Xbox | Star Wars: Knights of the Old Republic II

		  Star Wars: Knights of the Old Republic II

                                The Sith Lords
 
                                FAQ/Walkthrough
                                    (Xbox)
            Created by Brady Howe
            Email me a gitrdoneman1212@yahoo.com        
            Do not recreate
                          ..:: Table of Contents ::..
-------------------------------------------------------------------------------
 
          Walkthrough ...................................... :WLKTH:
 
          1.   The Prologue > > > > > > > > > > > > > > > >> :T3PRL:
          2.   Peragus ..................................... :PRAGS:
          3.   Telos - Citadel Station > > > > > > > > > > > :TLOSC:
          4.   Telos - Planetside .......................... :TLOSP:
          5.   Telos - Hidden Base > > > > > > > > > > > > > :TLOSH:
          6.   The Ebon Hawk ............................... :TEBHK:
          7.   Dantooine > > > > > > > > > > > > > > > > > > :DNTIN:
          8.   Nar Shaddaa ............................... . :NRSHD:
          9.   Post Nar Shaddaa Ebon Hawk > > > > > > > > >> :PNRSD:
          10.  Onderon / Dxun .............................. :ONDXN:
          11.  Korriban > > > > > > > > > > > > > > > > > >> :KRRBN:
          12.  Onderon Finale .............................. :ONDFN:
          13.  Dantooine Again > > > > > > > > > > > > > > > :DNAGN:
          14.  Telos - Hidden Base Again ................... :THBAA:
          15.  Telos - Citadel Station Again > > > > > > > > :TCSAN:
          16.  The Ravager ................................. :TRVGR:
          17.  Malachor V - Endgame > > > > > > > > > > > >> :MLCRV:
 
 
 
 
 
   iii. Companions                                    :IIICM:
-------------------------------------------------------------------------------
 
                               Quick Reference:
                              -================-
 
  Name         Location
  =============================================================================
  Kreia      - Peragus
  Atton Rand - Peragus
  T3-M4      - Prologue, Peragus
  Handmaiden - Telos, Hidden Base - Male characters ONLY
  Disciple   - Dantooine, Enclave Sublevel - Female characters ONLY
  Visas Marr - Ebon Hawk - after getting 1/4 to light or dark side, watch her
               movie with Darth Nihilous, then the next time you enter your
               ship, she'll be in the Starboard passenger compartment. Defeat
               her and she's yours.
  Mandalore  - Dxun/Onderon
  G0-T0      - Nar Shaddaa
  Mira       - Nar Shaddaa - requires that you be Light side or Neutral. If you
               get Mira, then you cannot get Hanharr.
  Hanharr    - Nar Shaddaa - requires that you be Dark Side. If you get Hanharr
               then you cannot get Mira.
  HK-47      - Ebon Hawk - requires that you find 4 missing HK components,
               then repair. (This doesn't require Skill)
  =============================================================================
 
 
 
  Jedi Notes: You can turn Atton, Bao-Dur, Disciple, Handmaiden and Mira to
              Jedi. This mostly just requires good Influence with them, but
              they have unique requirements as well: 
              Atton      - Learn his secret at Nar Shaddaa, then talk to him
                           about his past.
              Bao-Dur    - Influence, then talk to him.
              Disciple   - Talk to him, say the right things.
              Handmaiden - Spar and win against her three times.
              Mira       - Influence, then take her to Nar Shaddaa, near the
                           Cantina.
 
 
                                  =---------=
   &nnbsp;                              
   In-Depth:
                                  -=========-
 
  Kreia.......................................................................
  . Automatically joins at Peragus, after the Dormitory level.                .
  .                                                                           .
  . Jedi Consular -- Level 3              ;                                   .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  10   0    Vitality  36    Stealth       5    Burst of Speed        .
  .   DEX  16  +3    Force     49    Awareness     6    Energy Resistance     .
  .   CON  16  +3    Defense   16    Persuade      5*   Force Camouflage      .
  .   INT  14  +2    Fortitude  6    Treat Injury  6    Fear                  .
  .   WIS  16  +3    Reflex     5                       Force Push            .
  .   CHA  12  +1    Will       6                                             .
  .                                                                           .
  .   Feats: Dueling, Class Skill (Stealth), Finesse (Melee Weapons),         .
  .          Mentor**, Force Chain***                                         .
  .                                                                           .
  .   *   Kreia has Persuade, but it can't be raised                          .
 
  .   **  Mentor increases experience gained while she is in party            .
  .   *** Force Chain shares force powers with the Exile                      .
  .                                                                           .
  .   Kreia has better attributes than you can get, and is a powerful user of .
  .   the Force. With her Force Chain ability, every power she uses on        .
  .   herself, is used on your character as well. Because of this I typically .
  .   use her in a support role, placing her AI on "Jedi Support." She also   .
  .   does really well with other offensive Force Powers. She is always       .
  .   Neutral, and because of this she can use both Light and Dark side       .
  .   powers equally well. However, I typically only advance her up the       .
  .   "Insanity" chain, then keep working on the "buffing" type powers, like  .
  .   Speed, Aura, and Energy Resistance.                                     .
   ...........................................................................
 
 
  Atton.......................................................................
  . Automatically joins at Peragus, after the Dormitory level.                .
  .                                                                           .
  . Scoundrel -- Level 3                                                      .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  12  +1    Vitality  24    Computer Use  3     none                 .
  .   DEX  16  +3    Force      0    Demolitions   4                          .
  .   CON  14  +2    Defense   19    Stealth       4                          .
  .   INT  10   0    Fortitude  5*   Awareness     5                          .
  .   WIS  10   0    Reflex     8*   Security      5                          .
  .   CHA  12  +1    Will       3*                                            .
  .                                                                           .
  .   Feats: Sneak Attack I & II, Scoundrel's Luck**, Survival***, Spirit#    .
  .                                                                           .
  .   *   Saves listed here included Atton's bonus from his armor (+2)        .
  .   **  Defensive bonus, +2 at level 1, extra +2 at levels divisible by 6   .
  .   *** Increases Atton's saves as he loses Vitality                        .
  .   #   When knocked out, there is chance that Atton will get back up       .
 
  .                                                                           .
  .   Atton is a scoundrel now, with an option to become a Jedi Sentinal      .
  .   later. This brings up the point that the less scoundrel levels you add, .
  .   the more Jedi levels you can get later. This is the basic "Hold Levels" .
  .   tactic, since you don't have to level your people up at any time. You   .
  .   lose the Scoundrel abilities when you do this, such as Sneak Attack,    .
  .   but it isn't that big a deal.                                           .
  .                                                                           .
  .   Atton becomes a Jedi Sentinal only after you have visited Nar Shaddaa,  .
  .   and talked to the men who know his secret in the Refugee Sector. Then   .
  .   you talk to Atton about it, and if your Influence with him is high      .
  .   enough, you get the option to turn him to a Jedi.                       .
   ...........................................................................
 
 
  T3..........................................................................
  . Solo missions in the Prologue and early Peragus, joins after the          .
  . Harbinger events.                                                         .
  .                                                                           .
  . Expert Droid -- Level 3              ;                                     .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  10   0    Vitality  30    Computer Use  6     none                 .
  .   DEX  15  +2    Force      0    Demolitions   2                          .
  .   CON  14  +2    Defense   17    Awareness     2                          .
  .   INT  16  +3    Fortitude  3    Repair        6                          .
  .   WIS  10   0    Reflex     5    Security      6                          .
  .   CHA  10   0    Will       1                                             .
  .                                                                          
  . 
  .   Feats: Gearhead, Caution                                                .
  .   Items: Whatever he had when you last saw him.                           .
  .                                                                           .
  .   T3 can make Computer Spikes forever, but will only make them if you     .
  .   have less than 11 in your inventory. T3 can also act as a workbench,    .
  .   but only to upgrade items, not to create or breakdown items.            .
   ...........................................................................
 
 
  Bao-Dur.....................................................................
 
  . Found after Telos Citadel Station                                         .
  .                                                                           .
  . Tech Specialist -- Level 6              ;                                 .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  14  +2    Vitality  48    Computer Use  9     none                 .
  .   DEX  10   0    Force      0    Demolitions   9                          .
  .   CON  14  +2    Defense   10    Stealth       1                          .
  .   INT  15  +2    Fortitude  5    Awareness     8                          .
  .   WIS  14  +2    Reflex     4    Repair        9                          .
  .   CHA  10   0    Will       6    Security      9                          .
  .                                  Treat Injury  4                          .
  .                                                                           .
  .   Feats: Gearhead, Improved Gearhead, Conditioning, Shield Breaker*       .
  .   Items: Nothing                                                          .
  .                                                                           .
  .   * Shield Breaker works to remove shields around opponents, when using   .
  .     no weapon (hand to hand only).                                        .
  .                                                                           .
  .   Bao-Dur can make Energy Shields, up to a point. He will only make them  .
  .   if there aren't too many of (Energy + Mandalorian Melee) in inventory.  .
  .                                                                           .
  .   If you want to take Bao-Dur to a Jedi later, don't spend any skill      .
  .   points cross class, just save them up every level. They'll come in      .
  .   handy later. Also, don't take him much past level 12 as a Tech. You can .
  .   use the skills, but he'll survive better as a Jedi. If you really don't .
  .   need skills (either the Exile or T3 will do), then hold his level at    .
  .   SIX until he turns Jedi.                                                .
  .                                                                           .
  .   Turning Bao-Dur to a Jedi just takes Influence. Once you start getting  .
  .   some with him, keep talking to him until a dialogue appears that        .
  .   starts:                                                                 .
  .                                                                           .
  .     Having you here has an effect on me, General.                         .
  .                                                                           .
  .   Just follow the dialogue, the choices don't matter, until you get the   .
  .   offer to train him. Accept and he becomes a Jedi Guardian, which is     .
  .   good because Tech Specialists have no DEF bonus. You don't need to be   .
  .   Light Side to get him to become a Jedi, but most of his positive +INF+  .
  .   actions are Light Sided in nature.                                      .
  .                                                                           .
  .   Bao-Dur cannot wear Jedi Robes. Even if you want him to keep fighting   .
  .   Unarmed, he will be as many levels behind in that feat tree as he has   .
  .   Tech levels, the two won't stack in determining which Unarmed feat he   .
  .   gets.                                                                   .
  .                                                                           .
  .   Bao-Dur becomes a Jedi Guardian.                                        .
   ...........................................................................
 
 
  Handmaiden..................................................................
  . Found immediately after leaving Telos - Hidden Jedi Base                  .
  . --Male characters ONLY--                                                  .
  .                                                                           .
  . Soldier -- Level 6              ;                                         .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  14  +2    Vitality  78    Stealth       5     none                 .
  .   DEX  16  +3    Force      0    Awareness     8                          .
  .   CON  14  +2    Defense   16    Treat Injury  8                          .
  .   INT  10   0    Fortitude  8                                             .
  .   WIS  10   0    Reflex     6                                             .
  .   CHA  14  +2    Will       3                                             .
  .                                                                           .
  .   Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Improved      .
  .          Power Attack, Toughness, Improved Toughness, Conditioning,       .
  .          Echani Strike*                                                   .
  .   Items: Clothing                                                         .
  .                                                                           .
  .   * Echani Strike is Handmaiden's special feat. It adds 1-4 damage to her .
  .     unarmed melee attacks, plus a 10% knockdown chance (DC 15 + Level)    .
  .                                                                           .
  .   Handmaiden can become a Jedi Guardian later, with the proper influence, .
  .   so you may want to hold off on leveling her up until then. Soldiers and .
  .   Jedi Guardians are very similar, so you lose nothing by holding her     .
  .   levels. You turn her to a Jedi by getting her Influence up, sparring    .
  .   with her on three separate occasions, when you are at least level 10,   .
  .   14 and 18, and commenting on the clothes you make her put on after      .
  .   sparring to learn of her mother. Then learn more of her mother from     .
  .   Kreia, follow that up with Handmaiden and she'll accept your training.  .
  .                                                                           .
  .   Handmaiden becomes a Jedi Guardian.                                     .
   ...........................................................................
 
 
  Visas.......................................................................
  . Found after going light/dark when re-entering the Ebon Hawk               .
  .                                                                           .
  . Jedi Sentinal -- Level 6              ;                                    .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  12  +1    Vitality  30    Stealth       9    Energy Resistance     .
  .   DEX  18  +4    Force     24    Awareness     9    Wound                 .
  .   CON  12  +1    Defense   18    Treat Injury  9    Fear > Horror         .
  .   INT  10   0    Fortitude  6                       Shock                 .
  .   WIS  12  +1    Reflex     9                       Force Push            .
  .   CHA  15  +2    Will       4                                             .
  .                                                                           .
  .  Feats: Two Weapon Fighting, Improved Flurry, Weapon Focus (Lightsaber)   .
  .   Items: Clothing                                                         .
  .                                                                           .
  .   Visas is the second -- and final -- character you get who is already a  .
  .   Jedi when she joins. Her DEX is her best attribute, but you'll have to  .
  .   even out her CHA first. Give her Weapon Finesse: Lightsaber to take     .
  .   advantage of her vastly better DEX in combat. She does well with        .
  .   offensive force powers, and is already quite far along in the Dark      .
  .   Side. In order to really be effective in close combat, she'll need to   .
  .   pick up the Toughness feats, as she lacks Vitality.                     .
   ...........................................................................
 
 
 
 Disciple....................................................................
  . Found in the Dantooine Enclave Sublevel                                   .
  . --Female characters only--           &nnbsp;                              .
  .                                                                           .
  . Soldier -- Level 6                                                        .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  14  +2    Vitality  78    Stealth       5     none                 .
  .   DEX  16  +3    Force      0    Awareness     8                          .
  .   CON  14  +2    Defense   15    Treat Injury  8                          .
  .   INT  10   0    Fortitude  8                                             .
  .   WIS  10   0    Reflex     6                                             .
  .   CHA  14  +2    Will       3                                             .
  .                                                                           .
  .   Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Close Combat, .
  .          Toughness, Improved Toughness                                    .
  .   Items: Clothing                                                         .
  .                                                                           .
  .   Disciple, who only joins female main characters, is almost a twin to    .
  .   the Handmaiden. However, unlike her, he goes from Soldier to Jedi       .
  .   Consular, while she becomes a Guardian. Disciple is the easiest to      .
  .   convert to a Jedi, and can be done at any time by simply talking to     .
  .   him and saying the "right" things. He is naive and generally good,      .
  .   and so long as you like the Republic, you'll get along fine.            .
  .                                                                           .
  .   Disciple becomes a Jedi Consular.                                       .
  .                                                                           .
  .   Disciple can act as a Lab Station at any time, and can also make        .
  .   Medpacs when you are on the Ebon Hawk.                                  .
   ...........................................................................
 
 
  Mira........................................................................
  . Found at Nar Shaddaa, just before meeting Visquis                         .
  . --only for Light/Neutral characters, Dark Siders get Hanharr instead)--   .
  .                                                                           .
  . Scout -- Level 6              ;                                           .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  10   0    Vitality  54    Computer Use  8     none                 .
  .   DEX  16  +3    Force      0    Demolitions   8                          .
  .   CON  12  +1    Defense   19    Awareness     8                          .
  .   INT  14  +2    Fortitude  6    Repair        8                          .
  .   WIS  11   0    Reflex     8    Security      2                          .
  .   CHA  10   0    Will       5    Treat Injury  5                          .
  .                                                                           .
  .   Feats: Caution, Uncanny Dodge I, Dueling, Evasion, Targeting I & II,    .
  .          Close Combat, Point Guard*, Precise Shot I                       .
  .   Items: Mira's Ballistic Mesh Jacket (+5 DEF, resist melee 5/-), Wrist   .
  .          Launcher                                                         .
  .                                                                           .
  .   * When Mira is in the lead, the party cannot set off mines              .
  .                                                                           .
  .   Mira is the final character who can become a Jedi. Like the others this .
  .   is largely a question of Influence. The absolute best way to gain       .
  .   Influence with Mira is through her "Why don't you kill" dialogue, IF    .
  .   YOU HAVE AT LEAST 11 AWARENESS, then you can follow that to some rich   .
  .   Influences. Outside of dialogue, most of her influencing actions are    .
  .   on Onderon, so you almost have to take her with you there (or at least  .
  .   to Dxun) to get Influence without Awareness. Then you have to take her  .
  .   back to Nar Shaddaa to show her the Force, in the same spot that Kreia  .
  .   offered you a vision.                                                   .
  .                                                                           .
  .   Mira becomes a Jedi Sentinal.                                           .
   ...........................................................................
 
 
  Hanharr.....................................................................
  . Found at Nar Shaddaa, just before meeting with Visquis                    .
  . --Dark Side ONLY, Light/Neutral characters get Mira--       p;            .
  .                                                                           .
  . Scout -- Level 4              ;                                           .
  .   Stats                          Skills             Powers                .
  .  -------------------------------------------------------------------      .
  .   STR  20  +5    Vitality  60    Demolitions   6                          .
  .   DEX  13  +1    Force      0    Awareness     6                          .
  .   CON  20  +5    Defense   11    Repair        4                          .
  .   INT  10   0    Fortitude  9    Treat Injury  5                          .
  .   WIS  12  +1    Reflex     5                                             .
  .   CHA   8  -1    Will       5                                             .
  .                                                                           .
  .   Feats: Armor Proficiency (Heavy)*, Improved Power Attack, Weapon Focus: .
  .          Melee, Uncanny Dodge I, Wookiee Toughness**, Targeting I,        .
  .          Precise Shot I, Close Combat, Wookiee Rage***                    .
  .   Items: Rykk Blade (2)                                                   .
  .                                                                           .
  .   *   Despite having proficiency in it, Hanharr cannot wear armor.        .
  .   **  Works like the Marauder/Weapon Master feat, reducing damage taken   .
  .   *** Works like the Marauder Fury ability, adding to STR and damage,     .
  .       with a penalty to DEF at the same time                              .
  .                                                                           .
  .   Hanharr, the evil wookiee, is the most powerful non-force user in the   .
  .   game. He is almost a Sith Marauder as it is. Keep him with melee        .
  .   weapons, develop some two weapon fighting, and watch him go to work.    .
  .   Makes a great contrast to Jedi, and will tear through opponents who     .
  .   foolishly think that an Energy Shield will protect them.                .
   ...........................................................................
 
 
  G0-T0.......................................................................
  . Joins automatically after Goto's yacht in NarShaddaa                      .
  .                                                                           .
  . Expert Droid -- Level 6                                                   .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  10   0    Vitality  66    Computer Use  9     none                 .
  .   DEX  19  +4    Force      0    Stealth       4                          .
  .   CON  16  +3    Defense   20    Awareness     5                          .
  .   INT  16  +3    Fortitude  5    Repair        5                          .
  .   WIS  10   0    Reflex     9    Security      9                          .
  .   CHA  10   0    Will       2    Treat Injury  5                          .
  .                                                                           .
  .   Feats: Two Weapon Fighting, Caution, Gearhead & Improved Gearhed,       .
  .          Improved Power Blast*, Improved Rapid Shot*, Improved Sniper     .
  .          Shot*, Close Combat, Personal Cloaking Shield**                  .
  .   Items: G0T0 Targeting Module, Droid Repulsor, Droid Defense Barrier,    .
  .          Aratech Droid Oxidizer                                           .
  .                                                                           .
  .   * These combat feats come from the G0T0 Targeting Module.               .
  .   ** Allows him to use Stealth without any items                          .
   ...........................................................................
 
 
  HK-47.......................................................................
  . Found in the Ebon Hawk, can be rebuilt after Nar Shaddaa                  .
  .                                                                           .
  . Combat Droid -- Level 6              ;                                    .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  16  +3    Vitality  72    Demolitions   5     none                 .
  .   DEX  16  +3    Force      0    Awareness     5                          .
  .   CON  10   0    Defense   19    Repair        6                          .
  .   INT  14  +2    Fortitude  5                                             .
  .   WIS  12  +1    Reflex     5                                             .
  .   CHA  10   0    Will       3                                             .
  .                                                                           .
  .   Feats: Power Blast, Weapon Focus: Blaster Rifle, Toughness, Assassin    .
  .          Protocols*                                                       .
  .   Items: Blaster Rifle                                                    .
  .                                                                           .
  .   * 20% chance for extra damage                                           .
   ...........................................................................
 
 
  Mandalore...................................................................
  . Automatically joins when you go from Dxun to Onderon.                     .
  .                                                                           .
  . Soldier -- Level 5              ;                                          .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  15  +2    Vitality  65    Stealth       2     none                 .
  .   DEX  12   0*   Force      0    Awareness     5                          .
  .   CON  15  +2    Defense   23    Persuade      2**                        .
  .   INT  12  +1    Fortitude  6    Treat Injury  9                          .
  .   WIS  12  +1    Reflex     2                                             .
  .   CHA  12  +1    Will       2                                             .
  .                                                                           .
  .   Feats: Improved Power Blast, Weapon Focus & Specialization: Blaster     .
  .          Rifle, Toughness, Close Combat, Mandalorian Courage***, Impant   .
  .          Switching%                                                       .
  .   Items:                                                                  .
  .                                                                           .
  .   * Mandalore has a +1 DEX bonus, but can't use it for DEF due to his     .
  .     armor                                                                 .
  .   ** Mandalore has 2 in Persuade, but can't raise it further              .
  .   *** Extra +2 DEF every 6 levels, immune to Fear and Horror              .
  .   % Allows +4 STR, DEX or CON, also has a Regeneration Implant            .
  .                                                                           .
  .   Mandalore's Impant Switching is found in the same sub-menu as Jedi      .
  .   Force Powers, and will give one of the above bonuses, depending on which.
  .   one is selected.                                                        .
  .                                                                           .
  .   Mandalore cannot become a Jedi, and has no major upgrades available, so .
  .   there's no particular reason to gain Influence with him. Which is just  .
  .   as well since there aren't many places to Influence him anyway.         .
   
-------------------------------------------------------------------------------
   2.   Peragus                                       :PRAGS:
 -------------------------------------------------------------------------------
 
The Medical Wing
      ___                                    K - Kolto Tank, where you start
     ( K )                                   d - door
      | |                    ___ __          D - Door Opened by Medical Console
   ---|d|-- __              |   d__ A        L - Lab Station
  |x__D |CLD_M|             |_ _|            C - Medical Console
      | d__|                  d              S - Sealed until later
   ___|p|_               | | | |             s - Security Desk
   __S   |_ ---_ ----_ ---S-_-d-             A - Administrative Area
     |    _d   _d    _d     _ s |            M - Medical supply room
     |___|  ---  ----  ----- ---             x - Morgue
                                             p - Door opened by Plasma Torch
 
  The Exile's back, baby! Finally get to control the character you created.
  After waking up to the mysterious voice of an old woman, you get control.
  You have no items. No experience. No Force. Just some ugly brown "underoos."
  Head down and through the door. To the right is the MORGUE DOOR, which you
  can't open directly. Ahead and left through the door.
 
  Open the Plasteel container and get the swag (Medpacs, probably, dang random
  items). Note the Lab Station in here. Right now all you could do with it is
  reduce your Medpacs to Chemicals. Not what we need right now. Use the
  Medical Computer.
 
  Medical Computer............................................................
  . Access medical logs                                                       .
  .  - Access Log 253-12 - Holovid of woman logging in the Ebon Hawk          .
  .  - Access Log 253-15 - Holovid "could be a Jedi"                          .
  .  - Access Log 253-18 - Holovid "droids acting oddly"                      .
  .  - Access main console options                                            .
  . Access patient lifesigns - shows list - returns to beginning              .
  . Access patient treatment - shows treatment - returns to beginning         .
  .  - [Treat Injury - 1 REQ] Check the Last treatment request                .
  .    - [Computer] Attempt to track the treatment request [Base Cost:        .
  .      1 Spike]                                                             .
  . Access medical bay functions                                              .
  .  - Access medical bay camera - shows medical bay                          .
  .  - Access morgue camera - shows morgue                                    .
  .  - Unlock door to morgue - opens door to morgue                           .
  .  - [Computer] Unlock medical storage room [0 Spikes] - opens door behind  .
  .    you - returns to beginning, removes "Access medical inventory"         .
  .  - Access medical inventory                                               .
  .  - Access main console options - returns to beginning                     .
  . Log out                                                                   .
   ...........................................................................
 
  Use the medical computer to open the two doors, one to the morgue and the
  other to the storeroom. (110 XP for the morgue door, 50 XP for the storage
  room) Checking the last treatment with a [Treat Injury] is worth 50 XP.
  You can't track it down until you get a Computer Spike, so keep that in mind.
  Exit.
 
  Enter the storeroom, and search the two Plasteel containers for Medpacs and
  Chemicals. If you want, you have enough Chemicals to make another Medpac at
  the lab station. Leave and head into the Morgue.
 
  Two bodies in here. Search the one at the back for a Plasma Torch. At that,
  the other body, Kreia, gets up and talks to you.
 
    Note: I don't transcribe the conversations verbatim, I use ellipses (...)
          to shorten their quotes. There should be enough to get a general
          idea of what is going on.
 
          Dialogue trees start with the quote of who you're talking to and a
          code. Then a list of your possible replies, followed by where that
          reply will take you in the tree. Any consequences of a particular
          phrase will be listed before that dialogue option with a LSP, DSP,
          +INF+ or -INF- for Light Side Point, Dark Side Point, Positive
          Influence and Negative Influence respectively.
 
  Kreia.......................................................................
  . K1: Find what you're looking for amongst the dead?                        .
  .   - I thought you were dead. > go to K2                                   .
  .   - Your voice -- I heard it as I floated in the kolto tank. > go to K3   .
  .   - Who are you? > go to K4                                               .
  . K2: Close to death, yes, closer than I'd like...how do you feel?          .
  .   - A little disoriented...was it your voice I heard in the Kolto tank?   .
  .     > go to K3                                                            .
  .   - The kolto tank left me a little drained...who are you? > go to K4     .
  .   - Enough with the false concern -- what do you want? > go to K4         .
  . K3: I hoped as much...trained for such things?                            .
  .   - Just stay out of my mind in the future. Now what do you want? > K4    .
  .  -  Slept too long? You looked dead when I came in.   .
  .     > go to K2                                                            .
  .   - So you can touch minds... and feign death. Who are you? > go to K4    .
  . K4: I am Kreia, and I am your rescuer...what happened?                    .
  .   - Last thing I remember, I was on board a Republic ship...what happened .
  .     to it? > go to K5                                                     .
  .   - I'm the one asking the questions. How did I get here? > go to K5      .
  . K5: Your ship was attacked...Jedi training, no doubt.                     .
  .   - If you think I'm a Jedi, you're mistaken. > go to K6                  .
  .   - I am no longer a member of the Jedi Order. > go to K6                 .
  .   - How do you know I was a Jedi? > go to K6                              .
  . K6: Your stance, your walk...that weights you down.                       .
  .   - The Jedi Order and I have a ... troubled history. > go to K7          .
  .   - That is no business of yours. > go to K7                              .
  .   - Let's deal with the now. What is this place? > go to K8               .
  . K7: So it would seem...let us focus on the now.                           .
  .   - What is this place? > go to K8                                        .
  .   - All right - what's going on? How did we get here? > go to K8          .
  .   - Very well. How do we get out of here? > go to K8                      .
  . K8: I do not know...we should recover it and leave.                       .
  .   - Why do we need to leave? > go to K9                                   .
  .   - Care to explain why you're in such a hurry? > go to K9                .
  .   - "We?" Why do you think we are together in this? > go to K9            .
  . K9: We were attacked once...find us easy prey indeed.                     .
  .   - [Awareness] You seem nervous, worried. Is something wrong? > K9a      .
  .   - We'll see. There's got to be someone left alive around here. > K10    .
  .   - I'll go look for our ship - and some weapons. > K10                   .
  .   - Is there anything else I should keep an eye out for? > K10            .
  . K9a: ...we will need to depart as suddenly as we arrived. > K9            .
  . K10: You may wish to extend your search for some clothes...               .
  .   - [Persuade - 2 REQ] The patients in med bay were killed by a lethal    .
  .     dose of sedatives. Any idea how that happened? > go to K10a           .
  .   - [Persuade/Intimidate] The miners in the med bay were murdered. Know   .
  .     why? > K10a                                                           .
  .   - Are you well enough to travel? > go to K11                            .
  .   - LSP - I'll return soon to make sure you're all right. > go to K12     .
  .   - DSP - Just stay out of my way, or you'll end up like these corpses.   .
  .     > go to K13                                                           .
  . K10a: I do not know, why did they spare you?                              .
  .   - They didn't. I got the same dose, but survived. >K10b                 .
  .   - I am trained to resist poisons of the body. > K10b                    .
  .   - Maybe I'll ask the killer when I find him -- or her. > K10            .
  . K10b: It would prove lethal to those untrained...most curious.            .
  .   - You seem to know a lot about Jedi techniques. > K10c                  .
  . K10c: ...among them, finding our new enemy.                               .
  .   - Maybe when I return you'll actually answer my question. > K10         .
  . K11: I'm not offering to help you... > back toK10                         .
  . K12: ...attempt to center myself. > Gain Light Side Point (LSP)           .
  . K13: ...attempt to center myself. > Gain Dark Side Point (DSP)            .
   ...........................................................................
 
  This conversation gives you your first Alignment Shift (LSP for light, DSP
  for Dark, see above). Based on the last thing you say to her, you either
  become more good or evil. This is common, and generally the only way that
  this happens is through dialogues. So SAVE before every dialogue. Also, you
  don't have to worry about it yet, but Influence will become a big concern
  when talking to party members. Some things that you say will make them like
  you more, or gain you some Influence with them. Conversely other things that
  you say will make them like you less and you lose influence. Most positive
  Influence dialogue options are Light Side oriented, but not all.
 
  You can talk to Kreia immediately again, but to no point. Head out. Turn
  right and go up to the damaged door. Press start to get to your inventory
  screen, and equip your new PLASMA TORCH. Bash the door. (100 XP)
 
A Droid Infested Administration Level
 
  Search the corpse for a Vibroblade, and equip it. A broken droid will have
  some swag (Optimized Droid Interface). Take the left door to the hallway.
 
  Two droids to fight here. Attack one, the second it is dead I typically use
  the Trigger (left or right, though try to go in the direction of the next
  baddie) and attack number two. This becomes a handy practice for later when
  you want to chain together Master Flurries. Also you need to wait a second
  to see if your defeated foes leave behind Remains (Mining Laser). I also use
  the triggers when I'm near corpses to check for loot.
 
    Note: If you are in combat with multiple foes, you will automatically
          attack the next foe using the DEFAULT combat action, normal attack.
          Since that isn't always the best thing to do, I got into the
          trigger happy habit. Master Flurry > Kill > Trigger (pauses) >
          Master Flurry > Kill > and so on...
 
  Onward through the next door. Two more droids. Take them out and through the
  next door. The Broken Droid sometimes has some loot. Check the Emergency
  Hatch to the left to get a psychic message from Kreia. (dialogue doesn't
  matter here) This is where we need to go next, but it is closed. Open the
  other door to the Security room.
 
  There is a Corpse here with Loot, and a Locked Locker. It's better to use
  Security than bashing, but do what you must. Use the Security Desk, access
  the logs and check "Administration console 'maintenance.'" Log out. Open the
  next door, and Kreia will psychically warn you about the droids in the next
  room. You also gain the Force Power: Precognition. (110 XP)
 
  Take out the three droids, and you should have enough to gain a level.
  Kreia will reintroduce you to the Force at this time, and you also gain
  Force points. The two force powers that are really handy right here are
  either Stun Droid or Energy Resistance. Shock if you're going Dark Side is
  also good.
 
    Note: You will gain a level in this room, either after killing 2 droids,
          (if you followed this walkthrough and used Security in the previous
          room) or after 3. When that happens, you can either level up
          immediately or wait. This brings up this fact: Leveling up heals you
          completely. Not much to it now, but later you can hold your levels
          until you need healing. This is only worth it in the thick of battle,
          as being one level higher is very valuable.
 
          Also, at this level up, I'd take the Force Power, Energy Resistance.
          It provides some protection from energy based attacks, like the
          droid's blaster fire. Watch as their puny weapons no longer harm you!
 
  There are two locked Footlockers here. Security or Bash them open. You will
  find a Stealth Field Generator and some Loot, Ion Grenades and Medpacs. Ion
  Grenades will take out droids in a single shot, should you need it. I'd keep
  them for the T3 segment coming up. You can use the Stealth Field Generator to
  sneak past things should you so desire.
 
Administration Center
         ___
        /   \            A - Atton
     --|     |           S - Sealed Door
    |A S     |           c - Console, opens sealed door
     --|  |  |           R - Ramp, some treasures
      _|  |  |____ _     d - door that opens later
 Enter_   |    ___d_ F   F - To Fuel Depot
       | _  _ |
      | |    \ \
     / /  c   \ \
   / / \ \_/  /\  \_----
  Dock  \____/  \____ R |
                     ---
  Head through the next door to the Administration Center. There are six
  droids scattered around this giant mess of a room. Now, either kill them all, 
  or sneak over to the console first and use the Override. If you use the
  Console then the droids lose their drive to kill you (400 XP) and can then be
  scavenged for parts. You get more XP for killing them, then using the console
  just to open the door. 
 
  If you did kill them all, then head down to the computer and use it. Your
  character will find the override switch that releases a force field on a door
  behind you. (100 XP) There are also a couple of plasteel containers on the
  small level below you, each with a Medpac. There are a couple more droids up
  the lower right rampway, plus a plasteel container.
  
  Once that is all done, head over to the formerly sealed Door. Kreia gives you
  another vision, and shows you Atton Rand. He might yet prove useful...
 
  Atton.......................................................................
  . A1: Nice outfit...while I've been in here?                                .
  .   - Who are you? > A2                                                     .
  .   - FEMALE CHAR - I'd keep those eyes up, and tell me who you are. > A2   .
  .   - MALE CHAR - You got a name? Or just a big mouth? > A2                 .
  .   - Care to explain why you're locked up? > A3c                           .
  .   - What is this place? > A3                                              .
  .   - This facility's deserted. What happened? > A4                         .
  .   - I don't have time for this. Tell me what happened here. Now. > A4     .
  . A2: Atton... Atton Rand... only causes mild electrical burns. > A1        .
  . A3: You mean you didn't come here on purpose?...blowing yourself up.      .
  .   - Blowing yourself up? > A3a                                            .
  .   - This facility doesn't sound too safe. > A3a                           .
  .   - Who are you? > A2                                                     .
  .   - This facility's deserted. What happened? > A4                         .
  .   - I don't have time for this. Tell me what happened here. Now. > A4     .
  . A3a: Yeah... look like a kid's pop detonator.                             .
  .   - Peragus II? > A3b                                                     .
  .   - How big of an explosion are we talking about? > A3b                   .
  .   - Who are you? > A2                                                     .
  .   - This facility's deserted. What happened? > A4                         .
  .   - I don't have time for this. Tell me what happened here. Now. > A4     .
  . A3b: ... turn the entire colony into a thermal detonator.                 .
  .   - So you're not a miner. Who are you, then? > A2                        .
  .   - Is that why you were locked up? > A3c                                 .
  .   - This facility's deserted. What happened? > A4                         .
  .   - I don't have time for this. Tell me what happened here. Now. > A4     .
  . A3c: ...they stopped feeding me. Now that's criminal.                     .
  .   - Maybe I could help if you told me who you are. > A2                   .
  .   - So you're not a miner. Who are you, then? > A2                        .
  .   - What is this place? > A3                                              .
  .   - This facility's deserted. What happened? > A4                         .
  .   - I don't have time for this. Tell me what happened here. Now. > A4     .
  . A4: You mean before or after...ask a bunch of questions.                  .
  .   - There's a bounty on captured Jedi? Why? > A6                          .
  .   - The Exchange? > A5                                                    .
  . A5: The Exchange is a big crime outfit... bounties on Jedi.               .
  .   - Why would they offer a bounty on Jedi? > A6                           .
  .   - The Exchange is trying to kill Jedi? > A6                             .
  .   - Were the Jedi interfering with the Exchanges operations? > A6         .
  . A6: ...wouldn't surprise me if the bounty's pretty high                   .
  .   - Not many Jedi left? What happened to them? > A7                       .
  .   - Did the Exchange wipe them all out? > A7                              .
  . A7: ...not even a Jedi council anymore, but who knows?                    .
  .   - I had heard rumors of a war -- but a war between Jedi? > A8           .
  .   - The stories I heard were of the Sith, not the Jedi. > A8              .
  .   - Was it caused by the Mandalorian Wars? > A8                           .
  . A8: Yeah, Revan, Malak...where've you been?                               .
  .   - I've heard a few rumors, but little else in my travels. > A9          .
  .   - I've been... away since the Mandalorian Wars. > A9                    .
  .   - Just tell me what happened next. > A9                                 .
  .   - What happened between Revan and Malak? > A9                           .
  .   - I couldn't care less about Revan's fate. I had other questions for you.
  .     > A12                                                                 .
  .   - I've heard enough. Let me ask you about something else. > A12         .
  . A9: Well, I wasn't there...after they turned on the Jedi, of course.      .
  .   - The rumors I heard said Revan defeated Malak, then went to Korriban   .
  .     to unite the Sith against the Republic > sets Revan to Dark Side      .
  .     > A10                                                                 .
  .   - I was led to believe that Revan saved the Jedi -- and the Republic    .
  .     > sets Revan to Light Side > A10a                                     .
  .   - I couldn't care less about Revan's fate. I had other questions for you.
  .   - I've heard enough. Let me ask you about something else.               .
  . A10: That was the rumor...grand crusade finally consumed her.             .
  .   - How long have you been in that cage? Revan was a man, not a woman >   .
  .     sets Revan to Male > A11                                              .
  .   - I am not surprised... Revan lived for battle. She could not easily    .
  .     turn away from war -- or death. > sets Revan to Female > A11        p;.
  . A10a: I guess... there's rumors... you know women. > A10 replies          .
  . A11: Maybe you're right...                                                .
  .   - I had some more questions for you. > A12                              .
  .   - This discussion about Revan is pointless. I need to know what happened.
  .     here. > A12                                                           .
  .   - Enough history. Let me ask you about something else. > A12            .
  . A12: ...Where is everybody?                                               .
  .   - I don't know -- this facility seems abandoned. > A13        &nbssp;   .
  .   - Don't you know what happened to them? > A13                           .
  .   - Stop playing dumb -- you must have seen what took place. > A13        .
  . A13: The miners can't all...I've gotten out of trouble countless times.   .
  .   - [Persuade - 1 REQ] Tell me your plan, and we can go from there. > A15 .
  .   - How can you help? > A14                                               .
  .   - I don't think so. > A14                                               .
  .   - Seems to me you were locked up for a reason. > A13 again              .
  .   - How could you possibly be of any use to me? > A14                     .
  . A14: ...but nothing'll stop this place from going critical.               .
  .   - Do you have some plan for getting out of here? > A15                  .
  .   - Somewhere in your idiotic rant, you failed to explain how you can be  .
  .     of any use to me. > A15                                               .
  . A15: This facility isn't a military...and then we fly out of here.        .
  .   - [Persuade] One thing first... the patients in the medical bay were    .
  .     killed with a lethal dose of sedatives. Know anything about that?     .
  .     > A15b                                                                .
  .   - [Persuade/Intimidate] The miners in the med bay were murdered.        .
  .     Know why? > A15b                                                      .
  .   - Why don't you tell me what to do, and then we'll see. > A15a          .
  .   - I might be able to fly a ship out of here without you. > A15 again,   .
  .     remove first two options                                              .
  .   - LSP - I trust you. And if we work together, we may be able to get out .
  .     of this mess. > Light Side Point > A16                                .
  .   - DSP - I'll switch off the cage, but if you try and run, I'll cut you  .
  .     down without a second thought. > Dark Side Point > A16                .
  .   - All right, I'll let you out. > A16                                    .
  . A15a: No deal. If I'm not leaving, you're not leaving.                    .
  .   - No, I don't think so. > A15                                           .
  .   - LSP - I trust you. And if we work together, we may be able to get out .
  .     of this mess. > Light Side Point > A16                                .
  .   - DSP - I'll switch off the cage, but if you try and run, I'll cut you  .
  .     down without a second thought. > Dark Side Point > A16                .
  .   - All right, I'll let you out. > A16                                    .
  . A15b: Huh? What are you talking about?                                    .
  .   - Wanted to know if you knew anything -- and you don't. > A15           .
  .   - Never mind. Just checking. > A15                                      .
  . A16: Great, now to business. Let's get to the command console.            .
  .   - All right, let's go. > A17                                            .
  .   - Just stay ahead of me and don't make any sudden moves. > A17          .
  . A17: ... cancel the emergency lockdown and HEY!                           .
  .   - What's wrong? > A18                                                   .
  .   - Sounds like you're about to tell me something I don't want to hear.   .
  .     > A18                                                                 .
  .   - If I hear any more bad news, I'm going to get violent. > A18          .
  . A18: This system's been severed...it's been cut clean.                    .
  .   - [Repair - 1 REQ] That wouldn't be standard procedure in an emergency  .
  .     lockdown. > A19                                                       .
  .   - Is that part of the lockdown? > A19                                   .
  .   - Did someone do it on purpose? > A19 (with different Atton line)       .
  . A19: No, someone tried to lock down...and leave us here. Trapped.         .
  .   - Is there anything else we can do with this console? > A20             .
  .   - There must be some way to end the lockdown from here. > A20           .
  . A20: I doubt it. All we have is communications...                         .
  .   - Can we contact the miners? > A21                                      .
  .   - Let's see if we can try and reach someone on the comm. > A22          .
  . A21: We could try...a friendly call is going to wake them up.             .
  .   - Let's see if we can try and reach someone on the comm. > A22          .
  .   - Maybe there's something logged in the terminal that can give us some  .
  .     answers. > A22                                                        .
  .   - Cut the backtalk and let me check the console. > A22                  .
  . A22: ... the comm's all yours. > END                                      .
   ...........................................................................
 
  Only three things to do in Atton's conversation, besides learn recent
  history. Set Revan's sex and alignment and get a Light/Dark side point.
  Generally speaking, all lines about "I trust you" give light side points
  and eventually positive influence as well. Dark Side points are more elusive.
  As you can see on the dialogue tree, you only have the chance for one DSP,
  however, you can say a number of mean things. Generally statements of hate
  and manipulation are the only ones that lead to DSPs.
 
  As he said, the Comm's yours. Activate it. The logs just show you some
  Holovids of the station manager dealing with your arrival. Use the comm
  system and talk to hangar 25 and T3. What you say specifically doesn't
  matter, you switch to play as T3.
 
T3's Grand Adventure
    ___
   | _ |               S - Sealed Door (Mine only)
   || ||               + - Door
   || ||_---___        1 - T3 begins here
  =2_||__+ 1 S_|       2 - to Fuel Depot Sublevel, for Parts and a Mine
         |_+_|         3 - Console to open 4
         |   |         4 - Door to Fuel Depot
       __/ |||         5 - To Fuel Depot
      /  4 3 6         6 - Door we can't open until later
    /  /-----
    /  /
    | |   Ebon Hawk
  __ +
5=__+_|
 
  Make sure to equip T3 with any items you found earlier, then start exploring.
  There are three doors in this room, one we can't open, one that leads nowhere
  and our eventual goal. First, open the two Footlockers and search the
  Broken droid for some shinies. Using the map to orient you, open the "left"
  door.
 
  Fight the two droids, get the remains and go down the ramp. Use an Ion
  Grenade if you spot a droid at the bottom of the ramp. Works like a charm.
 
    Note: Grenades are only really useful at the beginning of the game. After
          a point they just don't do enough damage. So, no point saving them.
 
  There's another droid at this level, and a plasteel container with loot.
  Continue to the bottom and open the door. This leads to...
 
The Peragus Fuel Depot, T3 Rolls On...
 
  Search the Broken Droid for components, open the door, slide through, open
  the next door and fight some more droids. The corpse ahead has a datapad,
  an Ion Striker (equip it, and use it on droids) and best yet, MINES. Next,
  search the Broken Droid for precious Parts. Back to the ramps.
 
T3 Saves the Day
 
  Watch the cutscene of droids returning to the ramps, and powering up their
  shields. Bullies. Roll up the ramp and take them out with Ion grenades or
  your new Ion Striker.
 
  At the top, set a mine on the Sealed Door. Hey, there's 3CFD... he don't work
  no more. Oh well. Search the two plasteel cylinders and the footlocker for
  treasures. Now for the lower door. Open it and slide through. Cutscene as we
  look at a somewhat repaired Ebon Hawk in the docking bay. Go up the ramp, and
  take the items from the two footlockers. Use the Console.
 
  [Repair] Replace the missing parts with the parts you found down the other
  ramp. Now, you can access the Hangar Logs for more background on this place,
  you can also try to use the comms or even upload a map (not needed and it
  costs you a Spike). Access emergency control commands, run a diagnotic,
  check status of emergency systems, then [Computer] Open blast door to the
  fuel depot, using a Spike. You can't open the door to Hangar 25 yet.
  (160 XP) Also check the Hangar Logs to Access docking and takeoff procedures.
  Attempt to get the data, but you fail. (50 XP)
 
  Slide down the ramp, and into the now open door to the fuel depot. Use the
  Ion Striker on the droids in this hallway, one shot will kill them. Three
  dead and through the next door. The Broken Droid here has some droid items.
  Hope you get something good. (Random) Open the door to the right and kill
  two more droids. The Striker rules. There is a footlocker immediately to the
  left, get the stuff and go through the next door.
 
  Straight ahead, then left and use the Fuel Control Station. Looking at the
  System log shows you how this lockdown got started, but we really only need
  to hit the emergency system schematics, then open the emergency hatch on
  Peragus Administration level. Log out, and watch T3 get his ... reward.
 
Our Hero
 
  Female Exiles get an interesting exchange with Atton here, then Atton asks
  about that droid when you find the door opening. In this small exchange with
  Atton, trying to force him to go down the fuel level gives you a Dark Side
  Point, while nobly telling him that you'll do it because the life of a Jedi
  is self sacrifice you get a Light Side Point. (250 XP)
 
  Wander up the lower right rampway, to a small room with two droids. You can
  examine them with [Computer] to try to learn why they're acting up (60 XP)
  and can also [Computer] change their settings to defend organics, or [Repair]
  scavenge them for parts. Or [Detonations] blow them up. A plasteel container
  here has components. Head back down.
 
  T3 opened the emergency hatch where we had our first vision from Kreia at.
  It's roughly "left" of your position, back through the hallways. Head that
  way to the Peragus Mining Tunnels.
 
Peragus Mining Tunnels
 
     __     ___    _--\
    |+  ----   ----  + --\                    F - Fuel Pump
    >    h__---| F   -__  |                   C - Console
     |   |     / _  /   \ \   / \             S - Security Door
     /  |      \/ |+|    |  \| F |            + - treasure
     | F|        _ -    |        /            m - mines
     -- +|       \ \__ | ; +__    \            h - heated tunnel, use Telos Shld
       | |_       | F    /\\  \   \__         b - broken droid, repairable
        |+ \     /+___   | +C  |   F+\
        \/\b\ _/+\/   \   \__\\    __/    _          
          \    /      \          /      +/
            | F |       \        /  \\_/m/
            / __m\        \    /    | F |
          /+/   \+|       | F |    /m _  \
        / /         _    /  _ \__/  /   \+ \_
        \/          \+\_ S/  \ ___ /      | F \
                     | F  |                \_ Exit
                    /m/ \+\
                    ||    -
                    \\_
                     |_ \
                       |+|
 
  Go forward, and Atton will contact you via the Comms. What you say to him
  doesn't change Light/Dark side, and won't Influence him. He simply gives
  advice on what you should be doing here... which is what I'm doing. You can
  tell him to shut up at any time and he will stop bugging you. I, however,
  will continue to bother you with incessant advice.
 
  Through the door we find a barrel full of swag: Miner Uniform, Survey Gear,
  Telos Mining Shield, a Safety Harness and a Medpac. Equip everything you got.
  The Broken droid will also have some items. Next door, and another door to
  the next room.
 
  There is a large, orange fuel pump in this room, and three more hallways
  shoot off from it in each direction. Two are dead ends, so we want to go
  right to the first dead end. There are two sonic mines here. Try to recover
  them, for XP (about 30 XP each, or 20 XP for disarming, again this goes up
  as you gain levels) and to use them later. Behind the mines is a
  broken droid. Search for more items. Back out of this dead end, go right and
  into the next dead end. (Despite the door, you can't go any further this way)
  Search this broken droid as well. Back out and up the last hallway.
 
  There is a damaged mining droid here that you can [Repair] if you have the
  skill--and parts--for it. (30 XP for shield, 30 XP for targetting, 60 XP for
  patrol mode) If you can, and need the help fighting, it makes a good ally,
  even if it won't go very far. The [Demolitions] commands destroy it, but you
  get nothing for it.
 
  Head through into the cave and start fighting droids. When you see
  "Maintenance droids" be sure to target them first, from a distance if you
  can. These guys will heal the other droids, and when they die, they explode.
  A little ways up will be another broken droid to search. Continue up the
  cavern. Remember to use your grenades and force abilities to help out.
 
  There will be another orange fuel pump to the right, with a Corpse that you
  can search. Straight ahead from that will be another corpse at the top of
  the cave. Now, either use a Telos Mining Shield, or the force power,
  Energy Resistance, and go through the steamy right passage. The Telos Mining
  Shield won't last the entire length, so you'll either take damage, or be
  forced to use it again. These things aren't worth much, so do it. This leads
  to a mine (Recover it for XP, by this point I'm getting 45 XP per mine) and
  more droids by another orange fuel pump.
 
  This fuel pump also has two dead end hallways on it, go over and search them.
  The first one on the right has nothing, the second is double mined and hides
  a Corpse with treasures. Head out the right cavern.
 
  There is a Broken Droid here with treasures, followed by some more lively
  droids, including another Maintenance Droid. If you keep your energy
  resistance force power up, their flame throwers will be useless. You can also
  use the Telos mining shield again. Forward a little farther to the Fuel
  Containment area.
 
Fuel Containment
 
  There are two droids here, one to the right one to the left. Once they're
  dispatched, search the Corpse on the pathway for treasures, head to the
  center, search the plasteel (locked) for more treasures, then use the
  console. Quite a number of things that we can do with this console, depending
  on our skill set. In the camera mode, is a holovid of Coorta's conspiracy.
  Interesting... The only thing that you must do here is in the containment
  fields section, and shut down the containment fields. This opens up the way
  out. Most useful of all are the Droid Commands. With [Computer] and Spikes,
  you can do: (Based cost, 2 spikes)
 
    "Add other droids to attack protocol"
    "Cancel all droid mining on organics" - 900 XP and they stop attacking you,
        if you do this, then you can't kill them for XP later, but it is about
        the same amount you would have gotten by killing them. If they get in
        your way you can dialog with them to [Repair] Scavenge for Components
        and [Demolitions] Blow them up, but you won't get XP for it. Only the
        droids in the containment fields are affected by this, ones you
        encounter shortly won't be.
    "Reassign droid mining protocols to mine sealed doors." - do this if you
        don't have Security high enough to open a High Security door, otherwise
        skip it.
    Check droid schematics - If you have a high INT you can recognize a
        weakness in their design, and with [Computer] and NO Spikes, raise the
        temperature causing the droids to ignore you. Personally I prefer this
        action, as the Remains left behind are often better than a single
        Component.
 
  Then go around to each of the four fuel pumps, destroy the droids, search
  remains (if any). The "left" fuel pump has a broken droid near it with loot.
  The "right" fuel pump has a corpse with loot. Once you have cleared this part
  of enemies and items, go to the "bottom" fuel pump. The bottom-left passage
  has a High Security Door (I got 15 XP for opening it, it will already be
  open if you set the droids to "mine doors"). Go that way first to another
  fuel pump.
 
  This lower left fuel pump has three dead ends, the two straight halls on the
  sides have broken droids with loot, the third, a cavern has a mined passage
  that leads to a corpse. Recover mines and loot. Back up to the last fuel
  pump and take a right. Atton should contact you to tell you that by shutting
  down the fuel containment, you are about the blow this level up. Don't worry,
  you have unlimited time here, and you're almost there. The droids here will
  be hostile again if you changed their orders earlier. (But they still won't
  attack you if you changed the temperature)
 
  Recover the two mines and head on. There's another Maintenance droid here,
  make sure to pop it from a distance, they explode. Kill the droids and
  search for remains. The "top" dead end here has a mine and a "damaged"
  plasteel container. You have to use a mine on it to open it, which is
  really convenient that there's a mine right there. Any mine will do, so use
  a "minor sonic mine." There's some basic treasure inside (random).
 
  The only way to go is right. Search the corpse, then fight the droids. If
  you've done everything so far, you should be level 4 by now. Though just
  barely. At level 3 I made Repair a class skill, so at level 4 I dumped all
  my skill points into that giving me 6's in all skills except stealth. But
  that was for a Jedi Sentinal. A Guardian, who gets a feat at level 4, will
  probably want something in the "Improved XYZ" category, where XYZ is a combat
  feat. Like Flurry. Of course, if you haven't been Recovering Mines and using
  Security, you won't be level 4.
 
  Well that's it for this level. Onward and upward.
 
Maintenance, Peragus Fuel Depot
                                Enter
                              ___| |___      HK - HK-50
                             |+++d d + |     d  - door
                 ___ T   ____|W  | |HK |     D  - Damaged Door
                | c+d | |    |___d d___|     W  - Workbench
           __ __|___| |_|s_D_|___| |_______  C  - Containment Field, Impassable
     Exit A__d__S__d___d_________________  | s  - Security Door
      to                                 |C| c  - Console
    Space!                      Area where   +  - Treasures
                                  T3 got     S  - Sealed Door (use Console)
                                  Fragged    A  - Airlock Outer Door, to SPACE
                                             T  - Turbolift to main level
 
  We enter, and watch a cutscene of ourselves walking up to the former
  Maintenance officer before talking to HK-50. Most his dialogue options also
  give the option to "ask other questions" and "enough. bye." You get 200 XP
  for learning what happened to you at the Harbinger and the Ebon Hawk. There
  are two Light/Dark answers as well, depending on whether you want to help the
  miners or kill the miners. One you get by asking about the hangar, the
  other by following his main line of recent history. Ask about the body to
  learn that he can mimic voices, you can even hear him mimic the code if
  you're persuasive enough. Then stop talking to him.
 
  HK-50.......................................................................
  . HK1: Greeting: It is a pleasure...How may I be of assistance?             .
  .   - How do you know me? I'm not your master. > HK2                        .
  .   - Tell me what you're doing here before I turn you into slag.           .
  .     > available only the first time you talk to him > HK2                 .
  .   - What are you? > HK2a                                                  .
  .   - Have you seen a T3 unit? > HKT3a                                      .
  .   - I'm looking for a way into the Peragus hangar bay. > HKHang           .
  .   - What's that body there? > HKBody                                      .
  .   - Never mind. I'll be going now. > END                                  .
  . HKHang: Pitying Answer: Oh that is unfortunate, master...                 .
  .   - What about override codes? > HKHang2                                  .
  .   - Then how did the T3 unit get through it? > HKHang1                    .
  . HKHang1: ...the automated systems most likely have corrected. > HKHang    .
  . HKHang2: Only the Peragus administration officer...                       .
  .   - Is it possible to contact him using a commlink? > HKHang3             .
  .   - There must be another way to reach the dormitory. > HKHang4           .
  .   - If I crawled through mining tunnels to get here, there's likely to    .
  .     be other tunnels. > HKHang4                                           .
  . HKHang3: Apology: Unfortunately, communication with the...and terror.     .
  .   - There must be another way.                                            .
  .   - Satisfaction? > HKHang3a                                              .
  . HKHang3a: Rapid Retraction: Why, yes, satisfaction...ship arrives.        .
  .   - We don't know what happened to them, so we need to find out. > HKHang4.
  .   - There must be a way to reach them.                                    .
  . HKHang4: Theory: You could walk across the surface of the asteroid to...  .
  .   - LSP - Those miners could be hurt or in danger -- we need to make sure .
  .     they're all right. > HKHang5                                          .
  .   - DSP - I only want the codes those miners have -- and when I have the  .
  .     codes, I'll dispose of them and leave this rock. > HKHang5            .
  . HKHang5: Warning: Master, continued...as we continue this pointless...    .
  .   - I'm going to find those miners, and you're going to help me.          .
  .   - Another suggestion like that, and I'll turn you into scrap. > HKHang6 .
  .   - I'm your Master, and I'm giving you an order to assist me. > HKHang6  .
  . HKHang6: Weary Resignation: Very well, master. But there is very...       .
  .   - All right. SO how do I get the code to the airlock? > HKHang7         .
  .   - This just keeps getting better and better. Who's got the damn code?   .
  .     > HKHang7                                                             .
  . HKHang7: Correction: Oh, I already possess the code, Master...            .
  .   - What do you mean? > HKHang8                                           .
  .   - I'll be the judge of that. > HKHang8                                  .
  .   - If you have the code, then give it to me.                             .
  . HKHang8: Condescending Explanation: Master...as the rest of the organics. .
  .   - Voiceprinted? > HKHang11                                              .
  .   - You said you already have the code? > HKHang9                         .
  .   - But you do know the code. > HKHang9                                   .
  . HKHang9: Condescending Explanation: Oh yes, Master...it is useless.       .
  .   - Then how can I bypass the voiceprint? > HKHang10                      .
  .   - If the maintenance officer is dead, how can I get him to speak the    .
  .     code? > HKHang10                                                      .
  . HKHang10: Answer: Master, you cannot. You are trapped here...             .
  .   -  You can mimic voices. Can't you speak                                .
  .     the code? > HKBody2                                                   .
  . HKHang11: Explanation: Yes, Master. many consoles have voice... > HKHang8 .
  . HKBody: Answer: That is all that remains...piece of asteroid rock.        .
  .   - Screams? > HKBody1                                                    .
  .   - Did he say anything at the end? > HKBody1                             .
  . HKBody1: Recitation: Oh yes, master...to beg for his life.                .
  .   -  Wait -- if you can playback                                          .
  .     his voice, can't you speak the voice code? > HKBody2                  .
  . HKBody2: Objection: Master! To commit such an act would be in violation....
  .   - Believed to possess? > HKBody3                                        .
  .   - [Persuade] The fact you can mimic voices is pretty impressive. What   .
  .     would it sound like if you did speak the code to the console?         .
  .     > HKBody4                                                             .
  .   - [Persuade] I understand if your limited functionality prevents you    .
  .     from mimicking the maintenance officer's voice accurately. > HKBody4  .
  . HKBody3: Irritated Statement: Master, if you insist on echoing...         .
  .   - > back to HKBody2                                                     .
  . HKBody4: Proud Answer: Master...was that sufficient master?               .
  .   - Can you follow me and say that again? > HKBody5                       .
  .   - Tell me again about the voiceprint protocol. > HKHang8                .
  . HKBody5: Alarmed Objection: Oh, Master, no...a trait I'm not proud of     .
  .   - Looks like I'll need a to find some way to carry your voice there,    .
  .     or record it. > HKBody6                                               .
  . HKBody6: Confused Query: I am sorry, Master. Were you...                  .
  .   - Tell me again about the voiceprint protocol. > HKHang8                .
  . HKT3a: Hesitant Answer: Ah. A T3 utility droid...place to look.           .
  .   - The unit was last seen near the hangar. > HKT3b                       .
  . HKT3b: Answer: Ah... then that would explain why such a T3...             .
  .   - Then maybe you can answer something else for me. > HK1                .
  . HK2: Answer: I am a survivor...the only organic which I may now serve.    .
  .   - Who was your previous Master? > HK3                                   .
  .   - How did you get here from the Harbinger -- and how did I? > HK4       .
  .   - Tell me everything that happened between the Harbinger and now. > HK4 .
  .   - I had some other questions I wanted to ask you. > HK1                 .
  .   - I've heard enough. I'll be going now. > END                           .
  . HK2a: Proud Answer:.....from irony to veiled threats.                     .
  .   - What's a translation droid doing on Peragus? > HK2c                   .
  .   - Veiled threats? > HK2b                                                .
  . HK2b: Clarification: Oh, yes, Master...stubborn of negotiations. > HK2a   .
  . HK2c: Irritated Explanation:... disaster area as quickly as possible      .
  .   - What have you determined? > HK2d                                      .
  . HK2d: Answer: It is only a matter of time before a ship or freighter...   .
  .   - Wait all you want, but I'm getting out of here on my own. > HK2e      .
  .   - I never said you were coming with me.                                 .
  . HK2e: Condescending Retraction: I believe you will do your best...        .
  .   - Leave "condescending" out of your speech conditionals from now on     .
  .     or else. > HK2f                                                       .
  . HK2f: Placating Answer: Oh, of course, Master... > basic questions only   .
  . HK3: Answer: The captain of the Harbinger...we did not arrive...          .
  .   - What happened? > HK4                                                  .
  .   - other answers from HK2                                                .
  . HK4: Irritated answer: Oh master...to our current situation.              .
  .   - Why don't you tell me anyway? > HK5                                   .
  .   - For a droid, you don't take orders too well. Now tell me what         .
  .     happened. > HK5                                                       .
  . HK5: Hesistant explanation:... the cascade failure that disabled the ship..
  .   - How come I don't remember any of this? > HK6                          .
  .   - And where was I when this was taking place? > HK6                     .
  . HK6: Speculation: It is possible you were...master.                       .
  .   - Incapacitated? > removed as an option > HK7                           .
  .   - Locked? > HK9                                                         .
  .   - But how did I get from the Harbinger to here? > HK10                  .
  . HK7: Clarification: Yes, master... you could not awaken. Most curious.    .
  .   - Drugged?! What do you mean drugged? > HK8                             .
  .   - Maybe you better explain the "stupor" part. > HK8                     .
  . HK8: Placation: Merely a turn of phrase...securely in the cargo hold.     .
  .   - Locked? > HK9                                                         .
  .   - Care you to explain how I was locked in the cargo hold? > HK9         .
  .   - So I wasn't sealed in the cargo hold -- someone locked me in. > HK9   .
  . HK9: Clarification: By locked, I meant "sealed," Master...                .
  .   - Fine -- what happened next? > HK10          &nnbsp;                   .
  .   - But how did I get from the Harbinger to here? > HK10                  .
  . HK10: (100 XP) Recitation: Following the...have survived, master.         .
  .   - Any idea what had attacked the small freighter? > HK11                .
  .   - What was this freighter that the Harbinger brought on board? > HK12   .
  .   - Why would they take me aboard? > HK12                                 .
  . HK11: (100 XP) Evaluation: Master, I do not know...to be sure. > HK10     .
  . HK12: Explanation: I believe it was a smuggler's...rob me of my bounty.   .
  .   - Bounty? > HK13                                                        .
  .   - And the Ebon Hawk came here? > HK14                                   .
  . HK13: Clarification: By bounty, I refer to your life...                   .
  .   - And the Ebon Hawk came here? > HK14                                   .
  .   - Why did the Ebon Hawk come here? > HK14                               .
  .   - But why would that ship have taken me off the Harbinger? > HK14       .
  . HK14: Apology: My memory core cannot provide... became much clearer.      .
  .   - How so? > HK15                                                        .
  .   - What happened once the ship arrived? > HK15                           .
  . HK15: Explanation: Despite my market value...because you were a Jedi.     .
  .   - How did they find out I was a Jedi? > HK16                            .
  .   - Why would someone want me captured? > HK15a                           .
  . HK15a: I do not know, Master. I found it curious as well... > HK15        .
  . HK16: Surprised Answer: Why I told them...notoriously spotty.             .
  .   - 'Unpleasantness?' What are you talking about? > HK17                  .
  .   - That information wouldn't have been in coreward databases... only in  .
  .     Jedi archives. > HK16a                                                .
  . HK16a: Indignant Exclamation: Master, I am only a protocol droid...       .
  .   - Potential hostilities? > HK16b                                        .
  .   - So, what happened with the miners when we arrived? > HK17             .
  . HK16b: Quick Clarification: Apparently, my vocabulator has suffered...    .
  .   - I see... go on > HK18                                                 .
  .   - So, what happened with the miners when we arrived? > HK17             .
  . HK17: Answer: All that has happened, has been...other group opposed this. .
  .   - Then what happened? > HK18                                            .
  . HK18: Three standard hours after the division...                          .
  .   - So what happened to the rest of the miners? > HK19                    .
  . HK19: Many miners began to join you in the medical bay...                 .
  .   - Sadly enough? What do you mean? > HK20                                .
  . HK20: You see, the explosions had damaged specific sections...            .
  .   - Are there any left alive? > HK21                                      .
  .   - Are you responsible for all this? > HK22                              .
  . HK21: Answer: I do not know, Master. Ironically enough...                 .
  .   - LSP - Then I need to get there to rescue them. > HK21a                .
  .   - DSP - Forget them, then. I need to get into the hangar bay and get    .
  .     off this rock. > HKHang                                               .
  . HK21a: It is unlikely any miners remain alive. As I said... > HKHang2     .
  . HK22: Defensive Answer:...fashioned from proton missile cores.            .
  .   - I think you are responsible. > HK23                                   .
  . HK23: Admission: I cannot and will not attempt to change your mind...     .
  .  -  Do you know                                                           .
  .     who administered sedatives into the kolto tanks in the medical bay,   .
  .     killing the incapacitated miners? > HK24                              .
  . HK24: Conjecture: The administration of a large dose...quite inventive.   .
  .   - Inventive?! Those miners were murdered! > HK25                        .
  .   - Is that pride I hear in your voice? > HK25                            .
  . HK25: Answer: I was merely...the highest form of hypocrisy. > basic Q's   .
   ...........................................................................
 
  Search the maintenance officer for some loot, then leave the room and enter
  the room across the hall. There are three Broken Droids here you can search
  for components. Best yet, however, is the Plasteel container with the Sonic
  Imprint Sensor (and a Datapad explaining it, 50 XP). There's also a workbench
  in here. You have components as well, and if you have any skills you can
  fabricate items. I would recommend upgrading your Miner's Outfit and any
  weapon you can. Make items to upgrade them with if you can.
 
    Note: Although the Miner's Outfit can support upgrading, it isn't actually
          "armor," so most upgrades won't work with it. What will work,
          however are the Environment Underlay and the Biorestorative Underlay.
          I'd do the Environment Underlay Mk I or II if you can. As you'll be
          confronting some Cold weapons very soon.
 
          As for weapons, anything that works against Droids works well here.
          Make sure to take note, some upgrades add requirements to the weapon
          you add them to. Most notably the Vibration Cell requires that you
          have the feat Weapon Focus (Melee) to use the weapon with it
          attached.
 
  Head back to HK, armed, so to speak, with the Sonic Sensor. Do the
  first [Sonic Sensor] option, you don't need his "last words," but it gives
  50 XP. Follow the lines from Hangar to Voiceprint to Code to Mimic Voice, and
  then [Persuade+Sonic Sensor] to trick him into giving you the code. (250 XP)
  If you don't get this option, you don't have enough Persuade. I know you
  need more than +1 with it. Don't worry, there's another way to do this for
  you non-Persuasive types.
 
  Head down the hall to the next door. There are a couple droids to the left,
  which dead-ends, and a couple droids to the right. Go right. As you go near
  the door, it opens, revealing the MkII droid, a slightly nastier droid.
  Kill them, then turn back to look at the two doors to the right. One is
  locked, and can be opened with Security. The other is damaged, and must be
  opened with Bash (Plasma Torch works well). Remember you get XP for Security
  but none for Bashing. There's one droid in here. Nothing else, so leave
  that room, and enter the one at the end of the hall.
 
  More droids in and around here. There is a closed door ahead, and an open
  passage to the right, go that way. Straight ahead is a Turbolift back to the
  main level. If you got the message from HK and already accessed the medbay
  computer, you can skip this, otherwise, go up the Turbolift. Head straight
  back to the Security Desk, watch the Logs, and select the [Sonic Sensor]
  option to record another message. (50 XP) If you have a Computer Spike, skill 
  in Computers and Treat Injury, now you can head back to the Medlab computer
  to start tracing who ordered the druggings. (150 XP) Once that is done, head
  back down the Turbolift (it's the one on the "right" side of the
  administration room), then enter the small room immediately to your right.
 
  Use the Maintenance station here. Check the System ID signature to figure out
  that the druggings were ordered from here. (100 XP) Use the [Sonic Sensor]
  to log in, then Open Door to airlock. (750 XP) If you didn't get the Code
  from HK-50, you can [Destroy the Console] (250 XP), which also opens the
  door. Or if you got the [Sonic Sensor] options of the Dying Message from HK,
  and at the Security Desk, access the logs here and use [Sonic Sensor] to
  record the last message. (50 XP) Now, if you didn't get the code from HK, you
  now have enough messages on the sensor to log in, and can open the door. (you
  get the same 750 XP like you would have with HK's message) There is a locked
  Plasteel cylinder in here as well with some swag. Exit this room, right, then
  right to the Door.
 
  Get some ranged attack ready, then open it and blast the Floating Mines away.
  They explode, so don't get close. A blaster works just fine, though I prefer
  the Force. (Stun Droid, Shock) Go through, open the Airlock Inner Door,
  search the Storage Locker for the Space Suit, use a Telos Energy Shield or
  Energy Resistance, then exit the Airlock Outer Door... to SPACE!
 
Space... The Current Frontier
 
  Just walk across the platform until you get stopped by Atton's comm. If you
  don't have some protection from Heat on, you will take damage from the plasma
  vents. You can just try to stay to the outer edge of the scaffolding, or
  either the force power energy resistance or the Telos Mining Shield works OK.
 
  Tell Atton your plan, then watch the Harbinger arrive. Hmm... that can't be
  good. That unpleasant fellow meditating in the midst of all the corpses would
  be Darth Sion. Lovely chap.
 
The Dormitories
     _  _  _  _     _  _  _  _      d - damaged door (mine)
    | || || || |   | || || ||d|     * - Locked Down Door
   ( west dorm  ) (  east dorm )    c - Console (opens Locked Down Door)
    |d|| || || |   | || || || |     D - Doorway
     -  - \ \ -     - / / -  -      B - Breath Mask
           \ \______/ /             h - corpse with special datapad
            \_D_*__D/               w - workbench
            ---- ----    ___
          /    _c_   \  (B_ )
          |_D_/   \_D_| /   \
         _|   |_ _|   |_|    |_
        |_     _|_     _  h   _|
          |_D_|   |_D_| |_  _|
           | |    |___|  _||
          |   D         |___Exit
          |-D-|
          |_w_|
 
  We've got company, so time to get cracking. Head up through the Airlock
  door, kill the two droids here, open the Plasteel container, get your swag,
  and go through the next door.
 
  Another Droid to kill, and another corpse to loot. Open the security door at
  the "lower" end of this room. Open the 4 lockers (2 are locked) for some
  shinies. Then, if you have an environmental underlay, be sure to Upgrade
  your Miner's Outfit with it. You'll be facing Cold Turrets (Called Automated
  Fire Extinguishers), and the droids in this area all have Cold attacks. In
  addition to the damage, Cold will also freeze your for 3 or so seconds. Head
  out and up through the next door.
 
  The Cold turrets can be taken out at range. If you stay past the door they
  can't hit you. Ion Grenade or Blasters work here. Two dead end passages here,
  right (Broken Droid with shines) and left (mines and a Corpse). Head out and
  up through the next door.
 
    Note: Even if all the damage from a Cold attack is removed, there is the
          chance of freezing. Freezing not only stops you for a few seconds,
          it removes your attack actions. Don't forget to attack again once
          you thaw.
 
  Here you see the Fire Suppression Droids. They use a Cold attack as well,
  and are harder to take out at range.
 
  Go to the right, clear out any droids around, then use the console opposite
  from the door, the "Shift Assignment" console: (pick one)
 
    [Repair] Reroute the main console (60 XP, base cost, 1 part)
    [Computer] Slice the system (60 XP, base cost, 1 spike)
    [Destroy] the Console to open the door (250 XP)
 
  At this point, I had so many more Parts than Spikes, but mileage may vary
  (depending on whether you repaired the Broken Droid at the Fuel Containment
  Level). Once repaired/sliced, "End dormitory emergency lockdown" to open the
  door to the dormitories. Once done, access the Camera controls, and look at
  either of the Dormitories:
 
    [Computer] Shut down dormitory ventilation (210 XP, base cost 1 Spike)
 
  It is now safe to breathe in there. If you don't have the spikes for it, you
  can find a Breather mask in the medical bay supply room in the "right" part
  of this map. If you [Destroy] the console, the Dormitories will still be
  poisoned.
 
  Head up and into the Dormitories. Go right first, and take out the droid.
  Go up and into the Dorms. Search the Broken Log Terminal with [Repair] to
  salvage some components. Then start at the first room to the left, and work
  your way around the Dorm, opening locked lockers, and searching corpses in
  each one. In the second room, search the refresher for the Mine Foreman
  Log. You'll find the Dock Officer's log on a corpse near the fourth room.
  The fifth door (damaged) can only be opened with a Mine. Once you have all
  the shinies, back out and over to the next dorm.
 
  Take out the second MkII droid, and into the other Dorm. This log terminal
  does work, but ignore it for now. Go around the rooms again gathering all
  the items from the footlockers and corpses. Once that is done, return to the
  log terminal. The last datapad is on the corpse right near the Log Terminal.
  Use the Log Terminal and insert the three datapads. Watch the Administrator's
  holovids, then the Check the transmission option will appear. If you have a
  high INT, your character will decode this for you, otherwise:
 
    ...   [3]    so, a . is equal to 1
    -X.. [17]   then a - is equal to 10
    -... [13]   and an X is equal to 5
    X     [?]
    X..   [?]
 
  The missing digits are 5 and 7, for a code of 3, 17, 13, 5, 7. This is the
  code needed to open the turbolift off this level. You can watch the other
  holovid logs if you want, but you don't get anything out of it.
 
Getting Out of the Dormitory Level
 
  Back out of the Dormitories, and now continue along the horseshoe shaped
  room. This next room has more Cold turrets, and more droids that shoo you
  with cold rays. Fun. A dead-end to the right has a damaged plasteel cylinder,
  mine it to get the goodies. Then straight ahead into another droid filled
  room. There are a couple of locked lockers in here. Get the swag, leave and
  go into the "right" room (as seen on the map).
 
  Take out the three droids in here, then search the corpse in the center (he
  has an interesting datapad), and the two scattered survival kits around the
  room. There is another corpse to search on the right side. Then hit the room
  to the top for four more scattered survival kits and one Storage Canister
  (with the Breath Mask). Survival kits have chemicals, which you can use at
  the nearby lab station.
 
  Head back to the eastern (or right) dormitory, and go to the very upper
  right room. You can now spot the "hidden compartment" at the lower bunk.
  Search it for a real Blaster Pistol, some grenades and a medpac.
 
  Leave, and go through the lower door. Well, there's Coorta! Guess, his evil
  scheme to sell you to the Exchange won't pan out. Search him and his two
  cronies. He has a datapad on him that you can plug into the Log Terminal
  back in the Dorm, but you don't get anything for it. Use the Terminal here.
  With a high INT, you will be able to automatically enter in the code,
  otherwise you have to do it manually. Either way it won't work. Well, that's
  odd. As always, there's the [Destroy] option if you want, but you get no
  XP for it. Despite the option for it, you can't slice the door. At this point
  you can watch the log to see what happened to Coorta, thus showing you to
  enter the code in reverse. If you have a high INT, your character will do
  this for you, otherwise:
 
    7, 5, 13, 17, 3
 
  Opening the door this way is worth 250 XP. Enter the turbolift and head out.
 
The Administration Level Again
 
  Walk forward, the door will open like MAGIC, and Kreia will join your party.
  The option "then let's go" appears in most branches of this tree. There's the
  option for a Dark Side point in her dialogue, but no Light Side. Call her a
  scow if you get the opportunity. Sure glad influence hasn't started yet.
 
 
 Kreia.......................................................................
  . K: I have felt a disturbance... our enemy is here...                      .
  .   - Enemy? > K2                                                           .
  .   - "We?" There is no "we" here. > K3                                     .
  .   - Then let's go. > K1                                                   .
  . K1: We need to make our way to...escape on the ship... > JOINS, END       .
  . K2: The one that fired upon the Ebon Hawk as we attempted to rescue...    .
  .   - So what? If he's willing to bleed a little, that's more entertainment .
  .     for me. > K5                                                          .
  .   - Wait -- who is this enemy? > K6           p;                          .
  .   - If he didn't bring an army with him, then he's the one in trouble.> K5.
  . K3: We are together in this matter, you and I...                          .
  .   - DSP - I'm not letting some old scow hold me up -- I travel alone. > K4.
  . K4: I realize that you have traveled alone...both are trapped here.       .
  .   - As soon as we're off this rock, I'm going to find a nice little       .
  .     asteroid to drop you off on for the rest of your short life. > K1     .
  . K5: You know much of battle, enough to know that this is a battle...      .
  .   - We'll see. Where should we go? > K1                                   .
  .   - Then you stay here and rot -- I'll take care of this "enemy." > K3    .
  . K6: The story is a long one, and time is short. Come -- we must go...     .
  .   - > K responses, but remove the Enemy line                              .
   ...........................................................................
 
  Kreia -- feats listed here are in addition to normal class bonus feats
 
    Jedi Consular -- Level 3
      Stats                          Skills             Powers
      -------------------------------------------------------------------
      STR  10   0    Vitality  36    Stealth       5    Burst of Speed
      DEX  16  +3    Force     49    Awareness     6    Energy Resistance
      CON  16  +3    Defense   16    Persuade      5*   Force Camouflage
      INT  14  +2    Fortitude  6    Treat Injury  6    Fear
      WIS  16  +3    Reflex     5                       Force Push
      CHA  12  +1    Will       6
 
      Feats: Dueling, Class Skill (Stealth), Finesse (Melee Weapons), Mentor**,
             Force Chain***
 
      *   Kreia has Persuade, but it can't be raised
      **  Mentor increases experience gained while she is in party
      *** Force Chain shares force powers with the Exile
 
  Kreia should have enough XP to level up immediately. Decide immediately how
  you want to use Kreia. I typically use her to "buff up" the party, rather
  than offensive force powers. So, in my case, I need her to have more Vitality
  so CON is more important. However, if you want to use offensive force powers,
  then you should increase her WIS. I give her "buff up" powers as well, such
  as Force Aura or Force Valor. Check her equipment as well. She works well
  with any weapon. Then I would change her AI (use the D-Pad left once) over
  to "Jedi Support" and select that. Now she'll buff up the party when battle
  starts until she runs out of Force Points, then she attacks.
 
  Now with Kreia in tow, go straight ahead. You'll see a cutscene showing
  some Sith assassins following you. Yay! Bad guys equals XP! Keep going until
  you meet up with Atton. Talk to him how you want, it doesn't matter. Then
  you attempt to flee, when HK shows up and stops you. Talk to him and get him
  to admit to mimicking the voice of the maintenance officer for 500 XP (if you
  don't do this, you get 100 XP). You can listen to the rest, or... Fight!
 
  Atton --
 
    Scoundrel -- Level 3
      Stats                          Skills             Powers
     
 -------------------------------------------------------------------
      STR  12  +1    Vitality  24    Computer Use  3##   none
      DEX  16  +3    Force      0    Demolitions   4
      CON  14  +2    Defense   19    Stealth       4
      INT  10   0    Fortitude  5*   Awareness     5
      WIS  10   0    Reflex     8*   Security      5
      CHA  12  +1    Will       3*
 
      Feats: Sneak Attack I & II, Scoundrel's Luck**, Survival***, Spirit#
      Items: Atton's Ribbed Jacket > +4 DEF, +2 Saves
 
      *   Saves listed here inclued Atton's bonus from his armor (+2)
      **  Defensive bonus, +2 at level 1, an extra +2 at levels divisible by 6
      *** Increases Atton's saves as he loses Vitality
      #   When knocked out of combat, there is chance that Atton will get back
          up
      ##  Cross Class skill
 
    Level up Atton as well. Go with DEX all the way, and give him the skills
    that the Exile doesn't do so well. If you duplicate his skills, focus on
    the skills where his stat is higher than yours, which is probably stealth.
    Remember, even if you never sneak anywhere, stealth is used in fabricating
    items. I'd also start him on the Two Weapon Fighting path. Useful now and
    later as well. Atton does well with either Aggressive AI or Ranged AI.
 
    SPOILER Level Up Strategy: Atton can become a Jedi later, so if you want to
    not waste your feats, you can focus on feats that are always useful, such
    as skill feats, toughness, etc. Also, just because he can become a Jedi
    later doesn't mean that you need him to use a lightsaber. The high-end
    upgraded guns are pretty powerful in this game.
 
  Make sure that everyone has an energy shield, and use that early. The fight
  with HK is fairly simple. He brings up 4 floating mines, take these out at
  range, hitting one of the two in the center might take out all of them in
  the resulting explosion. Follow that up with a full assault on HK. When HK
  gets low on Vitality, he goes into self-destruct mode. Pull back so you don't
  all die when he explodes. If you want to hit him from a distance, see who he
  will shoot at, and have him or her use an energy shield. Also, HK will heal
  if you don't hurt him very swiftly. He dies, you win. Be sure to search him
  for the...
 
    HK Vocabulator!
 
  And some other items. Well, that's it for Peragus. We're going to go up the
  "left" (as seen from the map) rampway and onto the Harbinger.
 
Harbinger
                                     N - Navicomputer, Bridge
          Enter___ __                d - door
           |  d + d   \   ___        + - container(s)
      _____|  |___|__  |_|  +|       E - Escape Pod (unusable)
   _--   d      |        d   |
  |N    +|-----------  ------
   -__   d   d    |  \____d + Exit
      -------|-d--_______ ---____
              \   d + d  + d E +|
               ----___ ----_____|
 
  Immediately on board the Harbinger, you get into a conversation with Atton
  and Kreia. This is the first conversation with Influence implications. In a
  Light Side game I find it harder to get influence with Kreia, so you should
  say the line that respects her. This one is more obvious than most on what
  gives you influence. Simply say whatever sounds positive towards the person
  you want to influence.
 
  Atton & Kreia...............................................................
  . AK1: Something is wrong...worst Jedi I've ever met!                       .
  .   - Maybe you'd like it back in your cell? > Extra Atton Line > AK2       .
  .   - It's not too late to dump you back in the security room. > AK2        .
  .   - Atton's right -- we need to get off this ship. > AK2                  .
  .   - Calm down -- we need a plan, not accusations. > AK2        &nnbsp;    .
  .   - There's nowhere else to go -- the facility is sealed off. > AK2       .
  . AK2: If the assassin machine was correct, then we cannot reach...         .
  .   - I saw this vessel dock -- when it did, a fuel pipe entered the fuel   .
  .     depot, behind the force field. > AK3                                  .
  .   - We can bypass the force field to the hangar by getting to the engine  .
  .     room on this ship, then exiting through the fuel pipe. > AK3          .
  .   - As long as the Harbinger is docked, we can use it to reach the hangar .
  .     where the Ebon Hawk is. > AK3                                         .
  . AK3: Look, I don't mean...the shortest flight out of Peragus ever recorded.
  .   - Then how did this ship dock here? > AK4                               .
  .   - Why don't we steal this ship? > AK3a                                  .
  .   - We survived Peragus -- we can take control of this ship. > AK3a       .
  .   - Well, if you've got an idea instead of another complaint, let's hear  .
  .     it. > AK3b                                                            .
  . Ak3a: Oh, you mean with the huge crew we brought...                       .
  .   - Wait, how did the Harbinger get the orbital drift charts it would     .
  .     need to dock here? > AK4                                              .
  .   - I don't want to argue, we need a solution. > AK3c                     .
  .   - Oh yeah? Let's hear your plan. > AK3b                                 .
  .   - Do you want to die? If so, keep talking, smart mouth. > AK3b          .
  . AK3b: The two of you, be silent!                                          .
  .   - He started it! > AK3c                                                 .
  .   - I'd watch that imperious tone of yours -- I'm losing patience with    .
  .     both of you. > AK3c                                                   .
  .   - Wait, how did the Harbinger get the orbital drift charts it would     .
  .     need to dock here? > AK4                                              .
  . AK3c: We need a course of action, not division in our ranks...            .
  .   - Wait -- how did this ship dock here? > AK4                            .
  .   - Well, this ship's not going anywhere, unless it's got the drift       .
  .     charts. > AK4                                                         .
  . AK4: Well, of course, they have the asteroid drift charts in their...     .
  .   - So let's get their codes, then. Then we can worry about reaching      .
  .     the Ebon Hawk. > AK5                                                  .
  .   - Let's focus on the problem we can solve -- getting the codes.         .
  .     Otherwise, getting to the hangar means nothing. > AK5                 .
  .   - I think we can get there -- anybody see any problems with getting     .
  .     to the navicomputer? > AK5                                            .
  . AK5: Well, we'd have to get to the bridge...                              .
  .   - +INF,Kreia+ Forgive me, Kreia, I was distracted for a moment. I'll be .
  .     more mindful of the present. > END                                    .
  .   - -INF,Kreia- Watch that tone, old woman -- I will not be lectured by   .
  .     you. > END                                                            .
  .   - +INF,Atton+ Atton's plan was a good one -- let's head to the bridge   .
  .     and get the drift charts. > END                                       .
  .   - -INF,Atton- I'm still debating about whether we should just leave     .
  .     Atton here or not. > END                                              .
  .   - -INF,Atton- Feel free to stay behind, Atton -- we could use someone   .
  .     to soak up some blaster shots from any more assassin droids. > END    .
   ...........................................................................
 
 
  Now that we're off the Peragus station, our enemies will mostly be human
  opponents. So, if you were using an Ion type weapon, might want to switch.
  Also, these guys use Stealth to close in on you and hit at melee range, so
  you probably want everyone using a melee weapon... if you have enough.
 
  Go forward, then right, and through the door. This is the bridge, go all the
  way forward and use the Navicomputer:
 
    [Repair] Reroute the navicomputer (base cost 1 parts)
    [Computer] Slice the navicomputer (base cose 1 spikes)
 
  Do one. If you have no parts/spikes, you'll have to check the plasteel
  container at the back of the bridge first. Not that it matters here, but
  remember that you can have ANY character use the Navicomputer, and for every
  4 points of skill (total skill, not just how many points you put in at level
  up) the number of parts/spikes is reduced by 1. Download the Drift Charts for
  250 XP. Also, watch the first log for 100 XP. Go to the next door, to the 
  lower right and open the plasteel container there for parts, spikes and a
  random item. Go through this door to the next door and through.
 
  The door straight ahead cannot be opened, so, open the door to the right.
  Around here you should be attacked by 4 Sith Assassins. You should notice the
  Xbox slowing down, when that happens, use the trigger to find the bad guy,
  once they turn red, attack them. They aren't too difficult. Through the door.
 
  Follow this hall to a room. Get the swag in the plasteel container and the
  footlocker (locked, but now you have Atton and he has security if you need
  help). Open the next door and go through.
 
  One Plasteel container and... some more Sith Assassins. Next door, next room,
  more Sith Assassins and one Plasteel container. Although there is an escape
  pod, it'd not exactly what we're looking for right now. We're not above
  Taris, we're in an asteroid field.
 
  Backtrack to where we started, and open the door just to the side of where
  we came in. (the other door you can see in the hallway is unopenable) It is a
  Low Security door.
 
  Immediately to the left is a plasteel container with loot. Ahead and to the
  right is a locked footlocker with more loot. Forward, unlock the next door
  and go through. This hallway curves right. When you hit the intersection
  you'll fight more Sith Assassins. Turn towards the stern of the ship (the
  back end), and go forward and through the door.
 
  There's a plasteel container in the back of this room, near the top of the
  map. And in the center, is the Briefing Room Console. Use it and watch the
  Holovids fly. You get 100 XP for watching the fourth log, Priority Override.
 
    Note:  Depending on how you answered Atton when you busted him out of his
           cell you will see either Carth Onasi (Revan=Light Side) or Admiral
           Cede (Revan-Dark Side). If you didn't play KoTOR1, then you don't
           know this, but at the end of that game if you play as the Dark Side,
           you kill Carth. Hence he couldn't show up here.
 
  Go back to the intersection, and go down, towards the port of the ship.
  This hallway curves around to another doorway, go through. Another room with
  a Plasteel container and a Footlocker. And Sith Assassins. Kill the Sith,
  get the loot, go through the next door to the Harbinger Crew Quarters. (this
  door won't open until you have the codes from the Navicomputer)
 
Harbinger Crew Quarters
 
                     ______            C - Command Deck (entrance)
                    / __|_ \           d - door
                   / /    \ \          D - Medical Droid
                   | |     |d|         YR - Your Room
                   |d| --- | |--       X - Storeroom
                   | ||   || d r|      S - High Security Door
     ----   ----   | d  M || |--       r - Droid room
    |    | |    |  | ||   ||d|         l - Lab station
   ----d--- --S-----d||   || |--
  C             d d  || D || d Exit
   ----d------d---|-d||   || |--
    |    | | YR |  | ||_dld  |___ ---
     ----   ----   \ \_| |/      d X |
                    \______/----- ---
 
  Charge ahead, and search the rooms to the sides. Each room has exactly ONE
  container, either a footlocker or a plasteel container. When you reach the
  second set of doors, you find your room. In your room you find "Name?s"
  Armband (+1 CON), some loot and a datapad that tells you to report to the
  medbay for a checkup. Aye, aye.
 
  The room across the hall from yours may be too difficult a lock for Atton
  to break, even using a Security Tunneler. You may have to come back here
  later. My 16 INT Jedi Sentinel who kept up the Security skill had no such
  problems. (And my 8 INT Jedi Guardian didn't even bother trying)
 
  Ahead and through the next couple sets of doors. Once in the next room you'll
  be attacked by Sith. Search the corpse. From the doorway in, turn right, and
  walk down the hallway to the end. Search that corpse, then get attacked by
  more Sith Assassins. This dead ends, so back up to the last room, then up
  through the next doorway.
 
  Skip the medical bay for now and continue going up. Follow this to its dead
  end, search the corpse and get attacked by Sith again. Now go to the medical
  bay and enter.
 
  First thing's first, use the Medical Console, and [Insert Datapad] that you
  got from your room. This shows that you were drugged while on the Harbinger.
  But we knew that. You can also identify your kolto tank from here, which
  you can also use. (100 XP) You can also watch the logs to learn about what
  happened here, and watch the camera recording of the reawakening of Darth
  Sion. Finally with [Treat Injury] you can get some chemicals. If you don't
  have Treat Injury, Kreia should. There are 5 Plasteel containers in this
  room, two on the console side, three on the lab station side, located between
  kolto tanks. Search for loot!
 
  Next, time to repair that medical robot in the lower half of the room, this
  takes 3 parts and gives you 90 XP. Now as you go around this level, this
  droid will follow you and heal you if you get hurt badly.
 
  If you've kept up on Treat Injury, or had Kreia keep up on it, use the Lab
  Station and look into making yourself some implants. They're surprisingly
  affordable. A nice Strength D-Package could really hit the spot right here,
  and stacks well with the "NAME" Armband you just got.
 
  Go out the bottom and search the republic corpse here. Follow this hallway
  to the next door on the right. More Sith shall attack here. Careful, they
  will target your medical droid if it gets close to them. Enter the little
  storeroom here, search the three locked containers and grab the shinies.
  Exit, and go up the hallway.
 
  Skip the next door on the right, it leads out, and go through the next door
  straight ahead. One Sith attack later, and you can open the door on the
  right side to find the droid room. You can look at the protocol droid to see
  that SOMEONE tampered with it. That HK, was there anything he wouldn't do?
  Search the Corpse here for some loot, and a datapad exclaiming the mysteries
  of droids.
 
  The next door up dead ends with no lootables, so head down, and into the
  Turbolift.
 
Engine Deck, Harbinger
 
  Before you can do anything else, Atton says that he has a bad feeling about
  this. How you respond to this affects your INFLUENCE with him. Follow "What's
  wrong" with "We'll be careful" for good Influence.
 
 
 Atton.......................................................................
  . A1: I have a bad feeling about this.                                      .
  .   - Would you stop *saying* that? > A3                                    .
  .   - What's wrong? > A3 (slightly different dialogue)                      .
  .   - -INF- Your "bad feeling" is going to be replaced by blinding pain if  .
  .     you don't be quiet. > A2                                              .
  .   - Save your feelings for when we're out of here. > A2                   .
  .   - -INF- Just shut up and keep moving. > A2                              .
  . A2: All right, but don't say I didn't...wrong about these things. > END   .
  . A3: I can't help it -- don't you feel it? Something's gonna get...        .
  .   - How do you know that? > A4                                            .
  .   - +INF+ We'll have to be careful, then. But we have to keep moving.> A2 .
  .   - Save your feelings for when we're out of here. > A2                   .
  .   - -INF- Just shut up and keep moving. > A2                              .
  . A4: You don't survive on the Rim as long as I have without knowing...     .
  .   - -INF- Cowardly intuition? > A2                                        .
  .   - +INF+ We'll have to be careful, then. But we have to keep moving.> A2 .
  .   - Save your feelings for when we're out of here. > A2                   .
  .   - -INF- Just shut up and keep moving. > A2                              .
   ...........................................................................
 
  Both the side directions dead end, so head straight on. When you get near
  the intersection, everyone turns around, and sees Darth Sion coming up
  behind. Kreia pulls a Bastila and goes off to fight him alone, sealing the
  door behind her. She tells you to beat it. You are now facing backwards, so
  turn around, go forward and open the low security door. There are a couple
  containers in here with goodies, and a console:
 
    [Repair] Reroute the maintenance control system (1 part)
    [Computer] Slice the maintenance control system (1 spike)
 
  Use whichever you have more of. Open the door with the console and log out.
  (250 XP) If you don't have parts or spikes, you can find them in the next
  room.
 
  Leave that room. Go out, take a right turn and go up the hallway. Another
  low security door here to deal with, and a room with a footlocker of
  components and a workbench. Upgrade all your items with any new things you
  got, and if you have the skill for it, check out what you can make and try
  to create something good. Go back down to the intersection, then continue
  down the hallway.
 
  This hallway will curve around until you enter the engine room. Follow this
  for a while until you find the Main Ion Engine Control on your left. Use it,
  an Activate the procedures. Log out. (250 XP)
 
  Onward. As you get through the next door, Atton talks to you again. A good
  opportunity to get a LSP or DSP here. However, before you find out what you
  gained/lost with Atton, you get a cutscene with Kreia and Sion.
 
 
 Atton.......................................................................
  . A1: Tell me you're joking. We are not going to cross back into the...     .
  .   - It's the only way to get around the sealed door and into the hangar   .
  .     where the Ebon Hawk is. > Cutscene                                    .
  .   - LSP - Atton, you need to trust me. Come on. > Cutscene                .
  .   - The past few hours have been crazy, in case you were sleeping. Now    .
  .     keep moving. > Cutscene                                               .
  .   - DSP - Then stay here and die. > A2                                    .
  . A2: Ah, hell, better the death you know. I'm right behind you. > Cutscene .
  . Cutscene: (Kreia does her thing) Atton: What happened to you?             .
  .   - My hand... felt like it was being dipped in molten carbonite. > END   .
  .   - Kreia... I think she was wounded... badly. > A3                       .
  .   - I... don't know, but we need to keep moving. > END                    .
  .   - Nothing - let's keep moving. > END                                    .
  . A3: Huh? How do you know that?                                            .
  .   - I just do. > one more meaningless option, then > END                  .
  .   - Call it an instinct reaction. > END                                   .
  .   - I... think it was through the Force. > END                            .
   ...........................................................................
 
  Ahead, left and out.
 
Peragus Fuel Depot
 
  Well, hope you liked the Harbinger, you'll never go inside it again. Pressing
  on. Hey, that's T3! When you get close, he talks to you. You can both gain
  and lose Influence here, and for the first time, you can do both at once!
  He joins up with you. (100 XP)
 
  T3..........................................................................
  . T3-1: Dee... reet. Dee... eeet?                                           .
  .   - I know - we ran into the "protocol droid" earlier, he attacked us,    .
  .     too. > T3-2                                                           .
  .   - Can you travel, T3? > T3-5                                            .
  .   - Warm up your systems and let's go. > END                              .
  .   - -INF- We may still have a use for you. Follow me. > END               .
  . T3-2: Dee...dree...eet.