------------|

There are three different classes of Jedi you can become.

Descriptions are taken from the training computer in the Jedi Enclave on
Dantooine.

|-----------------------------------------------------------------------------|
| [10.1] Guardian                                                             |
|-----------------------------------------------------------------------------|

Jedi Guardians battle against the forces of evil and the dark side.  They focus
on combat training and masterful use of the lightsaber.

Basic Class Attributes: 10 vitality per level
                        4 Force Points per level
                        Slow skill progression
                        Fast feat progression

Jedi Guardians gain the Force Jump feat automatically.  This feat allows them
to instantly close the distance and attack an opponent within 10 meters.

|-----------------------------------------------------------------------------|
| [10.2] Consular                                                             |
|-----------------------------------------------------------------------------|

Jedi Consulars seek to bring balance to the universe.  They focus less on
physical combat and more on mental discliplines in order to augment their
mastery of the force.

Basic Class Attributes: 6 vitality per level
                        8 Force Points per level
			Slow skill progression
			Slow feat progression

Jedi Consulars gain the Force Focus feat automatically.  This feat makes it
harder for opponents to resist their Force Powers.

|-----------------------------------------------------------------------------|
| [10.3] Sentinel                                                             |
|-----------------------------------------------------------------------------|

Jedi Sentinels ferret out deceit and injustice, brining them to light.  They
strike a balance between the physical and mental disciplines of the Jedi Order.

Basic Class Attributes: 8 vitality per level
                        6 Force Points per level
                        Average skill progression
                        Slow feat progression

Jedi Sentinels gain the Jedi Immunity feat automatically.  This makes them
immune to fear.

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

|-----------------------------------------------------------------------------|
| [11] Your Party                                                             |
|-----------------------------------------------------------------------------|

By the end of the game, you will have almost ten characters to choose from to
accompany you in your battle.  Here is a listing of them, sorted by name.  You
will see where you first get the person, what their class is, and their dark or
light alignment.  At the party screen, you have the choice between two
additional people to take.  The party screen is divided into nine squares, each
representing someone you can take or someone who will eventually join you, and
they are as follows:

                 |===============================|
                 | Bastila | Canderous | Carth   |
                 |=========|===========|=========|
                 | HK-47   | Jolee     | Juhani  |
                 |=========|===========|=========|
                 | Mission | T3-M4     | Zaalbar |
                 |===============================|

Bastila Shan
Location: Available after winning the Taris swoop race.
Alignment: Light

Starting Stats
   Jedi Class     Sentinel
   Jedi Level     3
   Vitality       27/27
   Force          27/27
   Defense        16
   Strength       12
   Dexterity      18
   Constitution   12
   Intelligence   10
   Wisdom         12
   Charisma       15
   Fortitude      4
   Reflex         7
   Will           3

Starting Inventory
   Body           Clothing

********************

Canderous Ordo
Location: Available after you arrive at Davik's Estate
Alignment: Dark

Starting Stats
   Class          Soldier
   Level          5
   Vitality       65/65
   Defense        11
   Strength       15
   Dexterity      12
   Constitution   14
   Intelligence   10
   Wisdom         14
   Charisma       10
   Fortitude      6
   Reflex         2
   Will           3

Starting Inventory
   Body           Clothing
   Both Hands     Ordo's Repeating Blaster

********************

Carth Ornasi
Location: Available immediately, once you arrive on Taris.
Alignment: Light

Starting Stats
   Class          Soldier
   Level          4
   Vitality       44/44
   Defense        13
   Strength       13
   Dexterity      16
   Constitution   12
   Intelligence   13
   Wisdom         10
   Charisma       12
   Fortitude      5
   Reflex         4
   Will           1

Starting Inventory
   Body           Clothing
   Left Hand      Blaster Pistol
   Right Hand     Carth's Blaster

********************

HK-47
Location: You must buy him from Yuka Laka on Tatooine.
Alignment: Dark

Starting Stats
   Class          Combat Droid
   Level          6
   Vitality       66/66
   Defense        16
   Strength       16
   Dexterity      14
   Constitution   10
   Intelligence   14
   Wisdom         12
   Charisma       10
   Fortitude      5
   Reflex         4
   Will           3

Starting Inventory
   Right Weapon   Blaster Rifle

********************

Jolee Bindo
Location: Kashyyyk, once you enter the Shadowlands.  Must do a task for him.
Alignment: Light

Starting Stats
   Jedi Class     Consular
   Jedi Level     6
   Vitality       42/42
   Force          72/72
   Defense        21
   Strength       12
   Dexterity      16
   Constitution   12
   Intelligence   12
   Wisdom         15
   Charisma       15
   Fortitude      7
   Reflex         7
   Will           8

Starting Inventory
   Body           Jedi Knight Robe
   Right Hand     Lightsaber (green)

********************

Juhani
Location: Dantooine, if you don't kill her and convince her to change
Alignment: Light

Starting Stats
   Jedi Class     Guardian
   Jedi Level     6
   Vitality       78/78
   Force          36/36
   Defense        19
   Strength       13
   Dexterity      16
   Constitution   14
   Intelligence   14
   Wisdom         12
   Charisma       13
   Fortitude      8
   Reflex         9
   Will           5

Starting Inventory
   Body           Jedi Knight Robe
   Right Hand     Lightsaber, Blue

********************

Mission Vao
Location: Taris, in Undercity before you enter sewers
Alignment: Light

Starting Stats
   Class          Scoundrel
   Level          3
   Vitality       21/21
   Defense        16
   Strength       10
   Dexterity      16
   Constitution   12
   Intelligence   14
   Wisdom         11
   Charisma       10
   Fortitude      2
   Reflex         6
   Will           1

Starting Inventory
   Body           Clothing
   Belt           Stealth Field Generator
   Right Hand     Blaster Pistol (also has Mission's Vibroblade, but she does
                  not have it equipped, for some reason)

********************

T3-M4
Location: Taris, bought from Janice Nall's Droid Shop as part of quest.
Alignment: Neutral

Starting Stats
   Class          Expert Droid
   Level          3
   Vitality       30/30
   Defense        17
   Strength       10
   Dexterity      15
   Constitution   14
   Intelligence   20
   Wisdom         10
   Charisma       10
   Fortitude      3
   Reflex         5
   Will           1

Starting Inventory
   Body           Droid Light Plating Type 1
   Left Hand      Shield Disruptor
   Right Hand     Stun Ray
   Shield         Energy Shield Level 1
   Right Weapon   Blaster Pistol

********************

Zaalbar
Location: Taris, after freeing him from the Gamorreans in the Undercity.
Alignment: Neutral

Starting Stats
   Class          Scout
   Level          4
   Vitality       60/60
   Defense        11
   Strength       20
   Dexterity      13
   Constitution   20
   Intelligence   10
   Wisdom         12
   Charisma       8
   Fortitude      9
   Reflex         5
   Will           5

Starting Inventory
   None.  Doesn't have anything equipped.

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

|-----------------------------------------------------------------------------|
| [12] Gaining Experience                                                     |
|-----------------------------------------------------------------------------|

For every level gained, you are awarded with points to put into skills,
attributes, and feats.

                      |-----------------------------|
                      | Level | Experience Required |
                      |-------|---------------------|
                      | 1     | 0                   |
                      | 2     | 1,000               |
                      | 3     | 3,000               |
                      | 4     | 6,000               |
                      | 5     | 10,000              |
                      | 6     | 15,000              |
                      | 7     | 21,000              |
                      | 8     | 28,000              |
                      | 9     | 36,000              |
                      | 10    | 45,000              |
                      | 11    | 55,000              |
                      | 12    | 66,000              |
                      | 13    | 78,000              |
                      | 14    | 91,000              |
                      | 15    | 105,000             |
                      | 16    | 120,000             |
                      | 17    | 136,000             |
                      | 18    | 153,000             |
                      | 19    | 171,000             |
                      | 20    | 190,000             |
                      |-----------------------------|

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

|-----------------------------------------------------------------------------|
| [12] Walkthrough                                                            |
|-----------------------------------------------------------------------------|

For this walkthrough, I am using a male soldier who will stay on the light side
of the Force.

In order to follow this walkthrough completely, you should choose the same
dialogue options I have.  A lot of dialogue is useless and only serves to piss
a character off or gather background information without risking Light or Dark
points.  I will not tell you to gather more information about the planet, or to
ask questions unless it is required to advance the plot.  Certain actions or
persuasion options may not work for you, depending on how you've leveled up
your character.  You may also not be able to break the locks on doors or
containers if your security isn't high enough.  Lastly, if you want more
information about the background of the planet, or any additional info, feel
free to talk more to the characters.

When you speak to your party members, to gather more info on them and to start
the sub-sub-sub quest (like finding out about Carth or Canderous' war stories),
I will tell you what options to choose.  When I tell you, you may not yet have
the ability to get more info out of them.  When you do, just skip back to the
section to see.

When it comes time to visit planets, you're given the option of going anywhere
you want first.  Again, follow the guide exactly to cause the same turn of
events to appear.  If you go to one world and do something, an event might not
happen on a different world because of your actions.  You can choose to go to
the worlds in whichever order you wish, and if you don't follow this guide,
then just jump to the world you've visited.  If you do this, though, please
remember the guide won't be 100% accurate for you.

If you want a listing of all the items available in the game, please go to the
following URL.  Once I finished that FAQ, I will add it to this one, but I
don't want to have to update both when I'm really updating just the one.

http://db.gamefaqs.com/console/xbox/file/star_wars_kotor_item_a.txt.

Any text that is surrounded in asterisks (*) are the dialogue options presented
in the order you should ask them in the game.  It will be listed like this:

*******************************************************************************
* 1: (the first answer you should choose)                                     *
* 2: (the second answer you should choose)                                    *
* 3: (etc., etc., etc.)                                                       *
*******************************************************************************

If there is only one or two dialogue choices, I'll just tell you to pick it
without putting it in the above way.  I'll only tell you what dialogue to pick
if it's important, or if it can yield light/dark side points.  If it serves
just to make you act like a jerk, I didn't even bother adding it.

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

|-----------------------------------------------------------------------------|
| [13.1] Endar Spire                                                          |
|-----------------------------------------------------------------------------|

@@@@@@@@@@@@@@@
@ Endar Spire @
@@@@@@@@@@@@@@@

After the following cinematic, you'll be jarred awake by the sound of multiple
explosions.  Soon, Trask runs into your room and speak with you.

After the conversation, look behind you and to your left to find a footlocker.
Open it.  Equip anything you want, then speak with Trask, and he'll instruct
you to have him join the party.  Afterwards, press Black to switch to him, and
have him unlock the door.  Now, control will be given to you again.  Run down
this hall, and you'll get a message from Carth.  Trask will talk to you after,
so just choose "Let's move out".  Keep going down, past the droid to your left,
and stop at the next door.  It's locked, and Trask will tell you so.  Use your
Security skill to open it and go through.

You'll come across a single Republic soldier fighting two Sith, who eventually
kill him.  This is your first battle.  Target either of the Sith, and press A
to let combat take over.  Heal as necessary.  When they're dead, search them
any equipment, then continue into the next door.  There will be two more Sith
in here; kill them, then search them.  Don't forget to search the Republic
soldier's corpse by the door you came through, as well as the footlocker and
metal box.  When everything is yours, go through the door, and walk forward to
trigger a small cutscene, showing the Republic soldiers being killed.  After
the cutscene, walk forward.  Round the corner, and you'll see three Sith there.
If you have a frag grenade, whip it at the Sith in the middle, and the damage
should take out all three.  Walk toward their corpses, and three more Sith will
come from around the bend.  Kill them, then search all the corpses.  Walk
toward the area the new Sith came from.  Ignore the droid, who soon blows up,
but search the "parts pile" next to it.  Head back the way you came, turn left,
and go through the door at the end of the hall.  You'll witness a battle
between two Jedi's; she wins the fight, but is later killed by an explosion.
Kill the two Sith that show up, then search all the corpses; don't forget to
search the Jedi's corpse!  When you've done everything, head into the door to
enter the Bridge.

Once inside, you'll be attacked by two Sith.  Kill them, then search their
remains, and forget to check the backpack next to the door.  Around this point,
you should be able to level up your character, so do as you wish.  Run toward
the front of the bridge, and two explosions will occur.  After, search one of
the bodies to get an item, then head to the left side of the room.  Take the
one and only door.  Walk forward, and step into the next room.  Another scene
will take over, showing a Dark Jedi.  Trask will keep him occupied, giving you
time to get away.  After the scene, head through the door on the left.

After the load, you'll get a message from Carth.  He tells you to use your
Stealth Field Generator to sneak by the Sith patrol.  You could do this, but
let's kill him instead, so that we can get experience and his goodies.  Once he
drops, continue down to the left of the hall he was guarding, and go through
the door.  Two Sith are here, so kill them and you'll get another message from
Carth.

After his advice, search the corpse and the footlocker.  You now have one of
two choices to make; hack the computer to blow the terminal in the next room,
killing all the Sith, or repair the combat droid and program him to kill the
Sith.  I chose to program the droid, but really, it's up to you.  Stand to the
side of the door while the droid goes in, firing.  Once the droid stops firing,
you're free to move in, as all the Sith have been killed.  Don't forget to
search the corpse of the Sith in red, then go through the door to finally meet
up with Carth.  When he talks, say "How do I know I can trust you?", then go to
where he moves to, and activate the escape pod.  A cutscene will take over,
showing you crash landing on Taris.  That's a planet, and therefore, a new part
of the guide.

|-----------------------------------------------------------------------------|
| [13.2] Taris                                                                |
|-----------------------------------------------------------------------------|

@@@@@@@@@@@
@ Hideout @
@@@@@@@@@@@

After the cutscene, you'll be shown a vision, one of many to come.  When you
wake up, Carth will be there, ready and willing to talk to you.

After the fairly long conversation, you'll have a new journal entry.

Open the footlocker to your right, next to the workbench, then use the bench.
If you are going to be focusing on melee weapons, upgrade the Prototype
Vibroblade you got off the red Sith from the Endar Spire with the Vibration
Cell you got off the dead Jedi.  After all the work (heh, right), speak to
Carth to find out more about him and to start a subquest.

After talking, walk toward the one and only door.  As you open the door, you
are told to take a party member, and for now, you're required to take Carth.

@@@@@@@@@@@@@@@@@@@@
@ South Apartments @
@@@@@@@@@@@@@@@@@@@@

Once the game loads the new area, you'll see a Sith patrol harassing a couple
aliens, one of which the leader kills.  Afterwards, they'll spot you.  Kill the
three of them, then speak to the alien clutching his chest.  When prompted to
talk, choose "I'm just glad I could help.".  Search the leaders body, then
continue through the apartment, going behind the alien.  Go through the first
door on the right.  Inside, you'll find a woman named Dia.  Talk to her.

*******************************************************************************
* 1: I'm sorry.  I was just investigating the area.                           *
* 2: Holdan?  Who's that?                                                     *
* 3: What do you mean?                                                        *
* 4: [Persuade] You can trust me.  Maybe I can help.                          *
* 5: Is there anything I can do to help?                                      *
* 6: Maybe I could speak to Holdan for you.                                   *
* 7: I'll be going now.                                                       *
*******************************************************************************

Before leaving Dia's room, search the bag to the left of the door, by the
table.  Upon leaving, continue down right.  When you get close to the alien,
he'll stop you and introduce himself as Larrim.  You can buy items if you want,
but DON'T buy the Energy Shield, because you'll get one soon, and for free.

Once finished, keep walking, and go through the next door on your right.  The
Twi'lek in here isn't important, so ignore her and search the bag at the back
left corner of the room.  Leave, turn right, and continue down the apartments.
Don't go through the next door; it leads to the Upper City, but we're not done
here yet.  The next door on your right is your destinating.  Pick the lock,
then search the bag to your right.  Just like the Twi'lek, the Ithorian here is
useless, so ignore him, leave, and turn right.  Ignore the open space to your
right, because there's nothing in here.  Keep going, and enter the next door on
your right.  There is no one in here, but feel free to search the footlocker at
the back right for some goodies.  Leave the apartment.  You've now explored all
the rooms, so head either way and go to the door you ignored, the one that will
take you to the Upper City.

@@@@@@@@@@@@@@@@@@@@
@ Upper City South @
@@@@@@@@@@@@@@@@@@@@

As soon as you get to the Upper City, you're given a journal entry.

From the load, run forward, past the fountain, and into the next area.  The
door directly to your left leads to Kebla's Shop, which sells equipment.  You
don't need anything here yet, so walk past, into the next outdoors area.  You
will see a large door ahead; this is the Cantina.  Run forward, but don't worry
about the Sith; he won't bother you.  Go into the Cantina.

@@@@@@@@@@@@@@@@@@@@@@
@ Upper City Cantina @
@@@@@@@@@@@@@@@@@@@@@@

Once inside, talk to the old man on the right by the door, and choose to buy
his Pazaak deck.  After the conversation, you'll have a new journal entry.

After buying deck, walk into the main Cantina and turn right.  Speak with the
woman named Sarna to potentially start a subquest of a main quest.

*******************************************************************************
* 1: You're from the military base?  You don't look like one of the Sith.     *
* 2: Nice to meet you, Sarna.  I'm _____.                                     *
* 3: [Persuade] You're just doing your job, right?  I don't hold that against *
*    you.                                                                     *
* 4: You've got a positive attitude.                                          *
* 5: You need to blow off steam once in a while.                              *
* 6: Sounds good.  I'll be there.                                             *
*******************************************************************************

Now that you've got your invitation, continue around, past Sarna.  The first
room holds nothing of interest unless you're a female, in which case the man in
here will offer you the chance to meet a band backstage if you give him some
credits, but he doesn't, and you just lost some money.  The second room holds a
real bitch of a woman named Gena.  Walk up to her to talk to her.

*******************************************************************************
* 1: Who are you and why are you bossing me around?                           *
* 2: I don't even work here!                                                  *
*******************************************************************************

It may seem like you've done nothing, but you'll find out shortly.  Leave the
room, turn right, and go into the next room.  This is the duel room.  Watch the
match between Deadeye Duncan and Gerlon Two-Fingers, then walk up and speak to
the Hutt, Ajuur ,at the back center of the room.  You're going to be registered
as a duelist so you can win some credits.

*******************************************************************************
* 1: I might be interested - what's in this for me?                           *
* 2: [Persuade] I'll do it, but I want more than ten percent.                 *
* 3: Okay, I'll do it.                                                        *
* 4: The Mysterious Stranger.  I like it.                                     *
* 5: I'm ready for a duel.                                                    *
* 6: Let's do it.                                                             *
*******************************************************************************

At this point, you should be able to get by the first two duelists, Deadeye
Duncan and Gerlon Two-Fingers, so go ahead and fight them both.  To start a
duel, speak to Ajuur, and tell him "I'm ready to duel".  Deadeye has less than
ten points of health, and I managed to beat him with a kick.  After
the match, you'll be back in the duel room.  Run to Ajuur to claim your prize,
which turns out to be 100 credits.  You should also be able to level up at this
point.  After leveling up, speak to Ajuur to start the second match, this time
against Gerlon.

Gerlon has roughly thirty points of health, so he's also fairly easy.  He uses
a blaster, but if you use a melee weapon, like the upgraded vibroblade we made
at the beginning, he should go down in three or four whacks.  When the match is
over, speak to Ajuur to claim your ten percent, 200 credits.  If you want, you
can attempt Ice, but it's best left until you're a few levels more powerful.

When you've collected your share, leave the dueling room, and head right.  Go
through the next doorway, as we're going to leave the cantina.  If you want to,
you can play a game of Pazaak with the man in red, Niklos.  If you win, the
woman next to him, Christya, will come on to you and want you to buy you and
her some drinks.  Don't pay, however, as it's just a way of getting money out
of you, because you'll see her with a nobleman and she'll completely ignore
you.

@@@@@@@@@@@@@@@@@@@@
@ Upper City South @
@@@@@@@@@@@@@@@@@@@@

Once you're back in the South end of the Upper City, run forward, as if you
were going back to the fountain.  When you get to the middle of the indoor
area, next to Kebla's Shop, you'll run into Gena, the woman you pissed off.
She has two alien lackeys, and they will attack her.  Why did we piss her off,
you ask?  The aliens are easy, you get 100 xp points each, and you can collect
their items.  After the battle, continue back into the main outdoors area of
the Upper City.  Before doing anything after the battle, speak to Carth.  You
should be able to get more information out of him.  If not, wait a few more
minutes.

*******************************************************************************
* 1: Is this a good time to ask you some more questions?                      *
* 2: Not if you have a problem with it.                                       *
* 3: This isn't an interrogation.  I never said that!                         *
* 4: I wasn't in a position to know what was going on, really.                *
* 5: I'm just a soldier.  I'm sure there isn't anything unusual about that, is*
*    there?                                                                   *
* 6: What's so odd about me being added to the crew at the last minute?       *
* 7: I have no idea what you're talking about!                                *
* 8: Shouldn't we be working together?                                        *
* 9: Are you always this suspicious?                                          *
* 10: I consider this important.                                              *
*******************************************************************************

After speaking with Carth, head out, and turn right, going down the long
walkway.  At the end, when the path forks to the left and right, go right, and
enter the door to go inside Zelka Forn's Medical Facility.  Speak with the man
near the back left.

*******************************************************************************
* 1: Rakghoul disease?                                                        *
* 2: Is there no cure?                                                        *
* 3: Maybe I could find a way to get my hands on that serum for you.          *
* 4: I want to ask you some questions.                                        *
* 5: Do you know anything about the Republic escape pods that crashed in the  *
*    Undercity?                                                               *
* 6: You seem awfully defensive about this.                                   *
* 7: [Persuade] Don't worry, I'm not with the Sith.  I won't betray your      *
*    secret if you tell me.
*******************************************************************************

If your persuasion doesn't work, just walk to the door behind Zelka and use
your security skill on it.  Turns out that Zelka has been harboring a few of
the Republic soldiers, trying to make their last days comfortable.  Now, we
could extort him for some money, but we're a good guy, so we're not going to do
that.  Tell him "Is there anything I can do to help?".

After speaking with Zelka and learning about the Republic soldiers, buy stuff
from him if you like (most of it is health and health related items, naturally)
then attempt to the leave the facility.  You'll be stopped by Gurney, Zelka's
assistant, who informs you that the crimelord Davik is willing to buy the serum
for 1000 credits.  Unfortunately, because we're good, we won't be doing that,
so just tell him "I'm not interested" followed by "I think I'd rather give the
serum to Zelka.  He'll use it to help people".

Once outside of the medical facility, run straight, past the hovering thing,
and you'll encounter two thugs shaking down an old man.  Aw, we can't let this
happen, can we?  After they spot you, tell them "Leave this man alone or you'll
have to deal with me!"  Both men are easy; no, beyond easy.  One slash should
kill them.  After, the man thanks you.  Since we're nice, we're going to give
him some credits, so tell him "Maybe I can help you", followed by "Here's 100
credits.  Take them."  The man runs off ecstatic, and you've earned some light
points.  Search the corpses of the thugs for 100 credits total (50 credits on
each).  Enter the door the man went into to wind up on the north side of the
Upper City.

@@@@@@@@@@@@@@@@@@@@
@ Upper City North @
@@@@@@@@@@@@@@@@@@@@

When the North section loads, run straight, past the hovering thing, and enter
the door.  Inside, run into the small elevator, and you'll be taken to the
North apartments.

@@@@@@@@@@@@@@@@@@@@
@ North Apartments @
@@@@@@@@@@@@@@@@@@@@

From the loading points, turn left, and go through the first door.  There is a
family in here, but they do nothing and are useless, so just search the
footlocker on the left side of the room.  Leave, and enter the next apartment.
This is the party you were invited to.  Sarna greets you.  The entire party
drinks some Tarisian ale, and they all collapse, unconscious.  Sort of reminds
me of a cult mass suicide thing.  Anyway, after they're collapsed on the floor,
search the backpack at the back left of the room for some items, including the
Sith Armor, which will grant you access to the Lower City.

Be sure to check the footlocker before leaving, and don't bother investigating
any of the bodies; they contain nothing, and you can't even search them.  Leave
the apartment, and continue your trek left and into the next room.  It's devoid
of everything but a footlocker, so search it.  Leave, continue left, and go in
the next room.  It's just as empty, aside from a single footlocker.  Search it,
leave, and continue left into the next room (quite a pattern, huh?).  In the
next room, speak to the man, Largo.  Apparently, there's a bounty on his head,
too.  Damn being nice, because we're going to give him credits.

*******************************************************************************
* 1: Don't worry - I'm not going to hurt you.                                 *
* 2: Maybe I could help you with your problem with Davik.                     *
* 3: Here - I've got 200 credits you can have.                                *
*******************************************************************************

After giving Largo the credits, leave the apartment, turn left, and go through
the door on your left, which will take you back to the Upper City.

@@@@@@@@@@@@@@@@@@@@
@ Upper Sity North @
@@@@@@@@@@@@@@@@@@@@

Back in the Upper City, head right down the long walkway.  Around the middle,
you'll come to three drunks in grey-ish suits.  As you approach them, they
insult you.  Unfortunately, we can't fight them because we're nice, so choose
the option "[Persuade] Hey, guys, we can all be friends here.  Let me buy you a
drink."  They accept the offer, but since they're late, they can't have the
drinks.  You've just avoided a fight, earned some light points, and saved some
credits.  When the path forks, turn left and go through the door to enter
Janice Nall's Droid Shop.

*******************************************************************************
* 1: What do they have against Twi'leks?                                      *
* 2: Utility droids?  What do they do?                                        *
* 3: Let me see your droids.                                                  *
* 4: I'll take the T3-H8 unit.  Here's 50 credits.                            *
*******************************************************************************

Talk to her once more to get a journal entry, and part of a quest.

*******************************************************************************
* 1: Let me see what you've got for sale.                                     *
* 2: Utility droids?  What do they do?                                        *
* 3: Let me see your droids.                                                  *
*******************************************************************************

With your new droid in tow, leave the shop.  Halfway down the path, a small
cutscene takes over, and your newly purchased droid explodes!  That bitch!
Return to the shop, and talk to Janice, by telling her "It blew up.  I came to
get my money back", followed by "No hard feelings.".  Leave the shop, and walk
across.  Just past the fork, you'll see an old man named Gordon Colu.  Talk to
him.  He's one of those doomsday people, claiming aliens on Taris are a plague
on society.  Say "Vermin and scum?  What are you talking about?", then follow
that up by saying "I don't know which is worse - your hate mongering or your
ignorance.".  With that, he insults you, claims you'll suffer, yada yada.  Go
into the small enclosed area, and put the Sith Armor on your main character.
Walk up to the Sith guarding the elevator, and he'll talk to you.  When he
finishes with his warning, enter the elevator, and you're on your way to the
Undercity.

@@@@@@@@@@@@@@
@ Lower City @
@@@@@@@@@@@@@@

When the Lower City loads, walk forward, and you'll see a battle take place
between some members of the Hidden Beks and Black Vulkars.  After the fight,
you'll be spotted, and you'll have to wipe out the survivors.  They're fairly
easy to kill, so don't worry much.  When they are dead, search their corpses,
then run straight ahead, opposite the elevator, to the door which will lead you
to the apartments.

@@@@@@@@@@@@@@@@@@@@@@@@@
@ Lower City Apartments @
@@@@@@@@@@@@@@@@@@@@@@@@@

Inside, run to your left.  If you have the parts, activate and repair the droid
here so that it'll patrol and kill any Vulkar's around.  It probably won't get
too far, but you get the xp for those that it did kill, and you'll have saved
your health.  Enter the first door on the, kill the Vulkr, then search his body
and the footlocker.  Leave, turn left, and enter the next apartment.  Search
the footlocker in the back left of this room, then search the corpse just
outside the apartment, whom the droid killed.  Keep running, and enter the next
door, killing any and all Vulkars you come across.  In this room, you'll have
to kill the Vulkar Gang Boss.  He's slightly more powerful, but still shouldn't
pose a problem.  At this point, you will probably be able to level up, so do
that, and then search the footlocker, the supplies crate, and the gang boss'
corpse.  Run left, go in the next door, and you'll see a footlocker surrounded
by six holograms.  They aren't activated yet, and this is your first puzzle.

Search the desk to the right to pick up The Twisted Rancor Trio, the story of a
band.  Read it, and you'll find out the correct order of activ