Star Wars: Knights of the Old Republic II – The Sith Lords FAQ/Walkthrough



Star Wars: Knights of the Old Republic II:

The Sith Lords


(Xbox, PC)



March 11, 2005

Version 1.3

Written by: Dan Simpson

Email: [email protected]

If emailing me, use this subject: Star Wars: Knights 2 v 1.3

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Got a question? Check the Frequently Asked Questions section

first (it's before the walkthrough) to see if your question is

already answered.

If you see any mistakes, or have anything that you want to add

please email me! I will, of course, give you full credit for

your addition, and be eternally grateful to you. Email addresses

are not posted in the FAQ, unless you specifically state that

you want it to be.



You will find the most up to date version of this FAQ at:

Just got the PC version of the game, and am going through the game again with

that, so this guide now covers both versions of the game.

Obviously this thing contains SPOILERS. Even looking at the contents might

give something away. So, be ye warned.


. This Document is Copyright 2005 by Dan Simpson. .

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. Star Wars: Knights of the Old Republic II: The Sith Lords is a property of .

. Lucasarts, Bioware and Obsidian, and all related marks are Trademarks, .

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. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you .

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What's New in 1.3:


Added the Dantooine Crystal Cave Kinrath cheat. Cleared up the walkthrough

at the very end, corrected my MAJOR mistake there and added an ending

spoiler for the curious. Added Mark Singer's Super-Uber-Ultra Sabre Cheat.

Added a question to the FAQ about returning to Dantooine and not getting

that to work. Added a note on buggy Swoop racing in the Glitches section.

Created a new section on creatable items. Added tinytroll's T3 trick in

the prologue section. Added Danijel's note on Force regen in the Cave on

Korriban. Added Andrew C. Blevins note on B-4D4. Added Kevin Scully's PC

Bugs information in its own section. Added the Kreia/Hanharr upgrade from

Gary Smith. Added the Heal/Attack at the same time glitch/cheat.

For a complete Version History, check out the Final Words Section at the end

of the FAQ.


..:: Table of Contents ::..


i. Before you Start Playing .................... :IBYSP:

ii. Creating your Exile > > > > > > > > > > > > > :IICYE:

... Classes ..................................... :DDDCL:

... Attributes & Stats > > > > > > > > > > > > >> :DDDST:

... Skills ...................................... :SKDDD:

... Feats > > > > > > > > > > > > > > > > > > > > :FTSFD:

iii. Companions .................................. :IIICM:

iv. Developing your Characters > > > > > > > > >> :IVDYC:

... Powers ...................................... :DPDPW:

... Leveling Up > > > > > > > > > > > > > > > > > :DLVLD:

... Prestige Classes ............................ :DPRCD:

v. Power Playing Strategies > > > > > > > > > >> :PWPLS:

Puzzle Solutions ................................. :PUZLE:

Frequently Asked Questions > > > > > > > > > > > > :FRAQU:

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:

Tweaks, Exploits and Outright Cheats ............. :CHTSS:

Bugs, Glitches and Other Terrors > > > > > > > > > :FNBGS:

PC Guide to Bugs, Flaws and Game Performance ..... :PCFGP:

Creatable Items (Lab Station Only) ............... :CILSO:

Final Words ...................................... :FNLWD:

Quick Navigation:.......................................................

. .

. Double-click the code word (such as :TEXTO:) next to the section you .

. wish to view. .

. .

. Press CTRL-C (copy), CTRL-F (find), CTRL-V (paste), ENTER. .

. .



i. Before you Start Playing... :IBYSP:


Rule #1: Save often. In different slots.

Rule #2: Never save over the first save when you get to a new planet.

Especially Nar Shaddaa.

Rule #3: If you hit a glitch, don't panic. The usual solution is to reload

and try again.

Warning #1: Under no circumstances do you destroy the Console outside the

Bumani Exchange Corp. on Telos. LEAVE IT ALONE! If you destroy it

and kill the guards, you will make your game unwinnable.

Warning #2: Under no circumstances do you destroy ANY Utility Droids on

Goto's Yacht. (Only possible if you change the Droid protocols)

Leave them alone! In fact, don't ever use the Droid protocols.

If you destroy the first utility droid there without getting the

Shutdown code, you will make your game unwinnable.

You do not need to play Knights of the Old Republic 1 to enjoy this game. It

doesn't load up any of your old saves, or use the data from the first game in

any way. That said, I would recommend playing the first game as it is quite

an enjoyable game. (Although I like this one more) KotOR2 will ask you early

on how your KotOR1 game went, and you can set Revan as male/female and


Note: The game has gender confusion when Revan is a female. Many people,

Vrook seemed the worst, will forget and call Revan "him". I haven't

seen this happen in reverse. With Revan set to male, no one called

him a "her." (Although I've been told that happens too)

After a point, you can head to different planets in different orders. I

picked one that I liked the best and used it for the walkthrough. Feel free

to disagree and go to the others in any order you want. Bear in mind that the

difficulty of the fights (from numbers of opponents, to Vitality levels of

Bosses) is determined by your level. So, regardless, the game should stay

challenging enough no matter which way you go.

Quick Definitions:

KotOR2 - this game

STR - Strength

DEX - Dexterity

CON - Constitution

INT - Intelligence

WIS - Wisdom

CHA - Charisma

XP - Experience Point. The basic economic unit of the RPG is these bad boys,

not "credits."

LSP - Light Side Point. Any action that moves you towards the light side is

said to give you a Light Side Point. I use the abbreviation LSP. For

larger LSPs, I sometimes use the term 2xLSP (or even 3xLSP). This means

that you get more Light Side Points out of it.

DSP - Dark Side Point. Same.

INF - Influence. In the game you can influence your companions. It has two

effects, first, there alignment gets closer to yours; and second, they

will reveal more information about themselves and even give you bonuses.

In my conversatin trees, I use +INF+ to note gains in Influence, and

-INF- to note losses in Influence.

DC - Difficulty Class. Basically a number you have to reach to do something.

A lock might be a DC 15 lock, so your security skill has to be able to

hit a 15. (All skill rolls get a +1-20 + your skill level to beat a

DC) Also used for saving throws.

If you aren't in combat, you get the full 20+Skill Level on your DC

checks, so a DC 40 Recover Mine operation will require that you have a

total bonus of +20 yourself to recover that mine.

DEF - Defense, or how hard you are to hit. Starts at 10. You are hit when

they "roll" higher than your defense. (Attacks are on the same 1-20

random chance, plus they add their attack modifier, if they get over

your DEF, they hit) Armor and Dexterity improve this.

Max Dex Bonus - in armor, how much of your Dex bonus will stack with the

armor. An armor with a Max Dex bonus of +3 will allow only that. If you

have an 18 DEX (+4), then only +3 is used, the rest is wasted. Note,

however, that you still get your DEX for attack rolls (ranged and

finesse only) and for Reflex saves.

Critical Hit - in the "d20" system, attack rolls are figured by a 1 to 20

chance. If you get a "20" you get a critical hit. This usually does

double damage (x2). However, Critical Hit chances can be changed, both

by items and feats. Some weapons might have a Critical line that reads:

17-20 / x3. This means you critical on a 17 to 20 (a 20% chance), and

do triple damage.

Swag - another name for treasures, items, booty, shinies, junk, and other

things that you'll pick up. Since most of the items you'll find are

randomly determined by the game, and you'll get different things every

time you play, I can't really say what you'll get (except in some

specific instances). So, I use the old pirate terms. Arrh.


ii. Creating your Exile :IICYE:


The "Exile" is your character, in addition to whatever you name him/her.

There are 3 main "classes" you can take, each with a male/female option.

Jedi Sentinel makes for a good solid choice, good offense, lots of skills

and lots of feats and average power selection. Jedi Guardian gets more

vitality, but less skills and one more feat, while Jedi Consulars get only

Force Powers in any great amount. Now, for more details...


In many games, this is largely an aesthetic choice. What would you rather

look at for a few dozen hours. However, in KoTOR2, there is one major effect

of this choice, the difference in whether you can pick up the Handmaiden

character or the Disciple character. If you are a male, you get Handmaiden,

if you are female you get Disciple. There is no other particular change,

besides who flirts with you, and Kreia's reactions to you, however.

Note: There is one more companion option like this, but unlike this one,

you can affect who you get after you start. You get Mira if you are

Light/Neutral and Hanharr if you are Dark Side.


... Classes :DDDCL:


Note: All classes have the same ability "To Hit" (Base Attack Bonus). From

Tech Specialist, to Jedi Guardian, they all gain 1 point per level.

Jedi Guardian

10 Vitality / Level

1 skill point / level

4 force points / level

Bonus Feats:

Armor Proficiency (Light)

Armor Proficiency (Medium)

Critical Strike


Power Attack

Power Blast

Rapid Shot

Sniper Shot

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Blaster Rifle)

Weapon Proficiency (Lightsaber)

Weapon Proficiency (Melee Weapon)

Jedi Defense

Force Jump

Jedi Sense

War Veteran

Class Skills:




Treat Injury

Level: Saves: DEF Bonus: Feats: Powers:


1 2 2 1 2 1 2

2 3 3 2 2 1 1

3 3 3 2 2 1 1

4 4 4 2 2 0 1

5 4 4 3 2 1 1

6 5 5 3 4 0 1

7 5 5 4 4 1 1

8 6 6 4 4 0 1

9 6 6 4 4 1 1

10 7 7 5 4 0 1

11 7 7 5 4 1 1

12 8 8 6 6 0 1

13 8 8 6 6 1 1

14 9 9 6 6 0 1

15 9 9 7 6 1 1

16 10 10 7 6 0 1

17 10 10 8 6 1 1

18 11 11 8 8 0 1

19 11 11 8 8 1 1

20 12 12 9 8 0 1

...etc. ===

11 feats by level 20 * Possibly wrong, need


Jedi Sentinel

8 Vitality / Level

3 skill points / level

6 force points / level

Bonus Feats:

Armor Proficiency (Light)

Critical Strike


Power Attack

Power Blast

Rapid Shot

Sniper Shot

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Blaster Rifle)

Weapon Proficiency (Lightsaber)

Weapon Proficiency (Melee Weapon)

Jedi Defense

Force Immunity (Fear)

Jedi Sense

War Veteran

Class Skills:


Computer Use




Treat Injury

Level: Saves: DEF Bonus: Feats: Powers:


1 2 2 1 2 1 2

2 3 3 2 2 0 1

3 3 3 2 2 1 1

4 4 4 2 2 0 1

5 4 4 3 2 0 1

6 5 5 3 4 1 1

7 5 5 4 4 1 1

8 6 6 4 4 0 1

9 6 6 4 4 1 1

10 7 7 5 4 0 1

11 7 7 5 4 0 1

12 8 8 6 6 1 1

13 8 8 6 6 1 1

14 9 9 6 6 0 1

15 9 9 7 6 1 1

16 10 10 7 6 0 1

17 10 10 8 6 0 1

18 11 11 8 8 1 1

19 11 11 8 8 1 1

20 12 12 9 8 0 1

...etc. ===

10 feats by level 20

Jedi Consular

6 Vitality / Level

2 skill points / level

8 force points / level

Bonus Feats:

Armor Proficiency (Light)

Critical Strike


Power Attack

Power Blast

Rapid Shot

Sniper Shot

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Blaster Rifle)

Weapon Proficiency (Lightsaber)

Weapon Proficiency (Melee Weapon)

Jedi Defense

Force Focus

Jedi Sense

War Veteran

Class Skills:




Treat Injury

Level: Saves: DEF Bonus: Feats: Powers:


1 2 1 2 2 1 2

2 3 2 3 2 0 1

3 3 2 3 2 1 2

4 4 2 4 2 0 1

5 4 3 4 2 0 1

6 5 3 5 4 1 2

7 5 4 5 4 0 1

8 6 4 6 4 0 1

9 6 4 6 4 1 2

10 7 5 7 4 0 1

11 7 5 7 4 0 1

12 8 6 8 6 1 2

13 8 6 8 6 0 1

14 9 6 9 6 0 1

15 9 7 9 6 1 2

16 10 7 10 6 0 1

17 10 8 10 6 0 1

18 11 8 11 8 1 2

19 11 8 11 8 0 1

20 12 9 12 8 0 1

...etc. ===

7 feats by level 20


... Attributes & Stats :DDDST:


The physical and mental abilities of your character. There are two numbers

for each stat, the raw score and the modifier. The raw score starts at 8

for each stat, which means the modifier for each stat begins at -1.

modifier = (raw stat - 10) / 2

The modifier is what we really care about, as that gets added to everything.

Your stats at the beginning of the game are just that, the beginning. They

get raised by you every 4 levels starting at level 4. Equipable items can

also raise your stats, and items/force powers can boost your stats

temporarily. Also, your companions can help you raise your stats, especially


When you get a "bonus" from a stat, it uses the modifier. So, someone with

an 18 DEX gets a +4 to his stealth.

You get 30 points to spend on stats. However, as your stat gets higher, it

takes more points to raise the stat as indicated below. 18 is the limit at

level 1.

Stat Costs:

8 - 14 <-> 1 point = 1 stat point increase

15- 16 <-> 2 points = 1 stat point increase

17- 18 <-> 3 points = 1 stat point increase

Note: Stat increases from level ups (at level 4, 8, 12, etc.) are not

weighted. You can raise from 17 to 18 with one point then. But you

must spend all your points at the beginning of the game. No saving

them for the better rates later.

Because higher raw scores are really point intensive, it isn't recommended

that you go higher than 16 at level one. And if I did take a 16 (and I do)

I would only take one, and keep the points for other things. You'll have

higher total stats if you avoid really high numbers in any one thing.

Here are the stats:


Affects only melee/lightsaber damage as well as ability to hit with

same. That is all it affects. A must-have for light-side characters as

they have very few damaging force powers (none if you aren't fighting

droids). I'd recommend starting with 15. Then at level 4 put another

point here.

If you use Two Weapon fighting, your full STR modifier is used to

determine damage on your main hand, but only half your STR modifier

is used for the offhand attack. However, if you use a Double-bladed

weapon, you get one and a half times your STR modifier on the main hand

and half on the offhand.


Increases your Defense, ability to hit with ranged weapons (you can use

your Dexterity in melee/lightsaber if you take a Feat to do so) and

bonus to Reflex saves. Finally adds a bonus to your Stealth skill.

Dexterity is useful, yes, but you don't need it. You're going to take

hits, and a +1 or +2 bonus to defense isn't worth putting the points

here. Besides, the best defense of all is killing them before they

even hit you. I'd go with a 10 here.

Note: If you want to play a "Total Defensive" character, check out the

Power Strategies section below for a good idea on this type of



Gives a bonus to Vitality for every level you have, as well as a

bonus to your Fortitude save. Also, new in KoTOR2, Constitution,

rather than feats, determine what type of Implants you can get. To get

the best implants you need an 18 Constitution. I'd start with a 14.

You should get this to 18 by the end, by you can get most of the

increase through companion dialogues.

Note: If your Constitution is boosted by an item to 18 or more, you

are still limited by your ACTUAL Constitution score with

regard to what implants you can get. Oh well.


Bonus to many skills: Computer Use, Demolitions, Repair, Security as

well as a bonus to the number of skill points you start with and get

at each level. Also, there are dialogue options in the game that will

only trigger with a higher intelligence. Unlike Constitution, you don't

gain skill points retroactively when your Intelligence goes up, giving

you more of an incentive to take Intelligence early. Finally there are

fewer items that raise Intelligence than any other stat, thus, I would

take a 16 here.

Note: You do not gain more skill points/level with a BOOSTED INT, it

only uses your ACTUAL INT.

Dialogue options, however, will appear no matter how you got

your smarts.

No matter how low your INT, you will always gain 1 skill point

per level


Bonus to Will Saves, Defense (if you get Handmaiden to train you),

skills (Awareness, Treat Injury) and your Force Powers will be more

difficult to resist. Additionally, there are dialogue options that only

appear with a high Wisdom. At low levels, your Force Powers can really

use the boost, however, at high levels, your Force Powers generally get

more of a boost from levels than anything else. So, I'd skip it, and

take a 10 here.

Male characters can learn a special feat from the Handmaiden allowing

them to add their WIS BONUS to their DEF.


Bonus to Force Powers (the same as Wisdom, and they stack), improves

abilities with opposite aligned force powers (reduces cost), bonus to

skill (Persuasion) and probably dialogue options, but I can't prove it.

Decent to have, but again, you don't need it as much as you need other

things at level one. I'd take a 10 here as well.

Counterpoint: Charisma also adds a significant bonus to your allies

"To Hit" rating, about twice your Charisma modifier. Also it reduces the

costs in casting Force Powers opposed to your own alignment. Useful if

you want a Light Sided Consular who can use Force Lightning.

In-Game Upgrades

Throughout the course of the game, there are opportunities to get

free increases to your Attributes:

+1 WIS - T3's final upgrade

+1 CON, +1 WIS - Hanharr's upgrades

+2 STR, +1 CON - Kreia's post-Hanharr upgrades

So, if you followed my advice, you now have:

STR > 15 > +2

DEX > 10 > 0

CON > 14 > +2

INT > 16 > +3 (or 14 INT)

WIS > 10 > 0 (or 12 WIS)

CHA > 10 > 0 (or 12 CHA)

A straight up fighter should do...

STR > 17 > +3

DEX > 12 > +1

CON > 17 > +3

INT > 8 > -1

WIS > 8 > -1

CHA > 8 > -1

Put one point into CON early, then STR the rest of the way. Of course,

you'll never be skilled, and your force powers will be easy to resist.

With this character, I would avoid those Force Powers that are affected

by armor, take the Armor Proficiency: Heavy, and just focus on hitting

things with a Lightsaber.

A Consular might try: Or:

STR > 12 > +1 STR > 8 > -1

DEX > 12 > +1 DEX > 14 > +2

CON > 14 > +2 CON > 14 > +2

INT > 14 > +2 INT > 14 > +2

WIS > 14 > +2 WIS > 14 > +2

CHA > 12 > +1 CHA > 14 > +2

Consulars need WIS and CHA. These help their Force Powers, and add to

their Force Points.


... Skills :SKDDD:


Basic abilities outside of combat. This involves using items like computer

consoles, repairing droids and dialogue options. Even Repair can be a

dialogue option.

At level 1, you get (INT MOD x 4) + Class in skill points. So, our Jedi

Sentinel with 16 INT gets 24 skill points, or enough to put the full 4

points into each of his/her six class skills.

Class Skills are taking at a point for point rate, while all other skills

are taken at a 2 point for point rate. Obviously not terribly efficient to

go cross class. There are feats you can take to add class skills. Also,

prestige classes, listed later, have different class skills.

The maximum amount you can put into a skill is your Level + 3, so at level 1

you can only have 4 points in any one skill. For cross-class skills, the

max is half that, or at level one, 2 points in any one skill.

All skills except Persuade are useful in creating items from components or

chemicals. The game uses the skills of whoever uses the workbench to decide

what you can make.

Repair is used to break down items into components, however, only the

Exile (you) can do it. No matter who uses the workbench, it uses the Exile's

abilities to determine how many components you get.

In parenthesis, I put the stat involved with the skill. These stats boost

your skill by the modifier.

Computer Use (INT)

The ability to "slice" computers, as well as diagnose problems relating

to computers, and occasionally droids. Very nice to have, but you will

usually have a droid or Bao-Dur around to handle this for you. I'd still

keep it up, but not a priority.

Demolitions (INT)

The ability to set, disable, or recover mines. Very useful to have. Some

doors and containers can ONLY be opened by putting a mine on them. Also,

recovering mines gives you a small amount of EXPERIENCE. A moderate need,

but I wouldn't go much past 10 or 12 points in it ever. Anything more than

that is probably pointless.

Stealth (DEX)

Really only useful to avoid combat, so I typically avoid it. There are a

couple situations that require stealth, but those can be handled by

anyone, and some of your companions start with stealth. I'd avoid it.

Awareness (WIS)

Ability to spot Mines, as well as used in dialogues to notice something

out of the ordinary. I've noticed that even at a very small level,

I found most mines and still got the dialogue options. A small need here,

but keep up with it.

Persuade (CHA)

The one skill that only the Exile can do, and it is a MUST have, unless

you don't like talking. Even if I played a dumb as dirt, kill-em-all

type, I'd still take persuade. The one skill to always keep up on.

Gives more dialogue options than any single other thing, improves

relations with companions, gives better rewards, and gets people to see

things your way.

Repair (INT)

Used to repair droids, computers, and similar. Occasionally comes up in

dialogues. For droids (not you), affects how much vitality they recover

from using Repair kits. Also, as noted above, affects how many components

you recover from breaking down items. This is important, as only the

Exile can break down items. Technically anyone can use a workbench to

do this, but it uses the Exile's skills. This is ONLY the case when

breaking down items. When creating items, the skill of whomever is using

the workbench is used. But when breaking down, the Exile's Repair skill is

used. Trust me, you can get more than 1 component for most items.

Note: At 20 points of TOTAL Repair (Repair Ranks + INT modifier) you

break down items with total efficiency, meaning you break down items

to the exact amount of components it takes to make that item.


The only time someone else can break down items is when the Exile isn't in

the party. Such as the raid on Freedon Nadd's tomb on Dxun, or when T3,

Mira or Hanharr are all alone. Although T3 is never near a workbench

when alone.

Note: I have heard from others that they don't get this problem, that

the skills of whomever uses the workbench are used. Your mileage

may vary.

Security (INT)

Ability to open up locked doors and containers. You can use Security

Tunnelers on doors to temporarily boost your skill here. Very nice.

Also, you get EXPERIENCE by opening doors/containers with Security,

while you DON'T get experience by bashing/using a lightsaber. You really

need this, that or keep someone on hand who can do it for you.

Treat Injury (WIS)

Increases amount healed from Medpacs, as well as some dialogue options

(though not too many). Not critical, but if you're dark side you might

consider this more than light side, as dark siders can't Heal as

efficiently with the Force.

Also, as with Repair, the Exile's skill with Treat Injury is used when

breaking down items regardless of who uses the lab station.

So, I created a Jedi Sentinel with a 16 INT, and came up with these skills:

Computer Use: 4 points

Demolitions: 1 points (cross-class)

Stealth: 0 points

Awareness: 4 points

Persuade: 4 points

Repair: 1 points (cross-class)

Security: 4 points

Treat Injury: 4 points


24 points total


... Feats :FTSFD:


The (mostly) combat abilities in the game. Although there are some that

increase skill bonuses, some that make certain skills Class-skills, and

some that just help out.

Feat chains are feats that require that you take the first one to take the

second to take the third. I list the second and third of these with a >

underneath their original feat.

I will *** the Feats that I would recommend that you get at level one.

Several feats will be ***, however, you only get one feat. Choose depending

on what you want your character to be. I'll list other good feats in the

Developing Your Character section later.

There are advanced feats that come from Prestige classes, and these will

be listed in the Developing your Character section.

Two Weapon Fighting - no requirements

Reduces penalty to fighting with two weapons (melee, lightsaber or

ranged, it doesn't matter) to -4/-6

> Improved Two Weapon Fighting - Level 4 ***

Reduces penalty to -2/-4

> Master Two Weapon Fighting - Level 8

Reduces penalty to 0/-2

Armor Proficiency (Light) - no requirements

Allows you to wear Light armors. The other feats allow the same.

> Armor Proficiency (Medium)

> Armor Proficiency (Heavy)

Caution - no requirements

Gives a +1 to both Demolitions and Stealth. To use a skill, you still

need to put a point into that skill. Taking the next two feats in this

chain increase the bonus to +2 and +3 respectively.

> Improved Caution - Level 4

> Master Caution - Level 8

Critical Strike - Melee/Lightsaber only, no requirements

When used, you take a -5 penalty to your DEFENSE, you get a doubled

Critical Hit chance, and a chance to stun your opponent for 6 seconds

(DC = Level + STR MOD).

> Improved Critical Strike - Level 4

Same as above, but with a tripled Critical Hit chance.

> Master Critical Strike - Level 8

Same as above, but with a quadrupled Critical Hit chance.

Empathy - no requirements

Gives a +1 to Persuade, Awareness and Treat Injury. The later feats in

this chain increase this to a +2 and a +3 respectively.

> Improved Empathy - Level 4

> Master Empathy - Level 8

Flurry - Melee/Lightsaber only, no requirements

When used, grants an extra attack at a -2 penalty to Defense and a -4

penalty to all attack rolls (not damage).

> Improved Flurry - Level 4

Same as above, but a -1 penalty to Defense and a -2 penalty to attacks.

> Master Flurry - Level 8

Same as above, but with no penalties

Gearhead - no requirements

Gives a +1 to Repair, Security and Computer Use. Later feats in this

chain change this to a +2 and +3 respectively.

> Improved Gearhead - Level 4

> Master Gearhead - Level 8

Conditioning - no requirements

Gives a +1 bonus to all saving throws. Later feats in this chain

change this to a +2 and a +3 respectively.

> Improved Conditioning - Level 4

> Master Conditioning - Level 8

Power Attack - Melee/Lightsaber only

When used, increases damage by +3 while decreasing the attack chance to

hit by -3. Also increases the critical multiplier by +1, and gives a

chance for a Knockback (DC = Level + 2 x STR MOD).

> Improved Power Attack - Level 4

As above, but increases damage to +7.

> Master Power Attack - Level 8

As above, but increases damage to +12

Power Blast - Ranged only

Exactly the same as Power Attack, but with ranged weapons (Blasters).

> Improved Power Blast - Level 4

> Master Power Blast - Level 8

Rapid Shot - Ranged only

Exactly the same as Flurry, but with ranged weapons (Blasters).

> Improved Rapid Shot - Level 4

> Master Rapid Shot - Level 8

Sniper Shot - Ranged only

Exactly the same as Critical Strike, but with ranged weapons (Blasters).

> Improved Sniper Shot - Level 4

> Master Sniper Shot - Level 8

Weapon Proficiency (XYZ) - where XYZ is the weapon in question.

Allows you to use that weapon.

> Weapon Focus (XYZ)

Gives a +1 attack bonus to hit with that weapon.

> Weapon Specialization (XYZ) - Soldier, Jedi Guardian or Sith Marauder

Gives a +2 damage bonus with that weapon.

Jedi Defense - Jedi classes only

Blaster Deflection becomes possible. Basically an opposed attack roll,

where if you roll higher, you don't get hit by a blaster. If you beat

their roll by 10 or more, you deflect the bolt back at them. Can only be

done if you are holding a lightsaber.

> Advanced Jedi Defense - Jedi classes only, level 4

Adds a +3 bonus to deflection rolls.

> Master Jedi Defense - Jedi classes only, level 8

Adds a +6 bonus to deflection rolls. Replaces Advanced Jedi Defense.

Toughness - no requirements ***

Adds +1 vitality/level. Works retroactive too, so you can take this

whenever and get the same benefit.

> Improved Toughness - Level 4

Reduces 10% of damage, whenever you get hit for 20 or more. Which will be


> Master Toughness - Level 8

Adds another +1 vitality/level.

Force Immunity (Fear, Stun, Paralysis) - Jedi Sentinel ONLY, gained

automatically at levels 6 and 12

Jedi Sense - Jedi only, gained automatically at level 1

Improves Defense by +2 every 6 levels. (7, 13, 19, 25, 31...)

Prestige Sense - Jedi Master / Sith Lord automatic

Improves Defense by +2 every 8 levels

Greater Prestige Sense - Prestige Class, not Jedi Master or Sith Lord

Improves Defense by +2 every 5 levels

Dueling - no requirements

Adds +1 to hit and +1 to defense when using only one weapon. Works with

all weapons and forms of combat, including unarmed. The later feats in

this chain increase the bonuses to +2 and +3 respectively.

> Improved Dueling - Level 4

> Master Dueling - Level 8

Close Combat - Level 4

With a ranged weapon, you get +1 to hit at short range, while enemies

in melee with you only get a +4 instead of the +6 bonus to hit.

> Improved Close Combat - Level 8

You get a +2 to hit in close range, and reduce enemies chances to hit

you in melee to a mere +2.

Regenerate Force Points - Level 4, Jedi only

Regain force points more rapidly.

Regenerate Vitality Points - Level 4

Regain vitality more rapidly

Class Skill (XYZ) - no requirements ***

Turns a non-class skill (XYZ) into a class skill.

Dual Strike - no requirements

You get a +2 bonus to attack an enemy that someone else in your party is

also attacking. This increases to +4 and +6 when you take the next two

feats in this chain.

> Improved Dual Strike - Level 4

> Master Dual Strike - Level 8

Finesse:(either Lightsaber/Melee)

Use your DEX rather than STR in giving a bonus to hit. This does not

affect damage, which always comes from STR.

Stealth Run - Level 4

Run while stealthed. Beats walking.

Precise Shot I - Level 4

Each feat in this chain provides a bonus of +1 damage with ranged weapons

and reduces enemy blaster bolt deflection by -2. By Precise Shot III

the damage bonus increases to +2 per each feat on this chain.

> Precise Shot II - Level 8

> Precise Shot III - Level 12

> Precise Shot IV - Level 16

> Precise Shot V - Level 20

So, my Jedi Sentinel would take Class Skill (Demolitions) at level 1, and

take Class Skill (Repair) the next time he gets a feat. Why? Skills are

important. And taking Class Skill early is also important.

A Jedi Guardian would probably want Two Weapon Fighting, while a Consular

should probably take Toughness. That vitality adds up.

Bear in mind, that even with "Two Weapon Fighting," you probably shouldn't

use two weapons until you get "Improved Two Weapon Fighting"... you just

won't hit anything.

I would also avoid using any of the combat feats (Flurry, Power Attack, etc.)

until later levels as you need every + to hit that you can, and you have none

to spare. They're very powerful later, but harder to manage at low levels.

It is the same idea as why we avoid Two Weapon Fighting until the Improved

version comes along.


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






. 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. .

. .

. Altough Kreia is the only character immune to your Influence (that is .

. her alignment stays Neutral), you can sometimes alter her alignment .

. by having her initiate dialogue instead of your main character. I've .

. heard that Jorran (Nar Shaddaa) in particular works. .



. 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 inclued 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. .



. 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. .



. 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. .



. 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. .



. 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. .



. Found in the Dantooine Enclave Sublevel .

. --Female 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 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. .



. 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. .



. Found at Nar Shaddaa, just before meeting with Visquis .

. --Dark Side ONLY, Light/Neutral characteres get Mira-- .

. .

. 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. .



. Joins automatically after Goto's yacht in Nar Shaddaa .

. .

. 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 .



. 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 .



. 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. .



iv. Developing your Characters :IVDYC:


... Powers :DPDPW:


There are a number of thoughts about what Force Powers are useful. First, if

you are a Jedi Guardian, with an 8 WIS and 8 CHA, don't even bother with

offensive powers, like Force Lightning, Stun, or any other power that gives

your opponent a save. Not worth your time. If you want to wear armor and

not the Zeison Sha or similar, then avoid all powers that are restricted by

armor. Simple things.

Here are the best "non-offensive" powers in the game:

Master Energy Resistance - A+

This is a great power. It lasts a very long time, and works against all

types of energy damage, blasters, lightsabers, electric, fire, cold, etc.

It affects the entire party, and at Master level reduces each energy hit

by 20. Beyond that its cost in force points is nil when you consider that

you'll regenerate those force points before the effect ends.

Master Speed - A+

Best taken for Jedi Guardians who like to hit things, but works for

everyone. I can't prove it, but people say that it is buggy (the DEF

bonus doesn't work). Whatever. The real purpose to the "X" Speed effects

is the extra attacks. This power is one of only four ways to gain an

extra attack, the others being: Two Weapon Fighting, Flurry and Force

Enlightenment (which technically uses Speed as well). Doesn't last too

long, but you won't need it (or want it) for long anyway.

Master Heal - A-

If this were KotOR I, this gets an A+, but in KotOR II, you have an

automatic regeneration outside of battle, and don't need this that much.

In battle it still retains its usefulness, as it heals everyone in the


Here are the best "offensive" powers in the game:

Force Storm - A

The final version of "Shock." No surprise that it's a Dark Side power,

they get all the good attack powers. This does 1-6 damage per level,

save for half. Thus you need decent WIS or CHA to do full damage all the

time. Or just a high level. And speaking of high levels, if you get

above level 20, this starts to knock out entire rooms in a single shot,

and can often take down large groups of really tough enemies in two or

three at most.

Force Wave - B

The ultimate in Force Push, the Wave always does damage, like Force

Storm, even if it isn't much. It also has a chance to stun opponents and

knock them over. This is probably the best power for Guardians with low

WIS and CHA to take as it is generally effective and combines well with

attacking. Run into combat, use this power first, then start whacking

people with your lightsaber.

Death Field - B

Nice in a large group, you can heal yourself from near zero to fully

healed almost instantly, but otherwise it does far, far less damage than

Force Storm. Another very nice Dark Side Power. Also, your opponents

get to Save for half again, so nice WIS, CHA or high levels help.

Insantiy and Stasis Field - B-

A good power to use in conjunction with a Lightsaber attack, as it holds

your enemies helpless for a decent period of time.

Force Crush - A-

Nice power, doing 100 to 200 damage, guaranteed. With the added bonus

of actually HOLDING your enemy while you do this, meaning they can't

attack you at all. It gets an A-, rather than an A for two reasons. One,

you get it too close to the end of the game for it to really help. And

two, it is no good at all against groups of enemies. Use Force Storm.

You get Force Crush after convening the Jedi Council on Dantooine, as a

Dark Sided player.

Kill - C-

Unless the enemy saves, this power does half their vitality damage, no

matter how much vitality they have. Sounds more useful than it is.

Although you can easily chain two or three (or four) of these together

to kill anything, it isn't very fast, efficient or powerful. If they

make their Save, this power does almost no damage at all.

Destroy Droid - C+

Almost the same as Force Storm, but against Droids only, hence it not

being that useful. Only really take this if you don't want Dark Powers,

as Force Storm does more damage. This does have the nice effect of

knocking the droid out for a round or two, if it fails its save.

Take as a Novelty Only:

Mind Trick / Force Confusion - C-

Mind Trick allows you to go by enemies unnoticed (if you attack them,

they notice), which is useless. When do we want to pass up that sweet,

sweet experience? Force Confusion, at least, gives the satisfaction of

letting your enemies kill each other.

Throw Lightsaber - D+

Three problems with this. First, it doesn't do enough damage, about half

that of Force Storm. Second, you lose your lightsaber while it's spinning

around out there, leaving you high and dry. Third, even upgraded you can

hit only three enemies with it. Skip it.

... Leveling Up :DLVLD:



If you can take a large amount of skills, take them all. Here's how I

prioritize what is important.



Demolitions (stop taking at 10 ranks)

Security (stop taking at 15 ranks)

Awareness (used to find mines and in dialogues, stop taking at 15 ranks)

Computer Use

Treat Injury

Stealth (Only take if you're going to be a Sith Assassin later)

Note: I stop taking Demolitions, etc., because the difficulties of the

tasks assigned to those skills don't go that high. Because of that

I find that you can stop taking skill ranks there at these points

and still recover all mines out there (or opening all Locked

doors). There will still be the occasional thing that requires

a higher Security, such as a metal box in the Onderon Vault, so you

can either go to 20 ranks there, or keep someone else working on


This way, when I play Jedi Sentinal, my favorite class, I have to

take the Class Skill feats to get Repair and Demolitions. Then I

follow the priority list to put points in that order. However,

despite being a lower priority, both Computer Use and Treat Injury

will end out higher than Demolitions/Security/Awareness because

those stop.

Also note, if you keep up on all your skills (really only possible

with an 18 INT) the only particular benefit is when Creating Items,

but you can do that with anyone. Repair is needed for breaking down

items, as has been noted before, only the Exile's skill is used

when breaking down items, regardless of who uses the workbench.

Skills on your other characters, I almost always just give them their

class skills. There's no need for all of them to be able to do everything.

(Except Bao-Dur who can do everything if you get his INT up to 16)


Here's the priority I take on Feats:

Class Skill (Repair, Demolitions or Security)

Two Weapon Fighting (and its upgrades)

Critical Strike (and its upgrades)

Toughness (and its upgrades)

Weapon Feats (Lightsaber)

Regenerate Force Points (only helps at low levels)

Note: Even though various characters can become Jedi, it is sometimes

better to keep them as Ranged weapon specialists. There are some

really good blasters out there, and the Precise Shot feat tree

gives good damage bonuses.

Feats to Skip:

Armor Feats (the best Force Powers can't be used in armor)

Weapon Feats (Melee, Ranged)

Dueling (the bonus isn't that useful, unless you are fighting Unarmed)

Dual Strike (again, not that useful)

Regenerate Vitality Points (you regenerate out of combat anyway)

Combat Feats:

On the three major combat feat front (Power Attack, Critical Strike, and

Flurry), the absolute best of these is Critical Strike. (Replace with the

Ranged versions if you are using blasters) Why? Let's do some comparisons.

First, let's look at the two we aren't going to be using, Flurry and

Power Attack. Winner goes on to compete against Critical Strike.

Note: You can get "up to" 50 damage by upgrading fully just after

Dantooine. That's one of the reasons I go there first, to get

Lightsaber Crystals.

This is an abstraction, not an actual damage comparison. This is just to

demonstrate the differences between Flurry and Power Attack.

Flurry vs. Power Attack

Master Flurry: (1 Lightsaber) Master Power Attack: (1 Lightsaber)

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

50 damage, hit one 62 damage, hit one

50 damage, flurry

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

100 total damage 62 total damage

Master Flurry: (2 or Double) Master Power Attack: (2 or Double)

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

50 damage, hit one 62 damage, hit one

50 damage, offhand 62 damage, offhand

50 damage, flurry

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

150 total damage 124 total damage

Master Flurry, 2 Weapons, Master Power Attack, 2 Weapons,

Master Speed Master Speed

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

50 damage, hit one 62 damage, hit one

50 damage, offhand 62 damage, offhand

50 damage, flurry 62 damage, speed one

50 damage, speed one 62 damage, speed two

50 damage, speed two

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

250 total damage 248 total damage

You can see that in every situation, Flurry is better than Power Attack,

even at the Master Level. Master Flurry has an unnamed -1 penalty to hit,

and Master Power Attack gives you a -3 penalty to hit. So, Flurry is

better. For another take on Power Attack, see the Power Strategies below.

Note: Master Flurry claims in the game to have no penalty, but it still

has a -1 to attack penalty.

Critical Strike (and its upgrades) doesn't really strike me as worth it.

It will increase the "threat range" and give a chance to stun enemies.

First the stun is only useful at low levels. At high levels, my Master

Flurry/2 Weapons/Master Speed setup kills almost all enemies in a single

shot. As for the extra "threat range" it takes your weapon from getting a

critical hit 10% the time (which is what the 19-20 means in the "Critical

Threat" line), to 40% (or 50% with a "keen" weapon, upgrade).

A normal "keen" weapon criticals 20% of the time. In a normal attacking

situation, with two weapons, using Critical Strike, you will get one

critical. If everything hits, you get, essentially a free extra attack from

the doubled damage. Now, with Master Speed you get 4 attacks, 2 of which

should be criticals, giving you 6 "effective hits." Our Master Flurry setup

gives you 5 attacks, and with the 20% critical chance, one of these is

likely to be a critical for, yes, 6 "effective hits." Thus, they are fairly

similar in power, but Flurry is guaranteed damage. Critical Strike

sometimes does more damage, sometimes does less damage.

Note: When you use Critical Strike + Keen, you do NOT get 80% criticals.

When you put them together, their increased threat ranges are

essentially added together, not multiplied.

If you double a threat range, you take it from 19-20 to 17-20, if

you triple it you take it to 15-20, and if you quadruple it you

take it to 13-20. Remember that you have to count where you start.

Keen can then take it to 11-20.

You can check this yourself by going to the Journal screen, press

(X), then (Y) over to Combat. Scroll up to your last critical to

see your threat range.

Critical hits typically do double damage, which is nothing to sneeze at,

however, "double damage" is actually the same thing as an extra hit. With

the maximum of four attacks you can get (2 weapons + Master Speed), and the

maximum of 25% critical hit chance, you will critical hit once in there,

for exactly the same damage you would have gotten with Flurry. And you take

a -5 DEF penalty to do that.

The Shien Lightsaber Style will increase criticals to x3, at which point

Critical Strike becomes much more worth it.

Here's how: the following chart is similar to the one above, assume that

"Master Critical Strike" is using normal lightsabers, as Doublebladed

doesn't work. Normal Lightsabers have a threat range of 19-20, while

Doublebladed has 20-20. Then, keen both lightsabers with a Crystal or Lens.

All of this together gets you a Critical rate of a 11-20, or 50%. Also,

unlike before since criticals count, they count for both sides. The flurry

side is also give a Keen weapon(s) and uses Shien at x3 as well, giving

them a 20% critical rate.

Flurry vs. Critical Strike

Master Flurry: 1 Lightsaber Master Critical Strike: 1 Lightsaber

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

50 damage, hit one 50 damage

50 damage, flurry (+50% at x3)

(+20% at x3)

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

110 average damage 75 average damage

Master Flurry: 2 Lightsabers Master Critical Strike: 2 Lightsabers

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

50 damage, hit one 50 damage

50 damage, offhand 150 damage (at 50%, we get one here)

50 damage, flurry

(+20% at x3)

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

190 average damage 200 average damage

Master Flurry, 2 Weapons, Master Critical Strike, 2 Weapons,

Master Speed Master Speed

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

50 damage, hit one 50 damage, hit one

50 damage, offhand 50 damage, offhand

50 damage, flurry 150 damage, speed one

50 damage, speed one 150 damage, speed two

150 damage, speed two

(flurry gets one critical) (at 50% we can assume 2 critical hits)

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

350 average damage 400 average damage

All things being equal, Critical Strike will win in the end. But as you can

see, they are very, very close. It's still just random chance, in

the end. You get more GUARANTEED damage by taking an extra attack with

Flurry, as Critical Strike is dependent on luck. And remember that if you

will never, ever see an all critical hit sequence (4 or 5 critical hits in

a row), as whatever you're fighting will be long dead before that. Even

with a 50% chance of criticals, you'll still see many times when you don't

critical at all in a round.

... Prestige Classes :DPRCD:


Jedi Weapon Master

10 Vitality / Level

1 skill point / level

6 force points / level

Bonus Feats:

Greater Prestige Sense


Increase Melee Damage 1

Class Skills:




Treat Injury

Level: Saves: DEF Bonus: Feats: Powers:


1 2 1 1 2 1 2

2 3 2 2 2 1 1

3 3 2 2 2 1 1

4 4 2 2 2 0 1

5 4 3 3 2 1 1

6 5 3 3 4 0 1

7 5 4 4 4 1 1

8 6 4 4 4 0 1

9 6 4 4 4 1 1

10 7 5 5 4 0 1

11 7 5 5 4 1 1

12 8 6 6 6 0 1

13 8 6 6 6 1 1

14 9 6 6 6 0 1

15 9 7 7 6 1 1



The Jedi Weapon Master has access to all the advanced combat feats, such

as Superior Weapon Focus Lightsaber (3 feats), Superior Two Weapon

Fighting, as well as access to the Specialization feats for all other

weapon proficiencies, whether you had access to them before or not.

On their automatic progression, you get both Increase Melee Damage, which

adds to your Lightsaber and Melee attacks, as well as an ability to

shrug off a small percentage of all damage later. The Deflect ability

goes up in ability as you go up in levels, giving an extra +1 to deflect

blasters on every odd level (1,3,5,7...etc.).

Like the Jedi Watchman (and the Sith Marauder/Assassin) the Weapon Master

has the best Defense bonus in the game, with Greater Prestige Sense,

giving a +2 DEF bonus every 5 levels.

Jedi Watchman

8 Vitality / Level

3 skill points / level

8 force points / level

Bonus Feats:

Sneak Attack I

Greater Prestige Sense

Class Skills:


Computer Use




Treat Injury

Bonus Powers:

Force Camouflage

Level: Saves: DEF Bonus: Feats: Powers:


1 2 2 2 2 1 2

2 3 3 3 2 0 1

3 3 3 3 2 1 1

4 4 4 4 2 0 1

5 4 4 4 2 0 1

6 5 5 5 4 1 1

7 5 5 5 4 1 1

8 6 6 6 4 0 1

9 6 6 6 4 1 1

10 7 7 7 4 0 1

11 7 7 7 4 0 1

12 8 8 8 6 1 1

13 8 8 8 6 1 1

14 9 9 9 6 0 1

15 9 9 9 6 0 1



The Jedi Watchmen are nearly identical to the Jedi Sentinal, and don't

add too much in terms of high level ability. What you do get is the

Sneak Attack ability. If you attack while in Stealth mode, you do the

extra damage as indicated by the Sneak Attack feat. (1-6 per level of

the feat, so Sneak Attack 6 gives an extra 6-36 damage) Added together

with the Force Camouflage, you can now enter Stealth any time, whether

you wear a Stealth Field Generator or not.

Watchmen, unlike their Sith counterpart the Assassin, get the best

Saves in the game.

Jedi Watchmen also get access to Greater Prestige Sense, giving them the

best DEF progression in the game.

Jedi Master

6 Vitality / Level

2 skill points / level

10 force points / level

Bonus Feats:

Prestige Sense

Regenerate Force Points

Light Side Enlightenment

Class Skills:




Treat Injury

Bonus Powers:

Inspire Followers 1

Level: Saves: DEF Bonus: Feats: Powers:


1 0 0 2 2 1 2

2 0 0 3 2 0 1

3 1 1 3 2 1 2

4 1 1 4 2 0 1

5 1 1 4 2 0 1

6 2 2 5 2 1 2

7 2 2 5 2 0 1

8 2 2 6 2 0 1

9 3 3 6 4 1 2

10 3 3 7 4 0 1

11 3 3 7 4 0 1

12 4 4 8 4 1 2

13 4 4 8 4 0 1

14 4 4 9 4 0 1

15 5 5 9 4 1 2



There are some good points in becoming a Jedi Master, but I think you

were better off as a Consular. Your DEF bonus slows to a crawl. As a

Consular you gained +2 DEF every 6 levels. As a Master it slows to

every 8 levels. (see chart above) The only major bonus you get as a Jedi

Master is the Light Side Enlightenment, which affects the alignments of

your companions and pushes them out to the extremes. Good companions who

are close to Light Side Mastery will get there quicker. Evil as well.

The power Inspire Followers (and its followups) give a minor bonus to

Hit and to Damage for everyone, which is nice.

Jedi Masters also have the worst saves of any class in the game.

Sith Marauder

10 Vitality / Level

1 skill point / level

6 force points / level

Bonus Feats:

Weapon Focus: Lightsaber

Greater Prestige Sense

Increase Combat Damage

Class Skills:




Treat Injury

Bonus Powers:

Fury - bonuses to STR, FORT, WILL and adds to damage for each kill

Level: Saves: DEF Bonus: Feats: Powers:


1 2 1 0 2 1 1

2 3 2 0 2 1 1

3 3 2 1 2 1 1

4 4 2 1 2 0 1

5 4 3 1 2 1 1

6 5 3 2 4 0 1

7 5 4 2 4 1 1

8 6 4 2 4 0 1

9 7 4 3 4 1 1

10 7 5 3 4 0 1

11 8 5 3 6 1 1

12 8 6 4 6 0 1

13 9 6 4 6 1 1

14 9 6 4 6 0 1

15 10 7 5 6 1 1



(See the Notes on Jedi Weapon Master, they are almost the same)

The bonus power "Fury" is broken. At high levels it is supposed to give

extra attacks, but doesn't. Which means that you need to use Master

Speed still if you want the extra attacks.

Sith Assassin

8 Vitality / Level

3 skill points / level

8 force points / level

Bonus Feats:

Weapon Focus: Lightsaber

Sneak Attack I

Greater Prestige Sense

Class Skills:


Computer Use




Treat Injury

Bonus Powers:

Force Camouflage - use Stealth without a Generator

Level: Saves: DEF Bonus: Feats: Powers:


1 1 2 0 2 1 1

2 2 3 0 2 0 1

3 2 3 1 2 0 1

4 2 4 1 2 1 1

5 3 4 1 2 0 1

6 3 5 2 4 0 1

7 4 5 2 4 1 1

8 4 6 2 4 0 1

9 4 6 3 4 0 1

10 5 7 3 4 1 1

11 5 7 3 6 0 1

12 6 8 4 6 0 1

13 6 8 4 6 1 1

14 6 9 4 6 0 1

15 7 9 5 6 0 1



(see the Notes on Jedi Watchman, as they are almost the same)

Sith Lord

6 Vitality / Level

2 skill points / level

10 force points / level

Bonus Feats:

Weapon Focus: Lightsaber

Prestige Sense

Regenerate Force Points

Dark Side Corruption - Changes companion alignments

Class Skills:




Treat Injury

Bonus Powers:

Crush Opposition - gives enemies negatives to hit and Will saves

Level: Saves: DEF Bonus: Feats: Powers:


1 0 0 2 2 1 2

2 0 0 3 2 0 1

3 1 1 3 2 1 1

4 1 1 4 2 0 2

5 1 1 4 2 0 1

6 2 2 5 2 1 1

7 2 2 5 2 0 1

8 2 2 6 2 0 2

9 3 3 6 4 1 1

10 3 3 7 4 0 1

11 3 3 7 4 0 1

12 4 4 8 4 1 2

13 4 4 8 4 0 1

14 4 4 9 4 0 1

15 5 5 9 4 1 1



(see the Notes on Jedi Masters, as they are almost the same)


v. Power Playing Strategies :PWPLS:


Random Item Strategies


This game uses Random Item lists to determine not only what treasures you

find in containers, but also in stores. If you don't like the item you got,

what can you do?

In Containers - Items in containers (such as Plasteel Cylinders) is

decided on randomly when you first enter the area. (Load

screen area) If you want to get a different item, you will

have to load to a save from before entering that area.

In Shops - Save it before talking to the shopkeeper. Check what items they

have. If they don't have what you are after, or you just

want to see it again, reload and try again. Random items are

decided when you TALK to them, not when you check their shop.

Rewards - Save before getting the reward. If you get something that you

don't want (for instance, on the Lightsaber drops), reload

and try it again.

Workbenches and Creating Items


Perhaps the single best way to get items and improve the items you find,

is by creating the upgradeables yourself. This is wholly dependent on

skills, and the game uses every skill for this except Persuade. This gives

you a good reason to have skills for the Exile, but you don't need it

(although I'd still take Repair, as noted above). With Bao-Dur/T3 giving

you the tech skills, Atton for Stealth and Kreia for Treat Injury you

have all the skills covered. Every time you come across a workbench, get in

the habit of checking out what items you can upgrade at that time, then

go through the list of createable items to see what's good.

A very good time to hit the workbench is right after creating your

Lightsaber. In addition to the 3 crystals that can be outfitted on it, you

can add Emitters, Lenses and Power Cells as well. So, get your Lightsaber,

hit a workbench and make those 3 to place in it. It makes a huge


Use the Shields!


You will get a lot of Energy Shields (and their upgraded versions, such as

Arkanian Energy Shield) in this game. Use them. Not only on your character,

but have your companions use them as well, as they won't do that on their

own. Typcially you want to match the Shield to the job, if taking on a

group of blaster wielders, or Jedi, energy shields work well. If you see

monsters or vibroblade wielders, Mandalorian Melee shields are the order.

Bao-Dur will make infinite shields for you, so long as you don't have too

many in your inventory. He stops doing this once he asks about your


Use Lots of Items in Battle:


When you have a cut scene or dialog that you know is about to end in

violence, if you're fast enough you can press <start> before the combat

engine triggers. If you are in inventory and not in combat, then this means

that you aren't bound by the turn-based system and can use any items you

like (but not force powers). Stim up, and have everyone activate their

shields. (from David Pidcock)

In the basic sense you can use any number of items you want when you aren't

in battle, so any way you can get the game to believe that you aren't in

battle will work.

Breaking Down Shields at the Workbench


It seems that items which have a limited set of charges can be broken down

to the same number of components, whether they're fully charged or not. So,

you can have your cake and eat it too. Use that shield 4 out of 5 times,

break it down and use the components for another shield ! As long as

there's at least 1 use left, you can get the full number of components.

(from David P.)

At a skill of 20 Repair, your ability to break down items becomes 100%

efficient, so you can use this idea to simply break down a Shield, then

build it again to regain your charges. Not entirely necessary, and you

can't do it for the better shields, but with this you can use Shields more


Energy Resistance ALL THE TIME


Force Powers such as Energy Resistance and Force Barrier provide a damage

reduction to a damage type, such as energy attacks. Better still, these

powers last a very long time, can be used in armor, and aren't that

expensive to use. You will have recovered your Force Power spent long

before the effect wears off. So, simply keep turning it on whenever you see

a battle coming. Better to be safe than dead.

Force Power: Energy Resistance + Mandalorian Melee Shield


You can't use two different types of shields at the same time, so you can

either be protected from energy attacks or physical attacks. However, you

can stack force powers and shields. So, take the Force Power of Energy

Resistance and use that, then use the Mandalorian Melee Shield and you

are protected from just about every form of attack out there.

This works the other way as well, using an Energy Shield + Force Barrier.

You can also stack the same type as well, such as an Energy Shield and

Energy Resistance.

Extra Items: Sell Vs. Breakdown


There are two ways to deal with clutter in this game, sell them or break

them down. Unless you see something you want to buy, you will want to

break these items down. Breaking down items depends on the Repair skill of

the main character, so if you have no skill in it, all your breakdowns will

give you 1 component. With a high repair, you can sometimes get hundreds,

or even thousands of components for breaking down an item.

Note: Be careful when using the workbench, it doesn't prompt you if you

are sure you want to break something down, and does it right away.

It would not be fun to lose a great item because you accidentally

select the wrong one.

However, I would only break down items when I know that there is something

good and needed that I can make and that I need the components. This way

you can save your items and decide whether to sell or break them down

later, depending on what you need.

Demolitions as a Door/Container Opener (from Eric Stroeh)


Just a tip for those who choose Jedi Guardian for their main class [and who

carry it on to Jedi Watchman/Sith Marauder]... If you're not going to

invest in the feat for Security, and don't want to keep switching to

another character for their security skills, invest in some points in

Demolitions. Don't break down equipment that gives bonuses to that skill

either, if you're just going to put one point into the skill. Having gone

through the game as both a Sith Assassin and a Jedi Watchman, I've found

very little use for medpacs, so break them down and use their components to

make mines. Just make Minor Frag Mines as they only require a three for

Demolitions. Plant the mines on the lock for locked containers. If you do

this, you don't have to switch to a character with a decent Security skill,

and most importantly, *you don't get broken items* the way you would if you

bashed the container.

Note: Don't use "Flash" mines, these only stun, and can't open locked


The Total Defensive Character Build (from Happywalrus)


You're a bit odd on the way you throw up your reccommendations for Dex /

Wis. IF you upgrade your character to the point where he has all the stuff

he needs, he can become a master at defending himself. Meaning that even

Kreia's light sabers aren't that tough. I built a character with mainly

dex / wis (sentinel -> weaponmaster) and hitting him became _Very_ tough.

As in I was using the 'whack-a-mole-master' stance all the way through the

end of the game and things still had a hard time hitting me.

Thing is, if you use the light side and get the light side mastery, and

then throw the modifiers for both wis and dex in the mix, your character

can have up do something like 50-60 def. This requires you be using one of

the robe sets which doesn't cap your dex bonus, but it's still a HUGE


Your FAQ covers how easy damage can be to do - high enough wis and str and

five or six attacks a round mean you deal some damage every time. But if

you have all that defense from force powers (battle meditation, master

speed increase, and the third....) ON TOP OF a defense bonus for both dex

and wis as combined with a deflection emitter or two, you can watch sith

commandos shoot themselves to death all day long. And still deal out all

the damage you want with your force powers. (which don't go up too high

because your design puts more emphasis on the CHA bonus)

A defensive build requires that you use two light sabers built for

defense - one that adds lots of wis and con and deflection - but when it

comes down to it you can only kill one or two enemies a round with sabers

no matter the build. Using your guide to leveling, I would have ended up

with an offense only mildly stronger - force powers might have done an

extra 20-30% tops. But I wouldn't be able to defend myself.

The beginning and all the 'no weapons for you, punk' fights were mildly

annoying, but once I had a light saber and finesse, everything went peachy.

Note that yes, this build DID rely on having a lot of feats later on. And

I DID end up at about 35 total due to the exploit in the cave. (and had all

the lenses / power cells / emitters I wanted - Total ~2.5k components,

which is pretty easy to throw together by the end.) However, since

everything's scaled and with a better plan (let's not get force lightning

or force drain, 'cause they're only good for one thing) I could have made

it through the whole game EASIER due to having everything I needed.

Power Attack, Another Look (from Userunfriendly)


If you build two lightsabers, with "Keen" properties, using master power

attack with master speed, your total attack rating should be almost the

same as for flurry, however, you have a threat range of 17-20, or one

chance in five of making a natural critical hit, with TRIPLE the base

damage of the lightsaber...

And a chance to knock back the enemy, destroying initiative for that

combat round. In fact, with Shien lightsaber stance, which adds one to

the critical hit multiplier, you can do quadruple the damage.

Since the table shows that the damage rating for both are pretty similar,

its obvious that the additional one chance in five of doing monster

damage will skew the numbers back in favor of power attack.

In fact, using two YOURNAME crystals, (see the Cheats section) solari

crystals, and a improved beam gem lens, expert dueling emitter and the

ultimate diatanium power cell, and a strength boosted consular watchman,

(sneak attack bonus) I've been able to score 214 damage IN A SINGLE HIT.

If by some chance it doesn't kill outright, they're tossed away...

Critical hits double/triple/(with shien lightsaber stance) quadruple the

base damage of the lightsabre, any damage bonuses that are constants, any

strength damage bonus, weapon specialization, and bonuses confirred by

stims. Not quite the total multiple times the damage rating of the

lightsaber, but close. To improve damage, you need to understand what I

mean by constant. The telgorn jolt cell III adds 1-12 points of extra

damage. But the ultimate ditanium power cell adds 5 points. The 5

points is multiplied, but the range of damage from the jolt cell is not.

Since with some experiments I've concluded that the constant damage

enhancements of lightsaber components is near or greater than the average

damage confirred by other components of the same class, it does not cost

a player much in terms of damage potential to use constant damage


Now the same principle happens with ranged weapons as well. Using twin

mandalorian disintegrators, I've hit for over 170 damage in a single

shot. Sniper shot and Power blast do not stack with speed powers, unlike

the rapid shot feat. But using power blast, in dxun or malacor, you

often get the knockback effect, making powerblast often more useful than

rapid fire...also, precise shot which adds damage bonuses do triple in

the case of a critical hit while using power blast. I used the pinpoint

scope Mark IV, power pulsator V or pure rylath power cell, and

mandalorian chamber III.

Now some things I completely agree with. Strength is paramont in

building combat classes, and dex is completely irrelevant. That's

because you can now add overlays and underlays that add 30% resistance to

energy. With the right overlay and underlay, a combat jedi can now make

himself/herself immune to 60% of all energy based attacks. With the

right equipment, visors and gloves, and the damage resistance of the jedi

weapon master prestige class, its obvious that using armor is the way to

go. And at the difficult setting, I've seen my dexterity based jedi with

AC 68 get hit with hundreds of points of damage at level 50 in malachor.

Energy damage from lightsabers...hmmm...the conclusion is rather obvious.

Put as little points into dexterity as possible, especially since

dexterity enhancing items are incredibly common. Pump up strength, and

make lots of armor enhancements. At high levels, and with difficult

settings, AC is no longer a factor.


Puzzle Solutions :PUZLE:


This game likes its number puzzles. Here are the solutions to them.

Peragus Dormitory Puzzle:

... --> 3

-X.. --> 17

-.. --> 13

X --> 5

X.. --> 7

But to get the lift to work, you must enter the code in reverse:

7, 5, 13, 17, 3

Onderon Palace, Storeroom:

Twice first key number exceeds value of its half by 99 ---> 66

Reversing second key's digits increases value by 1/5 ---> 45

Third key differs from the reverse of its digits by ---> 39

twice the product of its digits

Nar Shaddaa, Vogga's Warehouse:

3 E 1 D must become 1 E 7 T

L 7 T 3 3 L 3 D

1. Turn center counterclockwise.

2. Turn left counterclockwise.

3. Turn right clockwise.

Freedon Nadd's Tomb, Vault 1:

One of the sectors is faulty, all six show different "faulty" circuits.

The answer is C.

Freedon Nadd's Tomb, Vault 2:

(6 _ 2) _ 8 _ 9 _ 1 = 13

Fill in the missing operators:

Now, both

(6 * 2) - 8 + 9 / 1 = 13


(6 * 2) - 8 + 9 * 1 = 13

work. However, when you play the game will decide that it will take only

ONE of these answers. It could be either. So, SAVE it before you try it,

then do one. If it doesn't work, reload and try the other.

Korriban, Sith Written Test:

ID # 3401726-B853S5O0X001

Sith Lord not on Korriban --> Freedon Nadd

Present LEAST appropriate for a Sith Lord --> Gizka

If at 6 and opposite 16, how many --> 20

Sith Code --> ...victory

NOT a Paradox --> I always lie


Frequently Asked Questions :FRAQU:


A full walkthrough can be found below, but if you just need one quick answer,

here's where to look:


Q - How do I stop party members from running into mines when they spot an


A - Set them to the "Stationary" AI and they'll plant themselves. If you

see a mine near enemies, you can always send a Stealthed character to

Disable/Recover the mine safely. That or use an Energy Shield and work


Also, if Mira is in the lead, then no one in your party will set off

mines. This only happens if she is the current leader, not just if she's

in your group.

Q - Where is the option to turn on "Feedback" so I can see what the rolls

are in battle? It certainly wasn't in the "Feedback" menu!

A - This is buried in the Journal tab of the START menu. Go to the Journal

tab and press (X) to bring up the Messages console. You can read back

old dialogues here, check all the messages given to you (such as Light

Side gained and XP), Combat, which shows both to hit rolls as well as

enemy defenses and effects currently on the party.

Q - What do you do with "Broken Parts"? The game tells me I can do something

with them.

A - When you find a workbench, you can use the "Create/Breakdown" items

option. Press (X) to enter the Breakdown screen, and from there you can

turn the broken parts into Components. Press (X) to look at the Item

Creation screen. Everything there requires components to be built. The

higher your skill, the better things you can make.

You get more components from items if the Exile has a high repair. (Or

your leader on Dxun, or Mira/Hanharr later)

Q - Where do I find the XYZ weapon/armor/lightsaber?

A - In many cases, these great items are randomly determined by the game.

Thus, one game you might get a dozen Double Bladed Lightsabers, and in

the next, nothing but Short Lightsabers. Some items, however, are

specific, and will be indicated as such in the walkthrough below.

Q - How do I open this (Locked/Sealed) door?

A - Either Security, Lightsaber/Plasma torch, Mines or bashing. Also, if you

get the *Impossible* message, give up, you ain't getting through. Many

doors will give a dialogue box that tells you that you need to find

another way to open that door.

Using Security gives experience. There's no set amount, you get more XP

as you gain levels.

Q - How do I gain influence with XYZ without gaining Light/Dark side points?

A - Most times, you just have to grin and bear it, and try to figure out

how to get back what you lost later. For instance, most influence gains

give you Light Side. Why? Because you're being nice to them! So, if you

want to be a Sith Marauder, you can't have that, it'll delay your

prestige class later. Put off all conversations with companions until

after your prestige class, if you're that paranoid about it. And SAVE

before talking to anyone.

Q - Where can I get Pazaak cards? And who can I play?

A - Pazaak cards are bought and won. You can buy them on Telos, from the

first Duros merchant, and Mebla Dule, the woman in the cantina. You can

buy them on Dantooine from the Ithorian at the dock. You can also buy

them from the Twi'lek woman in the Pazaak Den on Nar Shaddaa. You can

play Pazaak with Atton, Mebla Dule at Telos, Nikko a man in the cantina

on Onderon, the four players in the Pazaak den and the Ithorian at

Dantooine. As far as I know, that's it. All the players who bet will

eventually stop once you win a certain amount of credits from them.

However, they only keep track of your WINNINGS, not your LOSINGS. Thus,

if you lose 4500 to someone, but win a certain amount, even though you

came out behind, they'll claim to be out of money and stop playing.

Once they stop, they may still play for fun, but never for credits.

You can win the Double card from Mebla Dule, the woman in the Telos

cantina, and the Tiebreaker +1 card from the Champ in the Pazaak Den on

Nar Shaddaa.

Note, due to a bug, you can play Mebla Dule in the Telos cantina forever

for money. Simply ask her some "questions" and she'll reset back to

a playing mode. However, she'll stop after one hand and bug you about

it again. I hate to do this, for one thing it's only 40 credits. Sure,

it's an easy win, but you can't use (A) to skip her dialogue like you can

with everyone else.

Q - Is treasure really random? How can I get something else?

A - Random treasure is, indeed, in the game. In fact, almost everything is

randomly determined. One game I never got a normal or double lightsaber

(besides the one I made, of course) but had a half dozen short

lightsabers. So, you might get something you really want and can use,

or you might get a lot of Light Combat Armors.

The randomization table is set upon ENTERING AN AREA. So, reloading

before opening a locker won't help, but reloading BEFORE entering the

area will. Of course, is it worth it to reload an entire area to get

one better item? Also remember that ALL the items in that area will be


Q - What are the requirements for Prestige Classes? When can I get them?

Which ones can I take?

A - You must be:

Level 15

Far to the Light or Dark Side

Have Visas

Then talk to Kreia on the Ebon Hawk, she'll instantly talk to you about

it being time to get more power, and you pick a class. You choose which

of the prestige classes you want. So, although a Jedi Weapon Master is

really just a Jedi Guardian with extra feats, even a Consular could

become a Weapon Master. Kreia will only offer Light classes if you're

light sided and Sith classes if you're Dark.

However, after becoming your prestige class, you don't lose it if you

change your alignment. Although some of your powers might not work.

Q - What are the perks for getting Light Side, or Dark Side Mastery?

A - Mastery occurs when you are PERFECTLY in the Light or Dark. You get a


Jedi Sentinal/Watchmen > +3 CON

Jedi Guardian/Jedi Weapon Master > +3 STR

Jedi Consular/Jedi Master > +3 WIS

Sith Marauder > +1 to 8 extra damage

Sith Assassin > +3 DEX

Sith Lord > +50 Force Points

Bonuses from original classes stick around after you get your prestige

class. So, a Guardian > Weapon Master has a +6 STR bonus. It won't SHOW

that you get a +6, you still see "+3 STR", but you get the full +6. You

can test this by stripping your character of all items and looking at

your Character screen. Your stats with the bonuses will highlight in

yellow, and then you can compare those numbers with the numbers you see

at level up (which are your "real" numbers).

Q - What is the highest level you can get in KoTOR II?

A - The game limits you to 50, but you'll beat the game long before then.

Typically people win it around levels 23 to 28.

The only way to get to level 50 is to use of the several infinite

experience glitches in the game. The most potent of these is the infinite

Hssiss spawn point in Korriban (see the Cheats section).

Also enemies scale up/down to your level, so you won't have an easier

time at higher levels. But you will have more powers and feats.

Q - Where are all the HK-47 parts?

A - HK Vocabulator - HK droid, Peragus

HK Control Cluster - HK droid, Telos Plateau

- Sullustan merchant, Dantooine

HK Droid Processor - Kodin, Droid Merchant, Nar Shaddaa

HK Chassis - HK droid, Nar Shaddaa, Vogga's Warehouse, part of plot

Q - In a dialogue with HK-47 he mentions that he can help you find the HK-50

factory. I finished the game, but didn't see it. Where was it?

A - The HK factory was removed before the game shipped. They actually built

a lot of resources for it, areas and dialogues, but never finished it.

I have heard that it will not be added for the PC version either.

Q - What's the best Class/Prestige Class combination?

A - Jedi Consular / Jedi Weapon Master. With Consular you get Force Focus to

make your Force powers harder to resist, and Weapon Master unlocks the

best feats in the game for your Lightsaber. You won't get "Force Jump",

but if you Master Flurry all the time anyway, it won't matter.


Q - Do I get anything for completing the Prologue? Can I skip it?

A - Although it shows that you get XP for doing actions in the prologue,

none of this XP carries over to the Exile when you finally get control of

him/her. I think it's a neat sequence, however, and worth going through,

at least the first time.

Trick: If T3 chooses to Skip the Prologue, any equipment in his inventory

is retained by the Exile when he/she wakes up in the medical bay.

Normally his inventory is cleared, but if you run around and

gather up all the stuff you can with T3, then head back to the

cockpit to skip the Prologue, it transfers over and isn't lost.

Generally you will end up with some parts, computer spikes, mines,

droid equipment, and a Field Blaster. (from Steven K. Snyder)

Q - How do I repair the Hyperdrive?

A - Get parts, use the Hyperdrive and you're done. It takes 5 parts, so as

soon as you have that many, head over to it and fix it. To get to the

Hyperdrive, you need to exit the Ebon Hawk and grab a mine from the

Proton Missile on the ship. That's all there is to it.

You don't need to repair the other droid, or even enter the garage if

you don't want, all the parts you need can be found up the lift on the

exterior of the Ebon Hawk.


Q - I get the option, after looking up patient treatment, to slice the

system to trace the source, but I don't have any spikes. Where do I get


A - You'll come up with some later. Just don't forget about it, and come back

once you get them. Then once you've sliced the system, use the console

on the HK level for another experience boost, as this is what you traced

the signal to.

Q - What do I do here?

A - Your goal is to contact T3 on the comms, but to do that you must rescue

Atton. In the "security" room (the one before the three droids, where

you will likely level up), use the Security Station and watch the

holovid where he tells you how to override the comm station. Go to the

comm station (at the large room, by the big window), use it to free

Atton. Enter Atton's cell, talk with him, then back to the comm station

to talk to T3.

Q - If Revan's sex and light/dark sidedness is determined by my answers, is

my lightsaber also determined by my answers to Atton?

A - No, you decide what you want when you build it, although you do see the

old one in cutscenes.

Q - How can I get T3 to open the Hangar door?

A - That comes later, after the Exile and T3 have met up again. For now,

open the fuel doors, and follow that through until you can open the

turbolift doors on the administration level.

Q - Where do I get a mine to use on the Container/Door I found? It won't

open with bashing or security.

A - Although T3 can find some mines, the Exile must Recover mines that are

littered around the place. Hope you have some demolitions.

Q - I found a broken droid on the fuel containment level, is it worth it to

repair it?

A - This droid, if repaired all the way, will wipe the floor with the other

droids here, so yes, it is worth it. Also, repairing the droid will give

you an experience bonus for using the Repair skill. So, if you have the

Parts on hand, do it.

Q - This HK droid tells me that I can't get any farther without a voice

imprint... how do I get it? Do I trick him over there?

A - No, go to the opposite room and open the locker there to get the

voiceprint sensor. Walk back and persuade him to tell the code to you

while using the sensor at the same time. If you're not persuasive, you

can also just destroy the console to open the door. You get more XP for

doing it the subtle way, however. You can also run around the entire

base with the Sonic Sensor. Get the dying message from HK, the

maintenance log from the Security Desk on the main level, and the

final log from the console that unlocks with the sonic sensor later.

Q - I thought his name was supposed to be HK-47...?

A - Different droid. A knock-off, if you will.

Q - Can I turn off the Plasma, when I'm in space?

A - No, but you can reduce the damage if you use Energy Resistance (Force

Power) or the Telos Energy Shield BEFORE you leave the base. You can

also walk along the edge.

Q - There's poison gas in the dormitories, and I don't have the skills or

spikes needed to turn it off, now what?

A - Ignore those for now, and go on a little ways in the other direction.

Just up from the next large room will be a medical supply room with a

lab station in it. You'll also find a bag with a Breather mask. This

makes you immune to poison.

Q - In the dormitory, is there any point to watching all the Holovids?

A - Not as I can tell, although you find out what happened here. More

importantly, the administrator gives you a code you'll need later.

Watch his, he gives 3 numbers out of 5 of the code. Then view the

transmission to see the code. With a good intelligence, your character

will figure this out, otherwise you have to.

... --> 3

-X.. --> 17

-... --> 13

X --> 5

X.. --> 7

You don't need to do this, actually, you can manually enter the code

later, however, HK reversed the code, so you actually must enter:

7, 5, 13, 17, 3

The Harbinger

Q - Any point in watching the Holovids?

A - You get some XP for watching them in the briefing room. Otherwise it's

all plot development.

Q - Kreia just left! Should I reload, and remove all her items?

A - Nah, she'll be back.

Peragus Again

Q - The console won't let me turn off the containment field, it claims there

are mines about... but didn't I get rid of that one?

A - There are two mines that it looks at. One is the mine you find right

after getting T3 back. The other is actually just down the ramp, then

to the right of the ramp is a small passage to a door, open it to find

the mine.

Q - Besides Light/Dark side, any consequences to firing on the asteroids?

A - No. You'll get blamed, then cleared either way.

Q - I'm firing the turret at all the Sith Troopers, is it really good to get

them all?

A - No, in fact, you should PURPOSELY MISS ALL OF THEM. They'll all board the

Ebon Hawk, and at 150 XP each, you'll get 3750 experience, which is a

big help. You even get time to "buff" up with stimulants and energy

shields. Then stalk about the ship until there aren't any left.


Q - Who do I side with? Is it as simple as Ithorians = Light Side, Czerka =

Dark Side?

A - It pretty much is that simple. Work for one side or the other, do what

they ask, then go through their quests to get a shuttle to the surface.

Q - While working for Czerka, I get the option to do an arms deal. They tell

me to come alone, so I enter SOLO mode and go to where they tell me.

They say I'm not alone, what gives?

A - You need to actually kick Atton and Kreia out of your party. START >

trigger over to party selection screen, they de-select Atton and Kreia

to remove them.

Q - I destroyed the Exchange Console and killed the guard, now I need to get

in there to kill the head of the Exchange. Is there a way in, or must I

start over?

A - There's really no way around it. You need to get in there, and that is

the only way in. You don't have to start over, if you have a save from

before you destroyed the console, but if you don't have a save, you will

have to start a new game.

Q - How do I get my lightsaber? Atris has it!

A - You never get that one back. You'll make one later. Once you're away from

Telos, Bao-Dur asks you about it, and you can follow that dialogue to

start the Lightsaber Gathering quest. You need three pieces, you already

have one (you get the first when you finish the Ithorian/Czerka quests).

Once you have at least 2 pieces you can ask Bao-Dur about it, but you

need all three to build it. Despite what he says, you don't need to be

near a workbench.

Q - I left the Hidden Base, why didn't Handmaiden join up with me? I'm as

Lightsided as it gets!

A - Handmaiden will ONLY join a male character's party.

Q - I have Handmaiden, and I trained her to be a Jedi, but now the game sent

me back to Telos and I can't get out!

A - This is one of the more common glitches. This isn't supposed to happen.

What is supposed to happen is Kreia says: "Betrayal," then it goes to

a CUTSCENE of Atris talking to the Handmaiden Sisters about your

Handmaiden forsaking her vows. You aren't supposed to go there yourself.

Reload, try again.

Q - Which planet should I go to first?

A - I usually like Dantooine, Nar Shadda, Onderon/Dxun then Korriban.

Dantooine first because you will build your lightsaber on the first

planet you come to, and Dantooine has the best source of crystals in

the game (including your "named" crystal). Nar Shaddaa next to get Mira

early enough to turn her a jedi later (or get Hanharr if you're EVIL).

You can also finish HK-47 after Nar Shaddaa. Onderon/Dxun because you

have to come back to it later, and Korriban last because of the potential

for exploiting the game. You know you want to.

If you are Dark Side, you will still want to hit Dantooine first, but

you might want to leave after getting the "YOURNAME" Crystal and

Lightsaber, going to Nar Shaddaa and coming back later. Vrook is not an

easy fight at lower levels.


Q - What's with this fake Holocron this scavenger wants to sell me?

A - It's fake, call him on it. He'll tell you that he bought it, and now

wants to pass the misery on to others. Great potential for Dark Side

abuses... And no, you never find the original of this. (Despite how

Disciple hints at this)

Q - Where is Disciple?

A - Get permission from the Administrator to enter the Enclave, enter the

sublevel then follow the passage around to the opposite side. If you

look at the map, he's in the room at the far right, the library. If

you're a female character, he'll offer to join, otherwise he'll go to


Q - Where is the Crystal/Kinrath Cave?

A - Head out in the opposite direction from the entrance of Khoonda (such

that it appears you are going "right" on the map). This will lead to

a small valley. The cave is straight ahead, and a little to the right

in the corner.

Q - This militiaman just asked for atmospheric sensors, but Bao-Dur thinks

that something is up. What do I do with them?

A - Once you find the sensors (in the Crystal Cave), have Bao-Dur look at

them (or do it yourself, with a high repair) to find the hidden

surveillance devices. It's neat, and can be used as evidence (see the

other militaman in Khoonda, then talk to the administrator) against the

current head of the milita. This is neither light nor dark, so you

don't get much out of it. However, you can sell them for 3000 credits

to the guy, 4000 with persuasion or 5000 if you point out that they

are bugged.

Q - Is there any point to delivering the message to Dopak?

A - Not really, although Dopak will turn in "battle" if you do.

Q - I explored the sublevel, didn't find Vrook. Where is he?

A - As the datapad states, he's in the Crystal Cave, follow the left path up

to the large room on the left, fight through the mercenaries to "free"

him. Then kill him or talk to him. Your choice.

Q - What are all the things I can do to affect the battle?

A - Recruiting (Suulsta, Dillan, Jorran, Akkere), Repairing/Sabotaging the

Medlab Droid (north end of Khoonda), Repairing all the droids, rewiring

the targetting mechanism of the gun turrets (for either side), recovering

or setting mines and sealing/opening the small exterior door of Khoonda

(not the garage door). Note that it doesn't really matter where you place

the mines... just somewhere around the ones already placed. Use your

cheapest mines. Once you've set enough, the game will stop you.

This is a bit of a trick question since this stuff doesn't actually

affect the outcome. Whichever side you choose will win if you win your

fight. You can literally do every of the above things "wrong" and still


Q - I am Dark Side, did Dantooine first (like you suggest) and can't beat

Vrook. He just keeps healing himself. What do I do?

A - Some ideas for low level Vrook bashing. First, run around the room,

especially around your companions and around the plants at the corners

to try to get him off your back. If that happens you can use Stims/Powers

to buff up. Keep Energy Resistance on at all times, this reduces the

damage you take. Remember you can also save it in battle. Just don't make

it your only save.

Just because you go to Dantooine first doesn't mean you have to finish it

first. If the battle is too tough for you, go to Nar Shaddaa, finish that

planet and come back later.

I mostly recommend Dantooine first to get the "YOURNAME" Crystal and

other crystals from the Cave. Now, I can always beat Vrook at this point,

but this usually happens at level 16, when I just get the prestige class.

You'll have this level if you've been Recovering Mines and using Security

on doors, otherwise you might be as low as level 13.

And lastly, since you will be fighting Vrook in the main foyer of the

Khoonda building, you can always Mine that area before the fight. Or

even during the fight if you can shake him loose from you.

Nar Shadda

Q - What's the best/easiest way to get rid of the Toydarian dock manager?

A - Persuade him that the Exchange sent you (DSP), if you're persuasive, or

just pay his 50 credit fee. You can also tell him that his landing pad

is junk and he lets you go.

Also note that this brings up the Red Crescent ambush later. After a bit,

you'll see a cutscene of the dockmaster being accosted by a couple of

Trandoshians (the lizard men). Then, when you next return to the Ebon

Hawk, you have to fight through them. The fight continues ON your ship,

so be aware of that.

Finally get the last guy in the Security Room (by the cockpit) to end

this. You can either enslave the slavers (dark side) or tell him to

give up the slaving, at which point he attacks, and dies (light side).

If you enslave the slavers, they'll pay you every once in a while if

you talk to their representative in the cantina here.

Q - Kreia gets mad at me if I help, or chase off, the beggar. What do I do?

A - In this situation, you only have to believe her point of view. Her

dialogue has no Light/Dark options in it, just a chance to gain or lose


Q - In the Serroco section of the Refugee area there is an Airspeeder that

says that it is broken beyond all repair, how do I fix it?

A - You must fix it BEFORE meeting with the Exchange and going to Goto's

ship. Afterwards it will be disabled, whether you have fixed it or not.

You can fix it yourself, or have Bao-Dur do it for you once you find all

three parts for it.

Airspeeder Navigation Interface - Tienn Tubb's place (or Kovin)

Maneuvering Flaps - Pylon 3, Docks Area

Power Cell - Reward from Ithorian in Flophouse

Then it requires a [Demolitions], [Computer Use], [Repair] and [Security]

to fix it. You can have Atton do the Security. Call him an expert to get

+INF+ with him. You can have either T3 or Bao-Dur CHECK your work (but

you have to do the work first) on the other three checks. Compliment

Bao-Dur to gain +INF+ with him as well.

Q - In Atton's fight in the cantina with the Twin Suns, I keep getting

whomped. He just isn't good enough at melee to compete with them. How

can I win this fight?

A - There's always the cheap way...

The first time I played, Atton creamed them easy, the second time I

wasn't so lucky. So here's what I did. I started just running around the

cantina to try to buy time, and ended out behind the bar counter, if done

quickly enough, they'll still try to get to you at a straight line, but

are blocked by the counter. Don't get close to them, they can still

attack across. Stay back, use guns, and finish them off.

And basic battle tactics...

If you can reload to before going to the cantina (before the Exchange

message) you could always Mine the cantina. Then when the Twins go

hostile, that should take them out. Also if you can reload, give Atton

better equipment. Buy/make/transfer from better equipped party members,

whatever. And make sure he has the best upgrades you have or can make. If

simply hitting is a problem, give upgrades with Attack +1 instead of

Damage +1 (better is always better).

Beyond that the main problem is one of numbers. It's a 2-on-1 battle and

Atton (probably) isn't a Jedi here. Use the Mandalorian Melee/Power

Shield, but that only buys you time, you have to hurt them.

Q - How do I get Mira/Hanharr?

A - This is part of the main plot, you'll get them on your way. You need to

get the notice of the exchange until you get the message that they want

to meet with you in the Jekk'Jekk Tarr. (A Breather, immunity to poison,

is helpful, but you won't need it)

Q - How do I enter the Pazaak den?

A - Force Persuade works fine, no Dark Side points.

You can also talk to the little Bat-type person, Kaalah-Nah, outside the

Pazaak Den/Cantina and with a 15 credit investment he'll tell you the

password. (from Arthur Doten)

Q - I keep losing/winning in the Den? How do I make the hurting stop?

A - Either win against everyone there three times, or you can get rid of

each player in a different way. For the droid, you can repair it,

although you have to badger it a bit for that. The Twi'lek girl is

easily dispatched by having Atton in your party, and talk to the goon

outside the den, then "invite" the third player out to see him... and

he dies. Once they're all out of the way, you can meet... the Champ.

Beat him three times and you're done with it. Or you can ask about how

he always wins, then Force Persuade him to "lose" to you.

Q - Just how do I got about meeting with the Exchange? I've already killed

their leader in the Refugee sector!

A - Generally speaking, I've always had the Exchange message arrive just

after dealing with the Red Crescent Slavers on the Ebon Hawk. However,

you may still not have done enough to get the Exchange mad at you. (or

to like you, however you like it) Find the little squeaky guy outside

the Cantina/Pazaak den, and give him 2000 credits to bump up your

reputation. You should get the message soon.

Q - How do I get anywhere in this maze? I don't have a map!

A - Just follow the right wall and you'll get through quickly enough. There

are a few corpses that you can find and search here, if you don't mind

getting lost for a bit. Your goal is a security door.

I have a map of this area in the walkthrough.

Q - What should Mira/Hanharr do to get the Exile in?

A - You only need to open the escape tunnels, and that's it. Find that,

and open it. If Mira/Hanharr's security is better than the Exile's, I

would open all the lockers/doors first. If the Exiles security is better

than Mira's/Hanharr's, then I would just run away and let the Exile deal

with it.

The escape tunnel, from the pit, go straight through the first door,

turn left (map left), through that door, then turn left (map down) and

that door ahead is the escape tunnel. To the right of that door is a

small console that you can use to let the Exile in.

Q - Who should go to rescue the Exile on Goto's ship?

A - Just think of it like a regular party, and try to get everything. Mira

is handy to have as her ability to walk through mines without triggering

them will come up. Beyond that, just make sure you have people who can

do a lot of fighting (with droids) and the working of machines.

Q - OK, I'm done with Goto's ship, why won't it let me out?

A - The basics of Goto's yacht is:

1. Get the Shutdown Code* from the Droid in the room you entered.

2. Retrieve the main character (the Exile).

3. Get the Power Access Codes* from the Console in the room where you got

the Exile.

4. Head to the bridge and disable the power system, by setting all

systems to secondary power on the LEFT console on the bridge, then

turning that off the power from the RIGHT console on the bridge.

5. Fight your way back through bounty hunters to the Ebon Hawk.

* These have to be uploaded and unlocked on the Command Consoles when

you find them to use the systems.


Q - There is a big sealed door here, called a weapon's Cache, that asks for

Military Grade Explosives to detonate. Where do I get it?

A - The Korriban Sith Academy has some, but that's not until later. You will

find another of these doors later, and that one already has its

explosives there. So, come back later. Also, Akkere on Dantooine has some

Thorium charges, which you can buy from him for 1000 credits, or kill

him to get.

Q - What are the ways that I can impress Mandalore?

A - 1. Win all the battles in the battle circle, which requires number 2.

2. Help Kelborn defeat the Onderonians in the Jungle.

3. Detonate the permacrete on the sealed weapon's cache.

4. Defeat a Zakkeg and take its ear (for the Gate Guard Captain)

5. Find the lost Mandalorian (for the trainer)

6. Repair the transponder (for the tech by the broken wires, at the gate)

Q - After I split the party, and send a group to Dxun, when they return I

ask them about it, is this important? Does this lead to something?

A - Any of the people who can be "squad leaders" will get this dialogue, and

depending on whether they went through Light or Dark, you get the "you

look calmer" or "you look unsettled" options. That's all there is to it,

they don't get any powers, and you don't get any influence.


Q - Where do I get an open starport visa, and who should I give it to?

A - You'll get two before this is over, and who you give them to depends on

whether you want Dark Side, Light Side or neither (but credits are fine).

One you get when you are attacked (the second time, not the first). This

starport visa must be cracked by Kiph in the cantina to be usable. The

second you get from the Beast-rider thugs after freeing Dhagon.

You can give them to:

The Captain, at the entrance to the cantina, Light Side, 500 credits

The Republic Spy, at the back of the cantina, Light Side, +INF+ with


The Smuggler, side of the cantina (although you have to Force Persuade

to learn she's a smuggler) for Dark Side and 5000 credits or a

lightsaber crystal (only works with Dark Siders, so there)*

The Trader, at the entrance to Onderon, neutral, 2000 credits

or 3000 with persuasion

The Family, at the entrance to Onderon, Light Side

*Note: This crystal is quite powerful and can in fact be used by

Lightsiders, but you must have "YOUR" Crystal installed in

your lightsaber to do it. (TennisBoy and JJ)

Q - Everyone's shooting at me, but I still didn't really talk to Master

Kavar. How do I meet him if Mandalore tells me to leave the planet?

A - Don't worry, just go, you'll come back later. It's as good a time as

any to hit another planet.

Q - In the palace, I'm trying to get into the throne room by running past

the Drexl Larva, but everytime I get halted and told that I'm not ready

to leave battle. What do I do?

A - You have to fight the Drexl. Confusing, I know, since you hear that you

should ignore it and run into the throne room. Plus everyone else just

runs right by it. But, no, you have to stop and defeat the beastie first.

Q - I sided with Vaklu, but I want to switch sides and defend the Queen. How

do I do that?

A - You can't. Once you start working for someone, you're stuck with it.


Q - Any penalty to searching the bodies? Kreia seems pretty set against it.

A - Not really, so long as you don't lose influence with Kreia, who cares?

Q - There's this sealed door... when I use explosives to open it, the Sith

Holocron is unreadable! How do I open this door?

A - The Holocron is only usable in a game where you set (waaaaaaay back)

Revan as a Dark Lord of the Sith. So, if Revan is all Dark Sidey, then

the Holocron will have Bastila talking about Revan.

Dantooine Again

Q - I went to the Enclave, but there aren't any Jedi! I just stand around

with nothing to do (or worse yet, get into a glitch). What do I do?

I've killed/saved all the Jedi.

A - From what I've heard, all you can do is reload and try again. What may

influence this is whether you do anything else on Dantooine when you go

there again. So, go straight to the Enclave. Don't shop. Don't talk to


The Ravager

Q - Where is the fourth Proton Bomb?

A - You have to "make" it from a Missile you find in the main area, the

Ravager Command Deck, near the Maintenance Bay & Workbench (check the

map). You use the console, Missile Bay Control, first to free up the

bomb ("Seal the missile bay doors", "Activate the launch sequence", then

"Override the emergency sequence"), then go over to the "missile bay" and

"Remove the Proton Core". Then you just need to find the "fourth"

site to place it. Note that the "fourth" site listed on the map may or

may not be the last site you need to bomb, you need to place it where you

haven't already been.

Malachor V

Q - How do I defeat Darth Sion? He keeps getting back up!

A - You defeat him in conversation, actually, killing his shell doesn't do

much. Keep persuading him on the wrongness of his position, and

eventually he'll die.


Walkthrough :WLKTH:


This is the step by step through the game. The stickiest points in KoTOR2,

in my opinion, are the Dark/Light side options and the Influence options

with companions. So, I'll be working mainly on those with full-on dialogue

trees listed in the walkthrough.

Dark/Light Side Points (DSP and LSP) are somewhat weighted. A LSP gained

while you have Dark Side Mastery will pull you farther on the spectrum than

an LSP gained while you are very far along the light end. So, all I can say

when you get a LSP or DSP is that you get one, not how much it's worth.

Note: Enemies and battles scale to your level. So, a boss might have 700

vitality if you go at level 30 and 1400 vitality if you go at level 40.

(just an extreme example, as you can't get that high in level without

the Korriban Cave Exploit)

Note: In the walkthrough, I list the "base cost" of parts and spikes. For

every 4 points in the repair and computer skill that you have, this

cost is reduced by 1. The game looks at your TOTAL skill (including

bonuses) not just how many points you've put into the skills at level-


There are technically 4 main ways to play the game, LS-Male, DS-Male, LS-

Female, DS-Female. To write this walkthrough I played concurrent games with

a LS-Male and DS-Female, which should get most everything covered.


1. The Prologue :T3PRL:


The Prologue is played with JUST T3, although you do get to see yourself.

And hey, isn't this the Ebon Hawk? Huh. Wonder where that "Revan" character

wandered off to. Anyway, to skip this, just select SKIP. If you don't skip

now you can skip it later as well.

XP Note: I list the XP you get from opening doors/containers with Security.

This is the only section I'll do this. You get an amount of XP

based on your level, higher as you go up in levels. You also gain

XP from Recovering mines.

Ebon Hawk, Interior


| 1|

/2|_ 1. Cockpit

/ /|3| 2. Galaxy Map

| __| 3. Security Room

| | 4. Main Hold/ Security Console

.--. | |_ .--. 5. Medbay/ Exile

|S | / S| _ |9 | 6. Cargo Hold/ 3C-FD

| |.___/ 4 .|E|_| | 7. Lift

____ _ __ ___/ 8. Garage/ Workstation

| | |5 || | 9. Starboard Dormitory

| 6 | |7|| 8 | 10. Engine Room

- - / S. Sealed Room

/_ _/ / E. Exit (Under Normal Circumstances)

/ || /



The goal is to fix the ship. While doing this, we learn about the game

system, and maybe a little about ourselves.

Trick: If T3 chooses to Skip the Prologue, any equipment in his inventory

is retained by the Exile when he/she wakes up in the medical bay.

Normally his inventory is cleared, but if you run around and gather

up all the stuff you can with T3, then head back to the cockpit to

skip the Prologue, it transfers over and isn't lost. Generally you

will end up with some parts, computer spikes, mines, droid

equipment, and a Field Blaster. (from Steven K. Snyder)

Editor's Note: This only counts for items in general inventory, so

if you want the Field Blaster, don't have it equipped

on T3 when you Skip the prologue.


Nothing to see here, although you can look at the Galaxy map. Move out to

the security room, ahead and left. Open the Plasteel container, get the

Spike and use the Communications Console. Slice the system and open the

door to the Main Hold. Go to the Main Hold

Main Hold:

Immediately turn right and open the Footlocker. It's locked, but our

Security isn't up for it, so we have to bash. This should get you 2 Spikes.

Left of the locker is a broken droid with Parts. Left of that is a body

(Kreia) with a Locker Key and another broken droid with more parts.

Go to the center, and use the Security Console. Slice the system (2 spikes),

but there's nothing to do with it yet, so leave it.


Open the Low Security door just down from the security console (12 XP),

then ahead and right through the Low Security door (12 XP) into the Medbay.

Ah, there you are. Open the Medical Storage Bin with security (12 XP) and

get the Medpaks (3). "Dialog" with your character, then Treat Injury to

use the Medpak. (100 XP) Leave the Medbay and turn right. Ahead is the

sealed door to the Engine Room, which requires that you find a Mine to

open it. Back out, and go left (from the engine room) then open the Low

Security Door into the Cargo hold.

Cargo Hold:

Here you find 3C-FD another Astromech droid. Talk to him to repair him.

Invite him into the party. (210 XP) Open the Locker to get some Droid parts

and armor. Equip it if you want. Also in here are a couple of Plasteel

containers with parts, security tunnelers, computer spike and components.

Finally, if you want, you can use the Metal Box - Combat Training box in

the center of the room. You don't get XP for it, but you do see what

droid combat looks like. (12 XP for security on the box) You also get a Field

Survivor Pistol. If you do the combat, it's actually easier to use the Droid

Shock Arm (push RIGHT on the D-pad) as it always hits.

Ebon Hawk, Exterior:


| |

/^ | |____ 1 - Lift Control

| | | ] 2 - Starboard side

| |/ | 3 - Port Side

| 5 2 | 4 - Proton Missile

. 3 1 | 5 - Quadlasers


4 |

. |


Time to head out. Go to the Lift right by the Medbay. We're here primarily

for an explosive device (there are several out here) and to get Parts.

Go straight ahead, and down the Starboard side. Right to the sparking wires,

and plunder some parts. There is also an open hatch right there with more

parts. There are two more open hatches with parts. Slide to the "front" of

the ship and select the Exposed Wires to open the Starboard Dormitory

(takes 1 Part). Past that is another Open Hatch with more Parts.

Up the ramp, and over to the Port side of the ship. You'll see two mine

bubbles. Get close, and select "Recover Mine" (100 XP). You could just

"Disable Mine" (Up on the D-Pad), but it's always better to Recover.

Recover the other mine (36 XP). Also here is a Proton missile. Search it for

more Parts and another Mine.

Trick: (from tinytroll) When you go outside to gather the minor frag mine

from the missile, plant it right away. Wait a few seconds and it

will regenerate in the missile because you no longer have one in

your inventory. Gather it again and plant it. Repeat until you

have 15 mines planted. This is easiest if you plant them all in

exactly the same spot right next to the missile so there is less

running around to do. After you have 15 mines planted and one in

your inventory, gather them all up and go back inside and drop them

in a storage container or locker, then go back up and harvest more

mines. Repeat ad nauseam.

Slide close to the ramp, then left and down to the Quadlasers for the last

of the Parts.

Back to the lift and into the ship.

The Garage:

Getting to the garage requires using the Solo mode. Enter Solo mode by using

the BACK key. Change characters to 3C-FD, and send him to the center security

console in the Main Hold. Now switch characters to T3 (Black button) and

send him to the Inner Garage Door such that he is right next to it (the

Inner Garage door is right by the Engine room). Switch back, use the console

access the security doors and close the outer garage door. This shuts T3 in

a little space. Open the Inner Garage door now. Log out and switch characters

with the Black button.

You are now in the garage. (50 XP) Nice hull breach there. The voiceover

tells you about the workbench. Go over and use the workbench. You want a

Repair Kit, which has a cost of 1 component. You should have that. If not,

you can break down (X) any other items you want, such as the Broken Items

you got when you bashed the locker earlier. Create the Repair Kit, (100 XP)

then use it on yourself, either straight from Inventory, or from the main

screen, D-Pad right to repair kit, select it and select T3.

Head up and right and into the Starboard dormitory (only if you opened it

while you were outside the ship). There are two footlockers in here with

Parts (4) and a Droid Flamethrower.

To get out, slide back to the door, switch droids and have 3C get you out.

End Solo mode.

The Engine Room:

Time to blow this sucker wide open. Head to the engine room, go near the

door, right on D-Pad to select Mine, and Mine the door. And get out of the


Go up to the Hyperdrive and Rig the Hyperdrive (5 parts needed). (500 XP)

With all that, you should have gained about 1000 XP total, not enough for

a level, and it won't matter once T3 joins the Exile anyway.

End of Prologue:

Back to the cockpit, and hit the Galaxy Map on the left. Move over to

Peragus and we're done! Whee.


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.


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.


. 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 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 .

. - <If coming from K1> 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 to K10 .

. 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...


. 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 .

. 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 .

. - 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'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

__ +


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"


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


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


___| |___ 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.


. 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, 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: 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, 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... .

. - <If you hear him Mimic voices> 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, beg for his life. .

. - <If you know about the Voiceprint Code> 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 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 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 .

. - 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 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 Excalamation: 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... .

. - <If you did the TREAT INJURY back at the med lab console> 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 noteably the Vibration Cell requires that you

have the feat Weapon Focus (Melee) to use the weapon with it


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



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


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 shoot 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.


. 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 .

. - 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


## 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.


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 .

. - 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


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.


. 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


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.


. 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)


. T3-1: 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. .

. - How did you survive? > T3-3 .

. - +INF+ Don't blame yourself. If you hadn't gotten us out of the .

. administration level, we'd never have made it this far. > T3-5 .

. - > plus the bottom 3 options from T3-1 .

. T3-3: Dee, dreeee-dee-deet. .

. - He just dumped you into this fuel pipe? > T3-4 .

. - > the options from T3-2 .

. T3-4: Dee-deet. .

. - Sounds like he just wanted to keep you out of the way until he could .

. find a way off the station... with us. > T3-2, remove first option .

. - Good thing your memory core is well-shielded. > T3-2, remove 1st .

. - > the options from T3-2 .

. T3-5: Dee - dreet. .

. - Then let's go. > END .

. - Come on, then - we have to hurry. > END .

. - -INF- We may still have a use for you. Follow me. > END .


There's a quick bit of influence we can get by immediately talking to T3

again. Ask about his damage, how much damage, lost a lot of programs, and

say to him that you're sure he'll be getting his skills back. Glad to have

you along, and you get +INF+. ("Pray you don't lose any more," and you get

-INF-) With skill in [Computer] or [Repair] you can offer to upgrade his

memory core or do some routine maintenance. No influence is gained/lost

doing these.

[Computer] upgrade memory core, INFLUENCE CHECK, T3 gains +1 INT, 250 XP

[Repair] routine maintenance, INFLUENCE CHECK, T3 gains +1 CON, 250 XP

Note: Although you can see more of these skill options, your INFLUENCE

with T3 won't be high enough to go any farther than that. For some

reason, many of the T3 influencing items are Light Sided in nature.

You can't get them yet. And if you're playing Dark Side and want to

get a prestige class, put off talking to T3 again until after you

get your class. Also, only the Exile can work on T3.

T3 -- Listed here because he actually JOINS you here.

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 will immediately level up. Set his DEX up to 16 to get the even number

there, or if you want to work on skills, start increasing INT. If

you upgraded T3 earlier, CON and INT will also be odd, and increasing them

will help out now. For feats, you probably don't need T3 to fight, so choose

Improved Gearhead, or perhaps Toughness to keep him from dying. He can't take

that many feats anyway. If you are increasing the INT, consider doing Class

Skill (Demolitions). T3 can then do it all. Equip him with any new droid

items you got.

Note: If you talk to T3 again, you can get him to upgrade items for you,

just like a Workbench. He can also make Spikes for you, but won't

if you already have enough.

Straight ahead is a Mine, and right next to that mine is a very important

bit of technology, the concealed stash:

Hangar 25 Control Conduit! Yay we can get the Ebon Hawk

Grab it, recover the mine, and open the door. Be ready for droids. Although

the droids will probably pull you over to the right, go back to the left

(on the map it will look like you're going up and right) to get the plasteel

container's goodies. Now go the other way, down-leftish and beat up any more

droids you see. The small doorway will be mined. You might set this off

while fighting the droids, if not, recover it. Go through.

Don't miss the Plasteel container right by this door. There is a ramp up

here, but ignore it and run along the side for now. This leads to a door with

a mine inside. Recover it. Go through. Just a couple of MkII droids and a

corpse to be searched here. Head back to the ramp and up.

Use the console, Emergency Field Station, to shut down the field to the exit

ramp. (110 XP) Log out.

Up the ramp and into the passage. You'll be in the middle of four droids,

they have you surrounded. This is where T3 was wandering around before. The

console he got fragged at is over to the left behind two of the MkII droids.

Here is where I finally started using Flurry (my Guardian had Improved

Flurry and Two weapon fighting for 3 attacks per shot), which could take out

a droid easily. Take out the droids, check for remains, then follow the

pathway right to the Hangar Bay.

Hangar Bay and Out

Droids have taken over this level, so it's a firefight all the way back to

the hangar controls. Check for remains and go to the Console. T3 says he can

override the door. Despite saying that, he's no better at it than anyone.

Access the emergency controls, then you should do both the [Repair] and the

[Computer] options, then try to open the door, then replace the part, then

the door opens. (50 XP for repair, 50 XP for computer, 60 XP for the door)

Down the ramp, turn right, and you have to fight through more droids. Run

all the way down this curved hallway to find a locked footlocker. Go back

up and turn right. There's more droids, but at this point, easy pickings.

The ramp downwards is mined. There is also a droid at the bottom. Melee

characters will want to run down once they see this droid, so you could take

it out long range with an Ion grenade, or target it with a blaster character.

Then recover the mines and go down. Check for remains, then around and down

the next ramp. This one is also Mined, so recover these as well.

Take out the last droid, open the next door and through. Go up to the

Decontamination Console.

[Repair] Reroute the main console system (base cost 4 parts) (105 XP)

[Computer] Slice the system (base cost 3 spikes) (105 XP)

[Destroy the console] (no XP, and you get poisoned)

Unless everyone is immune to poison, you want to either slice or repair the

console, rather than destroy it. (which does open the door) Now HERE is where

T3 will really do well. (Although my 16 INT Sentinal is almost as good at

this) For him, if you kept his skills up, the cost in parts or spikes is 1.

Use whichever you have more of. Then, access the cameras, decontamination

room, and try to turn it off (base cost 8 spikes). (220 XP) T3 at this point

should get it at 4 spikes. Finally open the door with the console and log


Enter the formerly poisonous room, and follow it to a small room with a

couple of metal boxes. And, hey, there's our ship! Before we get on, go left

to find a locked footlocker and a cargo container. Around to the other side

of the ship to find another locked footlocker with some random swag for you.

Up to a broken droid next, then to a cargo container buried behind some

boxes. Follow the wall around to another broken droid with droid items.

That's it for items, on to the ship!

Escape from Peragus!

Now, Atton wants you to use the laser turret to take out the Sith Troopers.

However, there's no reward for getting all of them. In fact, you only get

XP from this when you kill them INSIDE the ship. So, let them board you.

Once they're all on board, you'll have to fight them. However, it gives you

time to use items to buff up. Have everyone fire up some shields, pop some

stims. Then rampage around the ship taking out these nasty Sith. They stand

grouped together making easy grenade targets. At this point they should be

about 175 (Level 7) to 150 XP (Level 8) each, and with 25 of them on the ship

you should get between 4375 to 3750 XP total. Totally worth it. Also, if you

want to search for remains, you have to do it before the last one dies.

Kreia reappears back on the ship, and you leave. Atton tells you that you're

dead if things keep up. Your options are basically...

Fire on the Asteroid - DSP

Keep our Distance, and "no, someone might be alive" - LSP

Keep our Distance, and keep evading - nothing

Either way, the asteroids get blown, and you barely escape with your lives.

Atton and Kreia will talk to you. For getting out of this you get 1000 XP.

During the conversation, you can say "I've heard enough" at any time, this

sends Kreia to the port room, and Atton asks you to look in on her. There are

a LOT of LSP and DSP options in here, so the chance to get closer to Dark/

Light Side Mastery is great. No influence can be gained/lost here.


. K1: The Republic warship was the Harbinger. It was seized on its way... .

. - The Harbinger was on its way to Telos? > K2 .

. - Why are these Sith looking for me? > K7 .

. - How do we stop them? > K12 .

. - I've heard enough. None of this interests me > END > to Atton dialogue.

. K2: Yes... to aid in the recovery effort there... on Peragus. .

. - How did you know I was on board the Harbinger? > K3 .

. - Care to explain how you tracked me down? > K3 .

. - Looks like I didn't cover my tracks well. > K3 .

. K3: You were difficult to find...nearly destroying the Ebon Hawk. .

. - How come I don't remember any of this? > K4 .

. - That's an unusual set of coincidences. > K5 .

. - How did we get to Peragus? > K6 .

. K4: Whatever occured on board the Harbinger had rendered you... .

. - > K3 responses, remove top response .

. K5: True, but as one trained in the Force, you know that true... .

. - > K3 responses, remove middle response .

. K6: I do not know... (T3 chirps in) Be silent...! .

. - He says he repaired the ship and got us to Peragus. > Atton yells at .

. T3 > K3 + K1 responses .

. - What part of 'silence' didn't you hear? > K1 responses, remove top, .

. add in K3 responses remove last response .

. - DSP - Another beep outta you, and you're scrap. > Atton line .

. > K1 responses, but remove the top response and the END response .

. K7: Because you are the last of the Jedi. Once you are dead, then... .

. - I am not a jedi, not any longer. > different Kreia line > K8 .

. - But I was exiled from the Jedi Order. > different Kreia line > K8 .

. - DSP - The next time someone calls me a Jedi, they'll be lying in a .

. pool of their own blood. > K8 .

. K8: The Sith will dare to accuse you of such... .

. - But... last of the Jedi? That can't be true. > K9 .

. - What happened to the Jedi? > K9 .

. - The Jedi Order can't be gone. > K9 .

. K9: The Jedi Civil War destroyed the Jedi. By the war's end... .

. - What about the Jedi on Dantooine? And Coruscant? > K10 .

. - But those Jedi who survived - what happened to them? > K10 .

. K10: The Jedi Academy on Dantooine...and the civil war that followed. .

. - LSP - If any survivors still live, we need to warn them. > K11 .

. - DSP - Then the Jedi are dead, gone... and good riddance. > K11 .

. K11: Perhaps, but they are Jedi no longer... .

. - Before, you said the Harbinger was on its way to Telos? > K2 .

. - Then how do we stop the Sith? > K12 .

. K12: That is not an easy question to answer. This threat is greater... .

. - If we don't stop them, they're going to keep coming. > K13 .

. - DSP - They're eager to fight us - I say we fight back. > K13 .

. - So what do you think we should do? > K13 .

. K13: (Atton line first, then Kreia) We cannot hope to triumph against... .

. - What do you mean? > K14 .

. - But we have no other choice. > K14 .

. - Any enemy can be fought - and killed. > K14 .

. - I will not run from the Sith, or anyone. > K14 .

. K14: You fought in the Mandalorian Wars, and it cost you everything... .

. - The Mandalorian Wars were my choice. > K15 .

. - DSP - If these Sith threaten me, then they die. > K15 .

. - LSP - This is self-defense, not war. > K15 .

. - We must stop them. There's no other option. > K15 .

. - Is there someplace we could hide? Or run to? > (Atton line) > K17 .

. K15: You are not listening to me...nothing left to sacrifice. .

. - I have nothing to lose now - how bad could it be? > K16 .

. - I turned away from war once, I can do it again. > K16 .

. - If I do not try, then we have lost anyway. > K16 .

. - LSP - A Jedi's life is sacrifice - it is a small price to pay. > K16 .

. - LSP - If evil is not fought, then we sacrifice the galaxy. > K16 .

. - DSP - Only the Sith will pay the price - for crossing me. > K16 .

. K16: Pah, like so many Jedi, you hear, but you do not listen... .

. - K1 responses, remove third response .

. K17: For a time, yes. Telos may be such a place - all our paths... .

. - Perhaps with the right training, I can fight this threat. > K15 .

. - That'll give us time to get allies on our side. > K15 .

. - And we let them come to us, set a trap for them. > K15 .


She leaves, and before you can think, Atton talks to you. At any time say

"I'll go check on her then" to end the conversation.


. A1: Look, uh, not like I care or anything, but you might want to go... .

. - She seemed well enough for someone who had just lost her hand. > A2 .

. - I'm sure she can take care of herself. > A2 .

. - LSP - You're right, she may need help - can you handle things up here?.

. > A1a .

. - I'll go check on her then. > END .

. A1a: We're on autopilot until we hit Telos. Until then, a droid... .

. - What makes you say that? > A2 .

. - If it'll shut you up, then I'll go check on her. > END .

. A2: I think she was barely keeping it together - I'm surprised... .

. - What are you talking about? > A3 .

. - She didn't seem in pain to me. > A3 .

. - LSP - You're right, she may be in pain - I'll see if I can go help. .

. > END .

. A3: Are you blind? ... especially in front of you. .

. - That's odd. > A4 .

. - That's a poor assumption to be making. > A4 .

. - LSP - You're right, she may be in pain - I'll see if I can go help. .

. > END .

. - If it'll shut you up, then I'll go check on her. > END .

. A4: Is it? In case you hadn't noticed, she won't say...until Telos. .

. - When did you get so sensitive? > A5 .

. - LSP - You're right, she may be in pain - I'll see if I can go help. .

. > END .

. - I'll go see her, then - if only to pass the time. > END .

. - If it'll shut you up, then I'll go check on her. > END .

. A5: Oh, don't give me that. All it takes is being around people... .

. - > A4 responses, remove the first response .


Now as Atton suggested, go to the Port Crew Quarters and talk to Kreia.

During the conversation you'll get the Force Chain ability. At least, the

game finally tells you about it, it's been working since Kreia joined you.

This dialogue has an unavoidable Light/Dark choice that is pretty obvious.


. K1: Have you come for more answers? There is little more left to give. .

. - When you lost your hand... I felt it, too. > K2 .

. - LSP - Your hand - is there anything I can do? > (different Kreia line).

. > K2 .

. - If you refer to your hand, the choice was yours. (different Kreia line)

. > K2 .

. K2: That does not surprise me, any more than you hearing... .

. - -INF- LSP - If I could, I would have protected you. > K2a .

. - -INF- LSP - I'm sorry for your loss. > K2a .

. - DSP - Then consider the pain a lesson. > K2b .

. - If I felt the loss of your hand, what would have happened if you had .

. died? > K3 .

. K2a: Save your pity. I am here to save you, not the other way around. .

. - Looks to me like you're the one who needs help. > K2b .

. - Seems to me you need to learn to listen. > K2b .

. - If we travel together, then we need to work together. > K2b .

. - If I felt the loss of your hand, what would have happened if you had .

. died? > K3 .

. K2b: I do not need your condescension, nor your lectures. If anyone... .

. - The pain I felt when you lost your hand, what if it had been more .

. intense? > K3 .

. - Then teach me to shut out your pain. Next time, it could be worse. .

. > K3 .

. - And what if you had died? > K3 .

. K3: I do not know. I fear that... the consequences would have been... .

. - More extreme? I felt like my hand was dipped in molten carbonite. .

. > K3a .

. - Like what consequences? Death? > K4 .

. - Would it have been lethal? > K4 .

. K3a: Then the sensation you would feel upon my death might be less... .

. - Quicker? Would it have killed me? > K4 .

. - Would it have been lethal? > K4 .

. - Are you saying my life is tied to yours? > K4 .

. K4: Possibly, yes, and I fear it works both ways. I would not... .

. - LSP - What can we do? I don't want my actions to place you at risk. .

. > K5 .

. - LSP - Then we'll work together and try to be careful until we can fix .

. this. > K5 .

. - DSP - This link is a threat to me, and an inconvenience. We need to .

. sever it, now. > K5 .

. - DSP - But at your age you could die at any moment, especially .

. considering the way you act. > (different Kreia line) > K5 .

. - DSP - I will not allow my life to be tied to some half-dead delusional.

. old woman. > (different Kreia line) > K5 .

. K5: When battle is upon us, I suspect our minds are prepared enough... .

. - How could this bond have happened? > K6 .

. - Does our connection have any advantages? > K6 .

. - I have never heard of a link like this before, in holocrons, or in .

. the Jedi histories. > K6 .

. K6: I confess its nature eludes me as has its drawbacks. .

. - So what do we do now? > K7 .

. - I need to know more about the Sith hunting us. > K11 .

. - When we were on Peragus, I could feel the Force again. > K15 .

. - Can you tell me what has happened since the Mandalorian Wars? > K25 .

. - I think I've heard enough. > K-END .

. K7: I do not know... if you fall all the galaxy will echo it. .

. - But there must be someplace we can go. > K8 .

. - Is there any place where we can retreat to? > K8 .

. - We can't keep running until they catch us. > K8 .

. - There were other questions I wished to ask you. > K6 questions .

. - I think I've heard enough > K-END .

. K8: It does not matter where we go...bound for Telos, and that is enough. .

. - Where are we bound again? > K9 .

. - Enough for what? > K9 .

. - There were other questions I wished to ask you. > K6 questions .

. - I think I've heard enough > K-END .

. K9: The planet Telos...echoes of their passing. We shall see. .

. - And if we find no trace of Jedi teachings on Telos to help us? > K10 .

. - That plan seems weak. > K10 .

. - We don't have the time to scour an entire planet for Jedi relics. .

. > K10 .

. K10: Then I am left with nothing more than we had already... .

. - There were more questions I wished to ask you. > K6 questions .

. K11: These Sith... they seek the death of all Jedi. As have all the... .

. - First split? > K12 .

. - There was another Jedi Civil War? > K12 .

. - The Sith were once Jedi? > K12 .

. - There were other questions I wished to ask you. > K6 questions .

. - I think I've heard enough > K-END .

. K12: Yes... the Jedi Civil War is not the first Malak did. .

. - So these Sith continue the crusade? > K13 .

. - But these Sith seem... different. > K13 .

. - Are they following Malak's path? > K13 .

. - There were other questions I wished to ask you. > K6 questions .

. - I think I've heard enough > K-END .

. K13: In a manner of speaking... the dark side shall reign, unchecked. .

. - I've never seen Sith... assassins like those on the Harbinger. > K14 .

. - If those Sith assassins are the best the Sith have to offer, we have .

. little to fear. > K14 .

. - The Sith on Peragus knew some Force techniques, but they were .

. exteremely weak. > K14 .

. - There were other questions I wished to ask you. > K6 questions .

. - I think I've heard enough > K-END .

. K14: I believe them to be the result of... the more will come. .

. - There were other questions I wished to ask you. > K6 questions .

. - This is a lot to take in at once. I need time to reflect on this. .

. > K-END .

. - I think I've heard enough > K-END .

. K15: Indeed? And was it the same as before? .

. - No... it felt... different. Faint. > K16 .

. - It was like a whisper, at the edge of hearing. > K16 .

. - There were other questions I wished to ask you. > K6 questions .

. - I think I've heard enough > K-END .

. K16: If my suspicions are correct, perhaps the damage the Jedi Council... .

. - Wait... the Jedi did this to me? > K17 .

. - If they were responsible, they had no right! > K17 .

. - I don't believe the Jedi would do such a thing. > K17 .

. K17: What did you believe? That you suddenly lost your connection... .

. - It's not possible to cut one off from the Force. It's like deafening .

. someone... or blinding them. > K18 .

. - But to cut one off from the Force... it's like losing all your .

. senses at once. > K18 .

. K18: Indeed it is. It is much like...and exiled them as they did you. .

. - LSP - I don't believe the Jedi would inflict such a punishment on .

. someone. It seems... too cruel. > K23 .

. - Then there must be a way to reverse what they did. > K19 .

. - DSP - If the Jedi were not already gone and dead, I would end their .

. lives for doing this to me. > K19 .

. - There were other questions I wished to ask you. > K6 questions .

. - I think I've heard enough > K-END .

. K19: It is possible that such a thing can be undone... they yet live. .

. - But you said it's possible. How? > K20 .

. - Slim is better than none. > K20 .

. - But the Force... I can feel it again, if only slightly. > K20 .

. K20: Our link... may have other consequences... damage they have done. .

. - But there are no more Jedi. > K21 .

. - I will honor whatever training you wish to give me. > K21 .

. - You? Train me? You can barely stand. > K21 .

. - I am my own Master, I have no need of teachers. > K21 .

. K21: Then I am your only hope, as you are mine... as it once did. .

. - +INF+ LSP - I would welcome whatever aid you offer. > K22 .

. - I accept you as a teacher... for now. > K22 .

. - +INF+ DSP - If your training brings me power, then I will listen. .

. - -INF- DSP - I have no use for mentors... but a servant, yes. > K22 .

. - -INF- DPS - A long-winded scow in my thoughts is enough. Leave me be. .

. > K14 responses .

. K22: Then our training shall begin. Whenever I travel with you, I ... .

. - > K14 responses .

. K23: If not the Jedi then what did you think was the cause of such a loss?.

. - In defying the Jedi Order to follow Revan to war, I thought I had .

. somehow lost my connection to the Force. > K24 .

. - I thought I had lost it by my actions, by forgetting my training and .

. the teaching of the Jedi. > K24 .

. - I had thought the Mandalorian Wars the cause... I did much that I am .

. not proud of. > K24 .

. - I believed that serving Revan had... corrupted me. > K24 .

. - I thought that the war had driven me to the dark side, and severed .

. me from my powers. > K24 .

. K24: War leaves many scars...unless another factor was involved. .

. - Can my connection to the force be healed? > K19 .

. - I would do anything to restore my connection to the Force. > K19 .

. - Can anything be done? There must be a way. > K19 .

. K25: Much has happened in the galaxy in your absence, and since... .

. - Tell me about the Mandalorian Wars. > K26 .

. - What happened after the war? > K31 .

. - I want to know about Revan and Malak. > K31 .

. K26: It is a tale you already know well...begged the Jedi council for aid..

. - But the Jedi Council didn't help... only a few of the Jedi Knights .

. did. > K27 .

. - The Jedi Council agreed but did not move fast enough. So we had to. .

. > K27 .

. - But only some Jedi Knights answered the call... like I did. > K27 .

. K27: Indeed. The Jedi Council counseled caution and patience to... .

. - And Revan and Malak refused to wait. > K28 .

. - I know this part. What happened after the war? > K31 .

. - I want to know about Revan and Malak. .

. K28: Two Jedi Knights, Revan and Malak... into the Unknown Regions. .

. - Until we destroyed them... at Malachor V. > K29 .

. - The Mandalorians fought savagely, to the end. > K29 .

. - Even in that final battle, we almost lost the war. > K29 .

. - > other responses from K27 .

. K29: Yes, I have heard tales of Malachor V ... .

. - Many Jedi died at Malachor V... and the conflict split the .

. Jedi Order. > K30 .

. - Malachor V is in the past - let it stay there, forgotten. > K30 .

. - I asked you what you know, not what I know. > K31 .

. - > other responses from K27 .

. K30: ... in the Mandalorian crusade. But you know this. .

. - I felt them fall - the war had consumed them. > K31 .

. - But some battles must be fought. It was not Revan's failing. > K31 .

. - And if I could, I would have followed them. > K31 .

. - > other responses from K27 .

. K31: Consumed? No... and turned them into a weapon, against the Republic. .

. - And that was the Jedi Civil War. > K32 .

. - What happened next? > K32 .

. - Didn't the Jedi Order try to stop them? > K32 .

. K32: Revan and Malak and all the Jedi that served them...bleed still. .

. - How were Malak and the Sith defeated? > K33 .

. - What happened to Malak? > K33 .

. - The Republic is weak. They couldn't have beaten Malak. > K33 .

. K33: As all Sith do, without a strong enemy, the Sith turned on each... .

. - But what happened to Revan? > K34 .

. - Does Revan still live? > K34 .

. - Did the Jedi recapture Revan? > K34 .

. K34: None know, certainly not I... where Revan wanders now, I do not know..

. - So Revan saved the Republic? > K35 .

. - You're saying Revan abandoned the war? > K35 .

. - Revan turned against Malak - for the sake of the Republic? > K35 .

. K35: It would seem that way ...the Republic has the strength to survive. .

. - LSP - Then we must do what we can until it has a chance to recover .

. from the war. > K36 .

. - DSP - If the Republic is weak, it didn't deserve to win. > K36 .

. - DSP - Malak and Revan should have crushed the Republic. > K36 .

. K36: Perhaps, it is sometimes difficult...Republic was never truly tested..

. - So? What does it matter? > K37 .

. - The Republic won... that is the only truth. > K37 .

. - Get to the point - if there is one. > K37 .

. K37: A culture's teachings, and most importantly...Republic can survive. .

. - LSP - Can anything be done to help the Republic? > K38 .

. - DSP - The Republic has avoided its fate too long - let them burn. .

. > K38 .

. - Perhaps it is better the Republic stands on its own. > K38 .

. K38: We shall see... It is aimed at you. .

. - This threat is directed against me? > K39 .

. - What do you mean? > K39 .

. - Because I'm the last Jedi? > K39 .

. K39: The Republic was never what was important... > normal questions .

. K-END: I would see to that fool in the cockpit, and remind him... .

. - LSP - The fool has a name. I'd like you to start using it. > END .

. - He's not a fool, but he does feel odd to me. > END .

. - Atton isn't so bad, just... well, maybe he is. > END .

. - I'll crack his skull into the bulkhead if he tries. > END .

. - Will do. I'll go see him now. > END .


That monster of a dialogue is over, head on back to Atton and talk to him.

Only a couple things of note in this dialogue, so it's not worth mapping.

If you say "Look, ease off the insults. She was wounded helping us escape,

remember?" You get a Light Side Point (LSP). Atton will also ask about your

old Lightsaber. You'll see this lightsaber come up later, but this dialogue

doesn't affect your new lightsaber that you build later. Atton points you

to the Galaxy Map near the cockpit, which you select when you want to go


Glitch: This one's fun. Save it in the cockpit. Reload. Talk to Atton and

watch how he sits in the chair, it's just not natural.

You can also talk to T3 and get some more options (unless you didn't talk to

him again back in Peragus, in which case they're all new options):

[Intelligence] How did you get here T3?

> [Computer] You're deliberately avoiding answering - why?

> [Computer] Check your core

[Computer] memory core, INFLUENCE CHECK

[Repair] more routine maintenace, INFLUENCE CHECK

And if you missed them, the old options from Peragus:

[Computer] upgrade memory core, INFLUENCE CHECK, T3 gains +1 INT, 250 XP

[Repair] routine maintenance, INFLUENCE CHECK, T3 gains +1 CON, 250 XP

T3 Note: Gaining T3's influence is easy to figure. When working on him,

say you'll be careful and you gain. Say you will rip him apart,

and you (may) lose. However, gaining influence with him also gives

you Light Side Points (LSP). If you are playing Dark Side, you

may want to put off the T3 upgrades until after level 15 and

you get your prestige class. That way you hit Dark Side Mastery

quicker and won't have to wait.

Bao-Dur will have an option later to upgrade T3, and this is

separate from your upgrades to him.

Finally, you can open the security door in the main hold to find HK-47.

For now all you can do is insert the HK Vocabulator we got off HK-50 back

at Peragus. More parts will come later.

Use the Galaxy Map, and travel to Telos.


3. Telos - Citadel Station :TLOSC:


Light/Dark Side Note: If you've been going full out for Light or Dark, very

soon you will hit 1/4 to either. When that happens you

get a movie and cutscene of Visas and Nihilous. This

will place Visas on the Ebon Hawk when you get it

later. She won't appear the first time you get in.

A Warm Greeting

Well, were you really expecting one? Regardless of what you want, say or do

here, the Telos Security Force (TSF) will confiscate your ship and T3, then

throw you into cells. You can be a complete jerk to Lt. Grenn and he doesn't

even take it personally. He's quite a professional. I really thought you

could get DSPs here, but you can't. While jailed, you see a Mysterious Woman

in White sneak up to your ship.

Things are all well and good until an assassin approaches and tries to kill

you. Say what you want, it all leads to combat. (1000 XP) Good thing Jedi

are good at fighting without weapons. And if you have Shock, this should be

over really fast.

Grenn reappears, you discover the assassin was a fake "Batu Rem" and they

send you to your new, more luxurious cell... er... quarters. You and Kreia

will meditate twice, getting interrupted each time by the Comms. The first

to call are the Ithorians, the second is Czerka. Ithorians are peaceful,

hippy types who live in-tune with nature. Czerka is an evil soulless

corporation that wanted the Sith to win in the Jedi Civil War. Who you

side with is pretty obvious, Light Side with the Ithorians, Dark Side with

Czerka. Say what you want to them here, you can always change who you side

with later (at least, until you agree to work for one of them at their own

base later). Although you can skip listening to them, you may as well hear

out the side you plan on following.

After Czerka's call, Kreia and Atton have a conversation about the Force.

Following that, Grenn returns and says that you are off the hook... even if

you WERE responsible for blowing up Peragus. Sweet. We got away with

Planeticide! He tells you to come by the TSF offices in the Entertainment

module to retrieve your things. Atton thinks you should get out of Telos

while you still can. Say what you want, and you're free! Sort of. You can

leave your room, anyway.

Residential 082 East



A1 A3

/ W - To 082 West

__ __ S - Shuttle to 081

| "A" block | ___ Entertainment

| | | | |_____ _____| | | C - Czerka

------- E --------------- S ------- ---------|| B1 E - Exchange

| W | _______ _____ ______ ______ - "B" B2 I - Information

| I - B3 Console

------------------ C -------------- ---------|| / (Fast Transit)

| | | "C" block | |___|

|__ __|


C3 C1


Talk to Kreia. If you are strongly Light or Dark, she will want to comment

on that. The only way to gain +INF+ is to "View my companions as disposable"

but this also gives you a DSP. If you don't agree with her in this, you get

a LSP and lose -INF-. This is the case whether you are Light or Dark (but

what she says is different). This may happen now, or you can try again later.

After that, ask her some questions... Your main goal is to get to her

backstory, which requires either INT, WIS or positive INFLUENCE. If you

gained influence with her in the last dialogue, and haven't lost any anywhere

else you will have enough. You can also ask about the Force, but those

options don't go anywhere yet. Also, if your INT, WIS and INFLUENCE aren't

high enough, you can do this later when they are.


. K1: Ask, and I will answer. .

. - Kreia, what are you - are you a Jedi, a Sith? > K2 .

. - Do you know anything about the Sith who pursue us? > INFLUENCE CHECK .


. K2: Does it matter? Of course it does, such titles allow you to ... .

. - [Intelligence - 16 REQ] Then what were you? > K-STORY .

. - [Wisdom - 16 REQ] To ally myself with someone without knowing their .

. allegiance is unwise. > K-STORY .

. - I want some answers, not more cryptic words. > INFLUENCE CHECK > .


. - Enough of these lies. Tell me what you are. .

. K3: [Influence: Failure] Or what? Shall you kill me? Hurt me? ... .

. - We will speak more of this, I promise you. > back to questions .

. K-STORY: What do you wish to hear? That I once believed in the code ... .

. - > Cutscene, 1000 XP > small dialogue, then back to questions .

. K4: [Influence: Success] I know of them, yes... and how much like beasts...

. - The one who bathes in pain - Sion. > line about Sion and back to here .

. - Who is the betrayer? > line about trust, then back to here .

. - And the one consumed by hunger? > line about staying away from him, .

. > then back to here .

. K5: [Influence: Failure] Nothing more than we already know ... .

. - > Back to questions .


Atton has nothing to say here, unless you want to play Pazaak, so onward.

There are a few things we can do in this area, however, you could just go

straight to the Shuttle to Entertainment Module 081 to the TSF offices to

get your things. We'll get there eventually. None of the "C" apartments are

noteworthy right now, so leave this apartment. Take a right turn, and go to

the next block of apartments, the mysterious B complex.

You can't open B1, no matter how high your skill in Security, so don't

bother. B2 has a Duros, Opo Chano, who thinks that you are from the Exchange

to deal with him. You can ask him about it, but he's evasive. He sells droid

parts, but right now you don't have a droid. He also has a Workbench in his

room, but you'll have no items, so that doesn't help. Keep him in mind. You

can't open B3 yet either. Out and over to C complex on the right.

Apartment A1 has a Twi'lek named Harra, who gives you your first honest


SIDEQUEST: "High Stakes" - Ramana Enslaved by Harra

Harra has a gambling debt, of a sort. He lost big in Pazaak and wagered his

girlfriend. (How did he have the right to "sell" her anyway?) May as well

agree to help him out.

You need to find a Twi'lek named Doton Het in the Cantina out in the

Entertainment Module. You can threaten to kill him, but that doesn't work,

he has a tranceiver in Ramana that keeps her enslaved. You can [Persuade]

him to 1500 credits, or bet 1000 credits and play him at Pazaak. If you

do the Pazaak option, I would first go to the woman in the racing room,

Mebla Dule, and buy a few of the +/- cards first. If you win against her

three times in a row you also get the nifty Double card. Then play a

friendly game with Atton to get used to the game if you don't know much

about it. Finally save it and go back to Doton Het and play.

Win or pay him and she's yours. Now you get to decide what to do

with her, keep a slave, or send her back to Harra. Keeping her a slave is

the easiest solution... if a little dark (350 XP, DSP). If you take her

back to Harra, though, you can force her to get back together with him (or

you'll sell her to Nal Hutta, 350 XP, LSP & DSP) or let her do what she

wants with freedom (350 XP, LSP). You can also point out that she still

belongs to you, and keep her (300 XP, DSP), or even extort money out of him

for her freedom. He can't pay any amount you ask for, so don't bother.

(300 XP, DSP) The best option for Dark Siders is to play Pazaak, win her

(thus she's free), and keep her working in the cantina. Light Siders are

stuck with taking her back, then letting her go there.

Note: If you keep her as a slave, you can come back periodically and

she'll pay you her "earnings." If she's making that much just

dancing, then... um... Anyway, you can get quite a lot of money

out of her. First 800, 1200, 1500 and 1800 is as far as I have

ever gotten. If she has no money for you, you'll have to come back

later. Despite what she says, she never can pay off her debt to


You can get the 900 credits immediately.

Also, if you do the next step below, you'll lose this source of

money forever, however, if you don't do it, you'll soon lose this

quest forever. 3500 Credits versus 2000 Credits and 250 XP (plus

lots more DSP). This next part MUST be done before doing the

Exchange part of the Czerka/Ithorian quests, or Luxa won't be


I bet you're thinking that there was another way to do that, and you're

right. However, due to a bug (I guess), you can do it both ways. If you

keep Ramana as a slave, go back and talk to Harra. As long as you didn't

take her back to him, he still won't acknowledge that anything has

happened. He's in apartment A1, if you forgot. (You can also do this if

you didn't win her yet, but you can't do it if you ever took her back to

his apartment)

You can try to hit Harra up for the 1000 credits needed to wager for

Ramana, but he won't give you that. Better yet, tell him that you just

weren't able to do it and he'll mention that Doton has some troubles

with the Exchange. Interesting. Back to the bar! Talk to Luxa, the pink

skinned woman at the bar. Talk to her about Doton and the Exchange, any

line works, they all lead to him getting beaten. Now, at this point you

can try to back down ("Is that necessary?"), but Doton won't give up

Ramana with just the threat of an Exchange intervention (yes, you may have

already won her, remember this is a bug). Better to just thank Luxa and

let the beating commence. The dialogue options here are remarkably similar

to the ones you get if you just bring Ramana here after winning at Pazaak,

you can free her or not, or try to extort money from them. See above if you

want to try out one of those options. So, tell her that you'll let her

free for money and get 500 credits. But now you also have the new option

of killing Doton Het. (DSP for even suggesting it) If you keep Ramana,

Harra runs away and you get the option of deciding Doton's fate. Letting

him live gets you nothing. You can take all his money, and then you can

kill him anyway. (DSP for 2000 Credits, 250 XP, DSP for killing) If you

got her as a slave, got her first payment to you, then did everything

above, you can get a total of 3300 credits

Now THAT's villainy! Be sure to check the remains as well. Despite still

technically "owning" her, Ramana won't pay you after all this. Boo.

In apartment A2, you get to loot a Footlocker, which may have something

interesting inside (I've gotten everything from a Repeating Blaster, to

a Bowcaster to a Powered Battle Armor here). The owner of the room comes

charging in and accuses you, very rightfully, of theft:

Neutral: Just looking around.

> I'll be going now.

> repeat

DSP: Helping myself, what does it look like

> If you're smart you will

> I'm not going to take that from you

> You're right. I guess I'll take your life too. > FIGHT

You can steal from him without getting a DSP, you only get that if you fight


One blast from Shock should kill him, unless he Saves. If you kill him, you

get a small dialogue with Kreia. You will automatically gain +INF+ with

Atton, and can talk to Kreia to determine her Influence. At best, you can

gain and lose with Kreia at the same time. Generally she doesn't like you

killing bystanders like this. (this appears for her whenever you kill



. K1: Are psychotic urges all the drive you? ... I am not speaking to you....

. - I didn't see you holding back. > K2 .

. - -INF- And what would you have done? > K3 .

. - -INF- When I seek your opinion, I shall ask for it. Be silent. > K-END.

. - -INF- I do not need your "advice"... or your judgments. > K-END .

. - -INF- Keep pressing me on this, and I'll add your body to the pile. .

. > K-END .

. K2: When one of us is committed to battle, then all of us are committed....

. - > K1 options, remove top response .

. K3: I would examine the situation as a whole, all of its ties to... .

. - -INF- They inspire fear, and respect. > K4 .

. - +INF+ Perhaps you are right. > K4 .

. - -INF- When I seek your opinion, I shall ask for it. Be silent. > K-END.

. K4: Perhaps... > K-END .

. K-END: I grow weary of this... .


Alternatively, you could remove Kreia from your party before stealing the

items from the footlocker, then you get a dialogue with just Atton. (If you

don't know how, use START, then from the left it is the 5th icon, just go

over to Kreia's portrait and press (A) to de-select her)

Just tell Atton "Don't worry about it - we had no choice" to gain +INF+.

Sweet, sweet, influence.

Whatever you did in there, leave, and search apartment A3. There's another

footlocker in here, but no one rushes to its defense. We're done with

apartments for now.

Wander up the area to the center and use the Information Terminal there.

Download the map. You can try to go to other areas, but you must use the

Terminals in each area before you can go to them.

Now, you can just go straight to Czerka/Ithorian Compound, but as that is the

last thing you need to do here, I'll cover it last. For now, head to the

Shuttle to the Entertainment Module 081

Entertainment Module 081



| ---------

---| |

---- | |

-------| |--| |

| || | Shuttle to

------- |W | d ----- Residential East 082

|Cells| | | || |

| | | | || |

-----d| -------|EM|GM|| | W - Workbench

|G | | | ------| | EM - "Evil" Merchant, Samhan

| --| | H ----- | | GM - "Good" Merchant

-|-d-|L| | d= | d - door

| | dL| | x p S| | | G - Lt. Grenn

| |R |L| | ----- | | L - Lockers

| --d------ --d--I-------- | R - TSF Recptionist

| | | | H - Doton Het

-------- | | ----------------- S - Swoop Races

| |------ | p - Pazaak player, Mebla Dule

| | x - Exchange contact, Luxa

--- ---

| |

Shuttle |

to Docks |

126 -------

You're in a module connector room to start with, take a left and down the

ramp. First door on the right is a Merchant, with dueling Duros merchants.

The first guy, Dendis Dobo, sells ... well, nothing worth buying that I've

ever seen. Pazaak cards you already own? Clothes? Great. The second guy,

Samhan Dobo, sells better things, and has a workbench. You'll see more of him

later. I'd tell you specifically what they sell, but it's random. Don't buy

anything, you'll want to save your money for now. You can strip everyone of

their Clothes and break them down at the workbench for Components if you

want. If you're going Dark Side you might see the new "Sith Underoos" that

the Exile will be sporting. Exit and go up the hall.

Here you find a Sullustan being hassled by some Mercenaries. Pretty obvious

Light/Dark choice here. Either let them kill him (DSP), or fight them. (LSP)

After saving him, you can kill the Sullustan, but you still would have gotten

that LSP from before. There's no peaceful solution. Check for remains of

whomever just died. If you saved him, refuse a reward for another LSP (or

kill him for a DSP).

Now you could do the cantina right now, but I'd skip it, go along the hallway

(make sure to get the map from the Information Terminal so we can transit

here easily later), up the next ramp, through the room, up the ramp and into

the TSF offices.

Talk to the droid to learn that your ship is gone, your droid is gone, but

your stuff is in the storage room opposite the droid. You can threaten all

you want, but it makes no difference. (50 XP) Also, despite what the droid

says (and your Journal as well) you can't work for the Exchange to get your

ship back. You have to go through Czerka or the Ithorians. You will see the

Exchange come up in both of those, however. The droid opens the door to the

storage room. Now, your things are placed in the "Detainee" lockers, but

you can loot all the lockers here anyway... so, you actually came out ahead

from getting jailed. Equip up!

Forward through the next door and talk to Lt. Grenn. Ask about how the

station will survive without Peragus, and follow that conversation to get

the New Fuel Source sidequest. Also ask him if he has any work you can do to

get the bounties sidequests, Batono, criminals and Batu Rem. Ask about each

of them to get your leads. You can slice the terminal behind Grenn for some

information, but nothing important.

When you're done with all the sidequests below, look below for the

walkthrough to the Ithorian/Czerka quests.

SIDEQUEST: New Fuel Source

This one gets "solved" out at Nar Shaddaa, although you never really

complete it. After returning from the yacht, you can negotiate with Vogga

the Hutt to send fuel to Telos.

Once you've dealt with Goto, return to Vogga for a reward, 500 credits and

2000 XP.


The lead for this quest sends us to the docking area, docking bay 3, which

is the Czerka bay. Talk to the Duros at the counter, and ask about a

passenger. He doesn't want to tell you.

Your confidentiality is protecting a killer.

[Persuade - 6 REQ] Don't worry...The killer is dead anyways.

You'll help me if you know what's good for you.

Whatever you do, the only option that works is [Persuade], and if you fail

Kreia bails you out. Anyway, he'll still require a 25 credit bribe. Tell

him it's Batu Rem to get the information that he came from Nar Shaddaa (no,

this isn't followed up on that planet). Take the Shuttle back to Grenn for

a reward, an item (Armorply Plating Mark II).

SIDEQUEST: TSF Bounty, Escaped Criminals

After getting this quest, the next time you go to the Czerka offices,

you'll see the two criminals talking to Executive Lorso. You can't stop

them here, they head down to the planet below. You do need to, however, try

to stop them or turn them in. Eventually you'll get down there and will be

forced to kill them. This quest MUST be advanced to this point before going

down to the planet, or you'll never be able to do it. Telling Grenn before

you kill them does nothing.

Note: You can tell him that they escaped the station, tell him they

worked for Lorso, say you killed them, and give him the line that

you chased them down and killed them. He'll say that it matches

their surveillance, and give you the reward right there without

having done anything. (from Darren Mckenzie)

Also, if you've started working for the Ithorians, this quest becomes


You'll find these guys on the surface, just past the first group of

mercenaries. If you didn't get this quest, they are replaced with 3

generic mercenaries. They want you for your bounty, and fight you. Once

you get your ship back, return to Telos - Citadel station for 200 credits.

SIDEQUEST: TSF Bounty, Batono has Vanished

Batono worked for Czerka, but was snitching to the TSF, so that might make

Czerka a good place to start. First, talk to the Czerka officer standing

by the door at dock 3, area 126. Ask about Batono.

You don't know? But he oversaw these docks.

You're sure you don't know anything?

(DSP) You can tell me what you know, or I can hurt you, and then you will

tell me what you know.

The first two options will get him to reveal that Batono is an employee,

but that's it, unless you want the DSP, in which case you threaten to

hurt him. (50 XP)

Next go see Lorso in the Czerka offices and ask about Batono. She tells

you that he spent a lot of time with the Ithorians. Agree to find him

(100 XP). Off to the Ithorian Compound. Exit Czerka and turn left, straight

ahead to the Residential West. If it's your first time here, hit the

Information Terminal to get the map, and so you can easily come back here


Enter the Ithorian Compound. You can tell the receptionist that you're

here to see Chodo Habat (whether you're working for the Ithorians or Czerka

doesn't matter, besides we are actually here to talk to Chodo). If you've

been working for Czerka, he won't want to talk to you. Ask about Batono,

tell him that Lorso said he'd been here, then you have to [Persuade] him to

tell you (always succeeds). Once Grenn's name comes up, he gives Batono up.

He gives you the passkey and tells you to go to apartment C1. (150 XP) If

you use the (Lie) option you get a DSP.

To Apartment C1! There are essentially only three ways to go about this,

the light way, where we turn him in to Grenn, the neutral way where

we take his money and forget all about him, and the dark way where we

murder him. (500 credits, 200 XP for his payment, plus XP for finding him)

If you take the Light way, you just have to convince him (which is pretty

easy) and he automatically comes with you. Mercenaries from Lorso will

attempt to stop you, but will have to be stopped. In the end, you get

your reward. (300 credits, 200 XP, LSP)

GLITCH - Now, if you took the neutral way above, or started the light way

and (lied) your way out of it, you can go to Lorso and tell her all about

Batono hiding in the apartments. From there you can offer your assistance

in finishing the job. (100 XP) Now, even if you LIE to him about taking him

to Grenn, if you lead him out of the apartment, you've actually just

started walking the Light path. The mercenaries appear, and you end up

fighting them and saving Batono. You're automatically taken to Grenn as


If you really want to kill him and get your DSP, then the best way is to

mention Czerka right away, say it only matters that you get paid, that

Lorso will be happy to hear that you found him, and he fights you. You get

about 200 XP for his death, another 100 XP on the quest and a DSP if you go

and finish him off. Don't forget to search his remains. You can return to

Lorso for another 200 credits and 100 XP.

SIDEQUEST: Win the Pazaak Double Card!

In the Cantina, Entertainment District, is Mebla Dule, the Pazaak player.

If you want to win Ramana from the other Pazaak player here, you might

want to buy cards off her. I'd recommend buying all her +/- cards in

stock, but unless you really know what you're doing, avoid the Flip 3&6

and Flip 2&4 cards.

Now you just have to beat her three consecutive times while betting 40

credits to win her Double Card. The only annoying thing is that you can't

use (A) to skip her boring dialogue. Oh well. The deck I used here was:

+/-1, +/-3, +/-4, +6, +5, +4, +3, +2, +1, -4

Not the best deck in the world, but it'll do for now. The rules are simple,

if you've never played. Try to get a value of 20 on your side, either

through dealt cards, or as a combination of dealt cards and a card from

your hand. If no one gets 20, whoever has the highest total wins. It's a

best of three match. She's not very good, so this should be easy.

Note: Although she claims to retire once you beat her and take her card,

you can play her again any time you want by "Asking some questions."

This resets her to the "I'm only here to game" mode and allows you

to play again. No, you can't win more than one Double card.

Also, to get the Double card you must win 3 consecutive games, so no

exiting conversation to save it.

SIDEQUEST: Win the Swoop Race and Set the Record!

Just what it says, win the race. Not much to say about it. You can

[Persuade] to get him to waive the 100 credit entrance fee. Now, you can

either race normally, by hitting the speed ups and avoiding the obstacles,

or you can cheat. Simply aim for any obstacle in the first seconds of the

race (those purple floaty things work, or wait until the short wall later),

now pause with the WHITE button the instant before you hit the obstacle,

and press (A) to "forfeit." The game will unpause for a second, and you

crash. But you also just won, and it took your time from when time started

again as the winning time. (500 credits) This works on every track.

SIDEQUEST: Suspicious Goods (the Hold Out Blaster)

If you take the modified hold out blaster to Grenn he gives you the quest

to get to the bottom of this black market on Telos station. Sounds fine.

There's only one person who even sells weapons here, so go to the Merchant

in the same area, the Duros in the back by the workbench, Samhan, and ask

him about the gun. He's remarkably forthcoming about it. Ask about the

Black Market, and say that you'd like to get involved. (100 XP)

If you're going Light Side on this, listen to his entire plan first, then

once you know what he's after, go and report it to Lt. Grenn. (50 XP)

He gives you a counter-mission, some fake goods (presumably) to give to

Samhan and instructions on fooling him into making an illegal transaction.

Back to the merchant. Agree to escort him to the docking bay, and you're

transported to the Docks area. The deal doesn't go as Samhan might wish,

so he goes hostile on you. Take him out. Once he's taken some hits, he'll

surrendur. (500 Credits, 150 XP, LSP) Once he's in jail, Grenn thanks you,

and you can say something. If you say it would have been better to kill

him you get a DSP. But if you're going to say that, you may as well have

worked for Samhan. And obviously, once in jail, you can't buy anything from

Samhan again, and you never get access to his "special" shop. Although you

do get a discount from his lousy brother's lousy store.

And then there is the Dark Side path, which takes a bit longer to complete.

Follow the dialogue options until you get the option to help with the

smuggling (or that you "want in"). Offer to help and he gives you the

first mission, he wants you to take some leaves from a plant in the

Ithorian Vivarium. Agree, and head out (100 XP).

The Plant

The Ithorians are in 082 West, which is located just off the side of

the residential module we originally came from. Go in there, you may have

to talk to the receptionist. Enter the large room and take a left, and

another left into the Vivarium. If you talk to the Ithorian you learn that

they have a Security system. You can also get a [Persuade/Lie] to convince

him that Grenn wants samples, then he'll shut the security off for you.

Otherwise, use the console behind him, check the security, attempt to turn

off the Security and you have to [Computer] slice it (base cost: 5 spikes).

Once that is done, walk to the plant in the center, and take what you need.

(50 XP) No matter what, the Ithorian here won't notice... or care. Also,

if you just head to the plant first, you can attempt to get the leaf, and

with a high [Awareness] notice the security system, for a [Security] check

to disarm. (the same 50 XP) And if you can't (or won't) bother with the

security system, you can set off the alarm, then either [Persuade/lie] (as

above) or ask how he can keep you here, and you get the "if you stand in my

way, I'll kill you" line for the leaf, a DSP (and 50 XP).

Zip back to Samhan and give him the Leaf. He gives you the reward of 300

credits, (50 XP and a DSP) and will now allow you to access his second,

"special" shop. Ask for more work, and he'll tell you about a prototype

Ithorian shield located in docking bay 2. Sounds good. Head over there.

The Shield

Getting in to Docking Bay 2 might be tricky, but if you've already started

working for the Ithorians, or more likely Czerka, then you should have

Credentials. Go in, use the console to open bay 2 (if it says hallway

doors, just use it again). Where we're going is the storage room, which

is straight ahead in the dark corner of the bay. Open it and an Ithorian

will bug you. Although you can simply tell him that this is a robbery and

thus kill him, you don't get anything from it, not even a DSP.

Or you can try the subtle approach, just say you're here for the shield and

you can get an option to [Persuade/Lie] the fact that Chodo wants to

inspect the shield. (isn't it weird how this guy doesn't animate that

line? He doesn't move at all back there) All other lines lead to violence.

Kill him, or not, then open the locked locker for the shield. (50 XP)

Note: You can wear the Prototype Shield, it just doesn't do anything.

Back to Samhan. He is in shock that you got that for him and so gives you

more money than he had originally planned. (900 Credits, 100 XP, DSP)

Ask for the next job, and he wants you to steal medical supplies from

the medlab near the Ithorians compound. Why shouldn't the very wealthy who

can afford to buy it from Samhan have all the best medicine? Sounds fine

to the little Sith Lord in all of us.

The Meds

Back to 082 West, then enter the only other place here, the medlab.

Don't mind the Onderon Diplomat, he's meaningless (despite being the ONLY

person to ever be in here). Head to the back room. Our goal is the

Console and Metal Box to your left when you enter. Use the terminal to

open the box. It claims to use your Computer skill, but doesn't. Take the

medical supplies (and a medpac!) from the box.

As you leave, a TSF agent attempts to stop you. This can only end in

violence, no matter what you say. With that fool disposed of, head back

to Samhan for reward for your latest bit of ... anti-charity. (1000

Credits, 100 XP, DSP)

The Last Mission

He wants you to escort him to the docking bay. Easy. Things go fine until

the TSF shows up. Ah well, nothing lasts. She attempts to arrest all of you

and despite getting a [Persuade/Lie] Grenn Made Me Do It line, you're going

to end out in a fight (she never buys it). Take them out. This is a really

easy battle, one Horror got all of them looking, then I flurried to my

heart's content.

Samhan takes you back and dissects the experience. He supposes that he's

out of the black market for a while. He could always take up adventuring.

Or turnip selling. Reward time. (200 Credits, 250 XP, DSP)

Working for the Ithorians


This is the "Light Side" option in Telos. The Ithorians are in the

Residential 082 West Module, which is at the end of the East 082 hallway.

Enter their base, tell the receptionist you're here to see Chodo, then go

up, then right and through the rooms to talk to Chodo Habat. He sensed your

arrival with the Force, and wanted to meet you. He also will offer to "heal"

you (raise your maximum FORCE POINTS) as a reward for helping them out. He

tells you that since Czerka came to this station, bad things have been

happening to their restoration efforts. One such was the loss of one of their

droids. They have a new one coming in, but need someone -- you -- to guard

it. (100 XP)

Mission #1 - Get the Information Droid from Dock 2

Time to head out. The docking bays are in module 0126, which can be reached

through the Entertainment Module 081, or via the Information Station

transit system, but only if you've been to the area once before and used its

station there.

If you haven't talked to Lorso, you will be propositioned (heh) by a couple

of men in Czerka uniforms. They want you to reconsider their offer. Last

chance to do so, but Czerka is the Dark Side option. Turn them down.

However you get there, talk to the Ithorian at the middle dock, and have him

let you in. You actually belong here, so it isn't a challenge. Go through,

use the console to open the bay doors. Stride boldly forward (after prepping

for the inevitable battle) and you'll automatically get into a conversation

then a battle with 2 melee fighters and 3 blaster wielders. Once battle is

over, the droid brings you a Modified Hold Out Blaster. If you aren't

proficient with [Repair] the droid tells you that it has been illegally

modified and gives it to you. Agree to take the droid back. (500 XP)

Check for remains first, then talk to the droid and take him back to the

Ithorian base. The droid gets to work, and you get a reward. (500 XP,

Infiltrator Gloves +2 DEX +4 SECURITY +4 COMPUTER USE)

Mission #2 - Meet with Loppak Slusk of the Exchange

Now Chodo would like you to meet with Slusk of the Exchange and attempt to

reason with him, or something. Slusk, however, won't take visitors. So, you

need to talk to Luxa in the Cantina to get a meeting with him. The cantina is

in the Entertainment Module. Either transit there, or walk. She's the girl

with pink skin guarded by Gamorreans. Ask her to meet with Slusk, and after

a bit of an exchange, she'll let you see him if you agree to get rid of him.

The Exchange offices are in the main Residential East 082 Module, the same

one we came in from. Kreia will speak to you just before you get there, but

it doesn't affect anything. Just talk to the guard outside, and tell him that

Luxa sent you to get let in. (If you feel like getting a DSP, and I don't

think you would, otherwise you'd be working for Czerka, you could kill this

guard, then use the terminal to get in)

Go on in. The receptionist will stop you and ask you if you're really

supposed to be there. You can avoid combat in the next room with:

[Force Persuade] There's no mistake. You'll open the door (only if you took

"Affect Mind" as a power)

[Persuade] Of course. Why else would I have been sent in? Perhaps the

mistake is in the system.

With these you can skip the first room of guards, otherwise she'll call them

in to attack you. Gamorreans fall easily to Will saves, so powers like Stun

and Horror generally work.

Note: You can talk to Vula again at any time to get the dialogue option to

kill her. This is obviously worth a DSP. Again, you should kick out

Kreia, as you'll lose influence there, but Atton will gain Influence.

There is an Ithorian in a Force cage in the room to the left, but our goal is

the room to the right. Before opening the second door, be ready for a blaster

fight (Energy Shields, or Energy Resistance). Open the door, and listen to

Slusk insult you, he won't listen to you, then Benok and his goons attack.

Once they're dead, search for remains (Benok's Blaster is nice). Then go

through the next door. Talk to the Gamorrean Boss here to get the next door

opened. Droids come out and attack you. Destroy them and you'll automatically

go in. The LEAST violent solution here involves turning on Luxa when she

enters, then making a deal with Slusk to keep him off the backs of the

Ithorians (550 XP). There is no way to side with Luxa, she'll always turn on

you. So, the path of "most XP" is to take out Slusk first with Luxa on your

side, then kill her once she turns on you. (1300 XP) However you handle it,

loot the office, use the security terminal to access cameras, holding cells

and deactivate the cells.

Back to the Ithorian compound for a justly deserved reward. Politely turn it

down (don't worry) to gain a greater reward. (700 XP, LSP, Lightsaber Energy

Cell Fixture, the FIRST PART OF YOUR LIGHTSABER! WOO!) If you take the reward

you get the exact same thing, but without the LSP.

Mission #3 Expose Czerka

Now Chodo wants you to find some REALLY good dirt on Czerka corporation, but

it can't just be garden variety, it has got to be good. So, he proposes

hacking the main Czerka database, but that can only be done from the inside.

The only lead he has is that an employee of Czerka hangs out at the local

cantina. So, that's where we're going. Hit the transit if you can, then enter

the cantina.

You can't miss the guy, he's the only guy in here in Czerka colors, ugly and

uglier. Corrun Falt is right by the dancer's platform. Talk to him. Ask about

Lorso, and mention things that wouldn't look good public. You want some dirt

so you need to get into the mainframe. He assumes that this is a joke. You

will need either 1000 credits to convince him, or [Persuade] or [Force

Persuade]. If your persuade wasn't enough to get it for free, you can try to

reduce the amount. If you have Affect Mind, just use Force Persuade. He gives

you the idea to steal B-4D4 to access the mainframe. To get B-4D4 you just

need to get the credentials from Odo Chano. (100 XP)

Go over to Odo Chano's office in the Residential East 082 Module, apartment

B2. Odo would love to help you, except that he really needs the Czerka

contract. Seems he has some debts with the Exchange, and just because you

took out the local leadership of the Exchange, doesn't mean he gets off

easy. You can try to teach him to lie, that his credentials were stolen or

you can repay the credits, but it doesn't work. (You could also just kill

him, but I smell the path to the Dark Side) His debt is no small sum, 2500

credits. He offers to repay you as he can, which you can refuse for a LSP.

(100 XP) You can also get the 2500 credits you need from Chodo Habat back in

the Ithorian Compound. You can then give it to Odo as normal, or kill him and

keep the creds.

With credentials neatly in hand, run down to the Czerka offices, the one

with the big red sign on the left, in and talk to the droid. Ask him to

follow you and show him the credentials. He gets reprogrammed with some

special modifications, and next thing you know... (300 XP)

You're controlling B-4D4. Leave the Ithorian compound and head back to

Czerka. Go in and talk to Lorso to get access to the mainframe. The droid's

new abilities to lie comes in handy. Dash in and the astromech droid in there

will bug you. Time to [Lie] again. No more options, just follow the thread.

There goes a droid on a rampage... what a weird experience. Peace at last!

Hit the mainframe. There are two options, Copy the data, and Erase your

own existence within their files (may as well). Get it and get out. You can

talk to Lorso on the way out if you want, it's amusing. Head back to the

Ithorian Compound and talk to Chodo. And with that, a lying B-4D4 is let out

unto the universe...

Note: When controlling B-4D4 on Citadel Station there are a few things you

can do before going to Czerka and accessing their mainframe. In

Residential Module 082 you can go and talk to Odo Chano the droid

merchant who will pay you 20 credits to keep you from telling Jana

Lorso about “frequent” and “unneeded” memory wipes. Also at the

docks you can talk to a protocol droid there and tell it that it has

not been relaying “up-to-date information” to travelers, Czerka is

now able to charge travelers “an excise fee” for staying of Citadel

Station and you are to collect it. Unfortunately there seems to be

no way to actually collect any money from anyone around the docks so

I’m not sure what this dialogue is for. (from Andrew C. Blevins)

You're back in command, talk to Chodo. He tells you where you are going next,

who you meet next and what you should do next. You can also get your reward

of +5 maximum force points. (500 XP)

Mission #4 Save the Ithorians

Well, on your way over to the docks, you'll be contacted on the comms by

Moza, who begs assistance against the armed mercenaries invading his

place. Time to head back. Once inside, the receptionist begs for aid. Kill

the mercenaries and the droids. Finish off the first group and head to the

next room and clear this one out as well. Next hit the Vivarium and talk to

Moza there. Agree to help him. (150 XP) If you ask for a reward (see the

Glitch below) and agree to help him you get a DSP as well.

Glitch: If you ask for a reward, then tell him to fend for himself you get

a DSP. Fine, makes sense. But you can do it again. And again. You

can do this until you get tired of it. Infinite Dark Side points.

Now that Moza gave you the key, head over to the main office to rescue their

fearful leader, Chodo. The mercenaries take you a little lightly, so someone

needs to put them in their place. Easy fight. Chodo and Moza will have a

conversation (despite being in different rooms, and not using Comms). You

can ask for a reward, repeatedly, for an extra 500 credits and a DSP. Normal

reward is 500 XP and a LSP. Search all the mercenary corpses for treasure,

and that is that.

Once you're done here, head over to docking bay 2, and onto the shuttle. Be

sure that you've done everything you want to here, you won't be back for a

while. Also, if you haven't started the TSF Bounty: Criminals and seen them

in the Czerka offices, you can't now. You can easily get them if you work

for Czerka. It might be that you have to head to Czerka offices before

starting the Ithorian quests.

From here go to the section on Telos - Planetside below.

Working For Czerka


So, you decided to head towards the Dark Side? Enter Czerka, get past that

annoying droid, around the large room full of desks and into the executive

office. Talk to Lorso, and ask about the work. Take the job. She offers you

250 credits, but with [Persuade] you can get a little more than that. (300

credits) She gives you the "Ithorian Credentials" and sends you to dock 2

in area 126. (100 XP)

Mission #1 - Get the Information Droid from Dock 2

Head to area 126, and talk to the Ithorian. You have to show him the

Credentials to get in. Whether you lie to him or just ask to get in doesn't

matter. Go in, use the console to open the next door. You'll be getting into

a fight soon, so if you need to prepare, do it now. Then run over to the

Ithorian by the shuttle. The Ithorian seems happy to see you. Heh. He'll

learn. You're attacked by Thugs, 3 with blasters, 2 with melee. They're too

spaced to use grenades. They'll also attack the TSF guard, so I suppose you

could let them kill him.

After the battle, the Ithorian brings you a Modified Hold Out Blaster. With

[Awareness] you recognize the modifications, otherwise someone mentions it

to you. Then he gives you the droid. (500 XP, Hold Out Blaster) The Hold Out

Blaster comes with its own sidequest, listed above.

Yes, I'll get the droid back to the Ithorians right away.

Actually, I'll be returning it to the Czerka Corporation.

[Lie] Of course, I'll get him to Chodo right away.

Talk to the droid, and tell him where to go. Since we're working for Czerka,

that's where you want him to go. You can actually do either at this point,

if you changed your mind on who to work for. Convince the droid of the

rightness of your position.

At Czerka, Lorso will have Opo Chano look at the droid, but if you have

[Repair] you can volunteer to fix the droid... for a nominal fee of course.

(50 extra credits)

Note: If you come back and this room seems really crowded, then you just

found the Escaped Criminals, see that Sidequest above. Also, if that

happens, then the Droid will very often fail to make it into the

Database room, leaving him stranded out here for all time. Not that

he ever says anything.

You get your reward: 200 (300) credits, 500 XP and a DSP

She immediately offers you another job.

Mission #2 - Kill Lopak Slusk of the Exchange

Czerka has been having trouble with the Exchange lately, and Lorso wants to

liquidate the deal. So to speak. You need to talk to Luxa in the cantina in

order to get into the Exchange, and from there you will be able to kill

Slusk. Before talking to Luxa, decide whether you want to use her to deal

with Doton Het (see SIDEQUEST above), it does lead to a DSP, and can only

be done now...

When you first enter the cantina, Slusk's arrogant guard will hassle you, but

pay him no mind. He dies later anyway. There's also an arguing Republic and

Onderonian soldier in here. Pay them no mind either. Talk to Luxa. She's odd

and complimentary. (You can also ask her about the hold out blaster, but

it has nothing to do with her, see the Suspicious Goods SIDEQUEST above)

Ask to speak to Slusk, and she'll want you to ... *sigh* ... prove yourself.

Luxa, the Exchange and a Quarren Named Slusk


Exchange Test #1 - The Weapon's Deal

Whether you want to kill Slusk or not, you'll eventually come around to her

way of thinking. Luxa wants you to work a weapons deal for her. No choice but

to accept. You give them the weapons, they give you the money, you give the

money to her. Simple. Very well. (50 XP)

You are to go ALONE to the med bay. So, press START, go over to the party

selection icon (5th from the left), and DE-SELECT both Atton and Kreia.

You should now be alone. Simply going into "solo" mode is insufficient.

The med bay is in the 082 Residential West Area, which is easily gotten to

through the Information Station just outside the nearby door. That or walk

all the way out there.

In the med bay, the comms will start ringing. Answer it, and they tell you

to head over to Apartment B3 back in Residential East 082. Head on over

there. The "B" apartments are the ones all the way at the end of this really

long hallway. Be ready for a fight before approaching the door. You don't

have to use it, they see you and let you in once you get near it. Go in and


The deal goes through just fine, but then they realize that you are the

reason they were buying weapons in the first place. Live Jedi being worth

what they are. (500 Credits) Battle breaks out, and you're still all alone.

In addition to the XP for killing them, you get 500 XP for completing the

deal... somewhat successfully. The Trandoshian usually has a Bowcaster, a

pretty decent ranged weapon, and not at all limited just to Wookiees.

It's quickest to use the information terminal back to the Entertainment

module, then right in the door to talk to Luxa once more. You can [lie] and

keep the credits, or keep it and call it hazard pay if you want, she doesn't

seem to care. (250 XP) If you pay you lose 250 credits.

Exchange Test #2 - Opo Chano

If you want to handle this one without gaining DSPs, you're going to need

some credits, 2500 to be exact. Use the Information Terminal to zip it back

to the Residential 082 East Module, and enter the B block of apartments,

which is ironically where we just got shot at in the bad weapons deal.

Ask Opo Chano for your money. He doesn't have it. If you want to buy anything

from him, now's your last chance. Basic choice here: (there are other options

that don't change the outcome)


> That is not my concern. You've had more than enough time to get them.

> What if I repaid your loan?

> Yes, and I will take the credits to Luxa.

Neutral: (but you get to kill Opo) - make sure Kreia is NOT in the party

> Look, I need you to pay your debt to Luxa, or kill you, I don't have a


> Because if don't, she will not get me a meeting with Loppak Slusk.

> Then I will just have to kill you.

> I have no other choice.

No matter what you do, Opo is gone for good. If you have Atton in your

party, he'll gain influence by killing Opo. (But Kreia will lose Influence)

Return to Luxa after whatever you just did. If you went Dark Side, you'll

have to convince her that she can sell Opo's merchandise to more than make

up the credits. (500 XP)

Finish the Exchange

Luxa now wants to make a deal with you to take out Slusk. She'll get you in

if you agree to kill him. Sounds agreeable. And by that I mean you have to

agree to it. Exit the cantina, and once more (that's three in a row now)

take the Information Terminal back to the Residential 082 East area. Now

we can hit up the Exchange area here. If you took the terminal, turn around

and take the right side of the path.

Bug? Glitch? Everytime I get here, Atton asks me about working for the

Exchange, I reply a few times, then I'm forced back to the room we started

this Telos adventure in. I don't get it. Anyway, on to the Exchange. You can

tell the door guard that Luxa sent you to get in, or you can threaten to

kill him if he won't open the door, then kill him for a DSP. Then use the

wall terminal to page the receptionist and get in.

Go on in. The receptionist will stop you and ask you if you're really

supposed to be there. You can avoid combat in the next room with:

[Force Persuade] There's no mistake. You'll open the door (only if you took

"Affect Mind" as a power)

[Persuade] Of course. Why else would I have been sent in? Perhaps the

mistake is in the system.

With these you can skip the first room of guards, otherwise she'll call them

in to attack you. Gamorreans fall easily to Will saves, so powers like Stun

and Horror generally work.

Note: You can talk to Vula again at any time to get the dialogue option to

kill her. This is obviously worth a DSP. Again, you should kick out

Kreia, as you'll lose influence there, but Atton will gain Influence.

Once inside, you can go left to find an Ithorian in a Force Cage. There's no

Dark Side way to deal with him.

Go across the large room, through the next door, and up the hall. Before

opening this door, prepare for battle. Blaster fire mostly, so use energy

shields or Energy Resistance. Once through the door, a cutscene where

Slusk sets his captain on you. You get to reply to him, but nothing you say

changes anything. Fight! It's just a large, mostly blaster battle. Nothing

complicated. I took minimal damage with just Energy Resistance on, even

charging ahead. Check Benok's remains to get his blaster, a mildly better

blaster pistol. Give that to Atton.

Use Security/Bash on the next door, then run up and talk to the Gamorrean

boss to get Slusk to send out some droids. Once they're dispatched, you gain

admittance to Slusk's room. Now, I know what you're thinking, that in this

very large dialogue with lots of double dealings and whatnot, that what you

say might change the outcome. Nope. In the end, Luxa enters, and you have to

fight everyone. Yep. Everyone. True, you can side with Luxa at first, but

she'll turn on you eventually. Your foes are Luxa and Slusk, Luxa's two

Gamorreans and the Gamorrean boss and Slusk's two gun turrets. Take out Luxa

first, then just catch as catch can. (1000 XP when it's over)

Atton will pipe in about Nar Shaddaa not being the best vacation spot right

now, what with killing an Exchange boss and all.

Slusk and Luxa had items, and you can search a nearby Footlocker and Plasteel

cylinder as well. Then if you want to free the Ithorian, you can do so from

the nearby console.

Now head back to whomever gave you this quest, the Ithorians or Czerka to

get your reward.

Czerka Finale

When you re-enter Czerka, you'll notice that there's enemies here. All the

Czerka mercenaries are testing the free agency waters, so to speak, and have

taken up arms against their employer. Can't have that. Take them to task.

There's quite a number of them, and you'll have to fight all the way through

to Lorso's office. They all use energy weapons, and many of them use Sonic

weapons or disrupting weapons. These aren't stopped by normal, or even most

energy shields. Energy Resistance will reduce it all, however, but won't

stop it. Head over to Lorso's desk to find the leader of the mercenaries in

parlay with her. Without any fanfare, they attack.

Once they're dead, you can ask Lorso for payment, and she agrees. (800

Credits and 100 XP)

We also have business with her, so talk to her again. Tell her about the new

state of the Exchange to get access to a Czerka shuttle to the surface.

(150 XP)

Whenever you are ready to leave Telos, head to the docking bay, bay 3 and

talk to the Duros manning the desk there. You won't be back here for a

while, but you aren't gone forever. That said, if you haven't picked up the

Escaped Criminals bounty quest from TSF Lt. Grenn, now is your last chance

to do that quest (see SIDEQUEST above).

Talk to the duros to get your Shuttle. He gives you the:

FIRST LIGHTSABER PART: Lightsaber Energy Cell Fixture

And let's you into their shuttle bay. You can take it at your leisure.


4. Telos - Planetside :TLOSP:


You may see Carth or Cede, depending on how you set Revan back when you

talked to Atton as he and Grenn talk via comms. The Republic has plans for


Resoration Zone 0031


................|""""""""""""""""""""""""""""""""""""""/.. .. - impassable

..................+ +/... Sh - Shuttle

... --------...... |.... " - Beach

../ -- ... /..... x - Cache

/ |...| --- /...... M - Mercenaries

| Sh /..../ |...| M ...... + - Treasure

|x /...../ /.....| .... Mn - Minefield

| /...../ M /...../ -...

| /....../ /......| Mn ..

| .....| |......./ /---- |..

| .....| |.....| --- /...... |..

. ....| ....| - |....| |........| .

.. /..../ |....| x .|..... + |......... -

.. M ---- |....| ........---|.......... Exit

....------ /.......-----.......................---


Unsurprisingly you are shot down. No matter who you work for, Czerka shot you

down. You wake up and talk to Bao-Dur, the one armed Zabrak (or Iridonian)

Tech Specialist. Talk to him to learn that you were a General in the

Mandalorian Wars, and that Bao-Dur really respects you. He has a plan to get

out of here that involves heading to an old military base and using a console

there to look for a way out. After the conversation ends (no chance for LSP,

DSP or INF), he joins up. You need to take Bao-Dur in your party, which

means that you only have room for either Atton or Kreia, not both. This isn't

a permanent choice, you can change it at any time later through the party

selection screen.

Note: You'll probably get your first "Lightsaber Stance" here. This won't

become useful until you actually get a lightsaber when you leave


I'd take Kreia for her force powers, but Atton is fine (and has more to say

here, but it's just for color).


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).

You'll get to level up Bao-Dur right away. Put the STAT into INT when you

get it, and keep his skills maxed out. Take Treat Injury before Stealth.

There's no reason to make those Class skills, you can take them up as

Cross Class just fine. Bao-Dur works best without weapons to let him

use his Shield Breaker and later his Electric/Repulsor fists. So, to

enhance his hand-to-hand you can take feats like Dueling, or Toughness

as he really needs more Vitality quickly. His skills are already really

high, so taking the bonus to skill feats isn't necessary right away. He

gets feats too slowly for two weapon fighting to be a valid option, and

his DEX is too low for ranged weapons to be really effective.

Alteratively, used ranged weapons to keep Bao-Dur out of harms way. He

won't hit well unless you add some feats to help him, but eventually he

will be effective at it.

Note: Bao-Dur is impossible to gain influence for if you want to be

purely Dark Side. You can't gain influence with him just by talking

to him, you have to have him see you do good works, which you

won't if you're Dark Side. Also, you can talk to him all you want,

but it doesn't lead to anything.

This area has a number of monsters called Cannoks about, as well as some

enemy mercenaries to take on. The first group of cannoks is just (using the

map) up and right.

Walk down along the side of the crashed shuttle, and Bao-Dur will point out

the mercenaries. We'll get to them in a second, but first, go around the

blast zone to just between your shuttle and the green force field. You'll

see some mines. Bao-Dur tells you that this is one of two Weapon's Caches

in the area. Disarm/Recover the mines and get the treasures. (It should be

about 5 grenades)

Now go straight over to the mercenaries, they use blasters, making them easy

targets for those with Melee weapons, energy shields or the Force. Using

Improved Energy Resistance should let you avoid all/most damage. Despite

what it looks like, you can't use the Landspeeders. Continue down the path.

There's another Sentry Droid here. Take it out. Some mercenaries are hiding

behind a couple of mines here and will attack. If you don't want to set off

the mines, you can either set your NPC's to stationary, and move them

yourself in between the mines one by one, then set back to Aggressive or

Jedi Support, or you can try to Stealth up to the mines and disarm/recover.

It's next to impossible to recover mines in battle... someone always sets one


Note: If you saw the Escaped Criminals back in the Czerka HQ, then the

two of them will replace the three mercenaries. It's roughly the

same fight. Remember to head back to Grenn at some point to get

your reward for killing them (200 credits).

This path leads down to a beach, with more Cannoks around it. Immediately

turn left and go up the beach. Kill any Cannoks and search around the rocks

for a bag with treasures. Go up the beach. Bao-Dur offers some advice about

avoiding the next mercenaries, go up the beach, or along the cliffs. Say what

you will it won't make any difference.

Continue up the beach and search for a plasteel cylindar with more shinies.

Now, if it's me, I go straight for the mercenaries in the center. They don't

ever move to attack you unless you get close enough, so there is plenty of

time to prepare yourself. Standard blaster battle affair. By this point I

had Improved Energy Resistance, so they didn't even hurt me. (at least until

they started using grenades, or switched to melee)

Now we're going to cut back towards where we came in, then up the cliffs

across a chasm to find the second weapon's cache. On the map you'll be going

left then down. Recover the mines, get the swag (there's two things to search

here) then go back.

Now, follow the cliffs along and down to an area with some bones. There's a

bag and a backpack here with more treasures. Now follow the cliffs along

until you get the Minefield warning. There are a couple of turret guns past

the minefield that will fire if you get close enough to the mines to recover

them. Switch everyone to a ranged weapon, and take the turrets out at range.

They can hit you as well, so use energy shielding if you don't want to take

the damage. (It's not a lot anyway) Destroy them and clear the minefield.

Head to the next area.

Czerka Excavation Site


Our goal here is to get up onto the platform we see later, but for now we

have to fight our way past the sentry droid just ahead. Keep going to find

another Merc hiding behind mines and droids. She attacks. If you sneak up,

fire from a range, or use nothing but force powers you can then disable/

recover the mines here. Go around and up the pathway.

Now you're looking at the Czerka base camp. There are mercenaries crawling

all over this thing, and if you aren't careful, your companions will run off

and get themselves killed. Take it slow and cautious and this place is cake,

but if your people get isolated, they are easy prey and you can quickly find

yourself all alone. So, keep an eye on them and stay together.

The first group of mercenaries is just ahead by some landspeeders. Move

forward, and Bao-Dur will tell you that you have to fight, and the

mercenaries will talk to you. What he says makes it sound like Czerka set you

up, sent you down here, shot your ship down and planned to collect the

bounty. Who knows. You can't bribe them, so time for battle. Standard

battle tactics against a group of blaster wielders. They aren't bad at melee,

and their leader also uses a Melee Shield.

Now, if your people start running to the next battle, follow to keep your

group together. They typically run towards the platform, which has a couple

turrets and guards as well. It's an easy battle, but if Bao-Dur or Atton

run up here all alone, they're toast. Once the platform is clear, you can

go over to the Console and let Bao-Dur use it to locate your ship. He can't

actually find it, but finds a blip in the power grid that he wants to look

at. Then he mentions that you can find a shuttle in the military base here.

Sounds good. There is also a plasteel container up here.

Down the ramp, and to the right are some more mercenaries. The last group

of mercenaries is on the opposite side of the ramp, near the mined entrance

to the military base. Only after every enemy is dead would I start looking

for remains and treasure. There is a plasteel container near the mines.

Recover the mines and enter the base.

Old Military Base



| | FF - Forcefield

-FF- C - Console

| | ID - ID Card

| C | d - door

| | W - Workbench

-FF- L - Labstation

| | S - Shuttle

------ | | Cz - Czerka Employee

| | --- ---- . - Recharging Station

| | | ID| Terminal

---dd---- --- ---- x - "Sublevel", but you

| | | | can't ever go there

| | | | HK - Damaged HK droid

| |------ | | Cs - Codes

| S || W |-------d-------

| FF FF |

| || L |------ ------

| |------ | | Reactor

| | | | /----

| | |__| / C

--- ---| --FF--

|FF d C| | |

--- ---- | |

| | --FF--

| | | |

------| |--- ---- -----

| | | |

------- ---- ----dd-----

| | ---------- | |

| | ---| |--- | |

------d--------| ---- ---- |------- ----

| Cz FF d . d FF x|

----- --------| ----dd---- |------- ----

| | ---| |--- | |

| | ----dd---- | |

---- |Cs| |dd|

---- | |



There are several annoying things about this base. First are the Poison

Grates everywhere. See that indentation on the floor right in front of you

when you walk in? Poison Grate. Whenever you step on one of these, you

set off essentially a poison mine. They're everywhere. So make sure to walk

on the "solid" ground to avoid this. Second, there are forcefields


So, walk up to the forcefield and try to do something about it. Bao-Dur will

show you that he can deactivate any Forcefield in existence. Quite handy.

He does so, and you can see the gun turrets in the next room. If you just

run for the console in the center (thus getting poisoned), you can deactivate

the turrets (with [Computer] or the ID from later). You could also try to

Sneak over there, but you just kicked the door down, so to speak. And finally

you can just fight the turrets. Since you get NO XP for doing this the non-

violent way, and you DO get XP for killing things, you should probably just

fight them. There's a Salvage Pack on one of the poison grates here.

Head up to the next forcefield, switch to Bao-Dur and take it down. There's

one droid in the hallway, and a couple more in the side passages ahead.

Search the side passages for treasures, including an ID card. Go into the

next room and through, avoiding the poison grates. There's a normal door

here, open and go through.

There are droids on both sides here. Kill them and get the salvage pack in

the middle. Follow the dead end passage all the way down for a couple of

metal cases. Once that is done, go back up and down the passage that ends in

a forcefield.

There are 6 droids/turrets in this room, arranged in two lines. If you are

Dark Side, walk to the end of one of the lines, aim a Force Lighting at the

turret at the other end of the line and you will hit 3 at once. Other than

that, just a simple blaster battle. Energy Resistance and you'll be fine.

Once that's done, be sure to hit the workbench. Bao-Dur has really high

skills and can make some good upgrades/items for you. You'll be fighting

droids for the time being, so you can upgrade with that in mind. When you're

ready, have Bao-Dur take out the next Forcefield and be on your way.

Here's the shuttle, but we can't use it yet. We need to get the codes to use

the shuttle, and open the doors to get it out. There is a deactivated droid

here, but you can't use it. Also note the giant doors at the top of this

room. A giant tank droid will be coming out this way, so keep that in mind.

I tried placing mines near the door once, but it didn't set them off.

Note: You get healed when you get close to the shuttle.

Down the lower passage, over the poison grate, (there's a safe path in the

very center of it) through the forcefield to the left and use the Security

Control to finally turn off all poison grates. Yay. Now we can walk with

impunity! Search the four lockers here for some swag. The other room here is

the bay control room, but we need to reactivate the reactor before we can use

it. So, head through the lower Security Door and down the hallway. There will

be a droid on one of the side passages that leads to a door you can't open.

There's also a salvage pack there. Get some booty.

There's a droid sharply to the left in the next room. Kill it and go through

the Military Doors ahead. Here is a Czerka employee who wants you to either

help lead him to the exit (he'll follow you out, I'd do this in Solo mode

so your party members don't get in his way), or kill him on the spot (DSP).

If you have him follow, go in straight lines, and wait for him to catch up

or he might get caught on something and fall behind. Once you get to the

very first room, he thanks you and leaves (LSP).

Dark Side path > No, I'm not.

> Why would I waste my time?

> Yes, but I could just take that now.

> Why don't I just help myself to whatever you've got.

Note: You WILL lose influence with Bao-Dur if you kill him, and you can't

remove him from your party here. However, you can select him, use

solo mode to send him far, far away, then kill the Czerka guy. Your

screen will *blip* black for a second while the game tries to get

Bao-Dur to say his line, it can't find him and nothing happens.

Sweet way to get a DSP.

There's some loot at dead-end hallway that leads away from the droid here.

You have to use a mine on the plasteel container. Now head over to the droid

in the hallway. Behind him is a forcefield, and we can see more droids

hiding behind that. Bash the forcefield with Bao-Dur, go through and bash the


The next room has even more droids, so be ready before opening the next door.

There are two droid recharger rooms on the sides here, and if you don't want

another fight later, use the console near the closed door to overload the

droid recharging station, destroying the droids there (500 XP). If you don't

overload them now, you can fight them later, get the XP for killing them, and

overload it after the fact. Through the next Security Door. Nothing in the

next room so go through, and Bao-Dur bash your way through the next


A couple hallways to ignore here. However, if you want, turn right and go

down the "lower" hallway, through the door and to the HK unit. Repair it if

you want, it follows you then blows up near the intersection. The other

hallway leads to a door to the "sublevel", but there's no way down there.

Ever. Leave it, and enter the next room. Nothing here either so go on


The small dead-end hallway to the left has some stuff in a metal case. Get

it then go up to the forcefield. You can see more gun turrets/droids in

the next room, but these ones WON'T be hostile until you turn the Reactor

back on. (I once tried placing mines near the turrets such that they would

explode once they went hostile. Didn't work, they technically never move over

the mines)

Pop the last forcefield, and go through to the reactor room. Use the console

and start the reactor, but be ready to fight those turrets in the last room.

The other two things you'll have to fight in this place on your way back is

the Tank Droid (by the shuttle) and if you didn't overload the droid

recharging station, those droids there.

Go back to the recharging station, through the now open lower doors, and

open the Security Door. Open the Footlocker to get the Datapad (Codes).

There's also a Metal Box in here.

Now go back to the Shuttle. You'll have to fight the Tank Droid here, but

it isn't that big of a deal. Use Energy Resistance, if you can, then just

hit it really hard.

Once that is dead, enter the room it was housed in to find 7 highly lootable

containers (one with the Jal Shey Neophyte Armor, typically. This is a great

armor for Jedi who want to use Force Powers in battle, it can also accept

decent upgrades like Strengthening Underlays). We're done with this place, so

now, to leave, enter the small room by the shuttle, use the console to open

the hangar doors, then go out and use the shuttle to head to... the

Telos - Hidden Base.

After you leave, the HK-50s make note of you leaving, and they send a few

units to intercept you. And they do.


5. Telos - Hidden Base :TLOSH:


Shot down, once again. What are the odds. Get up and confront those pesky

HK-50 droids that are always messing with you. You fight this battle with

Atton and Kreia, as Bao-Dur was knocked cold in the crash. The HKs use

blasters and disrupters, so you can't depend on Shields to protect you

completely. Be absolutely SURE to check their remains for:

HK Control Cluster (part 2)

Now, you can't do anything for Bao-Dur right now, so head towards the

small door in the center of the plateau.

Jedi Training Ground


A group of handmaidens confront you and ask that you put your weapons away

and come with them. You have absolutely no choice but to go with them. If you

get angry and want to kill them, you get a DSP, if you put down your

weapons immediately, you get a LSP.

You get a cutscene showing Kreia and Atton, where she learns his deep, dark

secret and uses it to manipulate him. A little background on Atris, she was

one of those responsible for your "exile," mostly because she had looked up

to you once.

This Atris dialogue is interesting because no single line makes a difference

with Light/Dark, the whole of your conversation is judged. This way it

depends on how it ends out, rather than any single thing that you say to her.

All these little things add up with her and give you the DSP or LSP ending.

So long as you don't say anything too aggressive, and can make the Persuade

check, you can get the Light Path. Feel free to say anything that fits your

chosen alignment, you should be able to get where you want. As such, it

doesn't need a dialogue map, but rather a general path. Neither of the two

paths below will get her to show you your old lightsaber. You can't get it

back from her here.

Neutral Path > I am looking for my ship so I can leave Telos.

> Look, do you have my ship or not?

> When can it be returned to me?

> All the miners were already dead!

> The Ebon Hawk isn't yours, Atris. Return it.

> I won't allow you to put me on trial again.

> Just give me my ship, and I will depart.

Light Path > Tell me what you've done with my friends first.

> It was not my intention to come here, Atris - or see you


> I'm not here to debate the Council's decision.

> I am looking for my ship so I can leave Telos.

> [Truth] Peragus destruction was an accident! <OR>

Peragus' destruction was necessary.

> Why don't you tell me?

> Why is Telos so important?

> But the Sith attacked me on Peragus - the battle destroyed

the colony.

> The Sith came for me on Peragus, to kill me.

> I don't know. Perhaps they were.

> If so, then I offer you my help. You'll need it.

> [Persuade] But I always understood war. And that's who you


> I will see what I can do.

* Even if you fail this, you're still technically on the Light

Path, it's just that Atris won't trust you enough to tell you

what to do.

The Dark Path is pretty easy to figure. Just keep saying the most violent

response, or about how you want to hurt her, finish with "you can't keep me

from my ship" and she'll banish you. You can't fight her, and you can't get

your Lightsaber back with violence.

Once all that's over, you can see there were only 2 possible LSP/DSP

situations, the one with Handmaiden when you entered, and the sum total of

how you dealt with Atris. My Jedi Sentinal hit Dark Side Mastery after

this dialogue. If this happens to you, skip talking to the Handmaiden until

after freeing everyone, as you can gain influence with Bao-Dur but gain an

LSP. The same is the case with T3, you gain influence with him at the same

time you get LSPs. I was still short of Light Side Mastery with my Jedi

Guardian, but he doesn't have the same problems a Dark Sider would have of

being forced to take the opposite alignment points here.

There are a few things to do here, and you won't be able to return here for a

very long time, and when you do return things won't be the same. Make sure to

search the place for treasures and fight the Handmaiden Sisters in duels (see

SIDEQUEST below). First, talk to any of the Handmaiden Sisters and ask about

your friends. She'll mention Atton having Echani training. Interesting, and

something to ask about later. Also ask about them all looking alike, then

about Handmaiden to learn that she has a different mother. Finally ask what

Atris is doing here, and you'll learn about artifacts. Follow that up to

learn that the "last" of the Handmaidens knows more about it. (requires a

Persuade check) Now, go around the pillar and talk to "Handmaiden" on the

other side. And although she joins you later (if you're Male), you can't

gain/lose influence with her yet.


. H1: You are the exile. The one Atris warned us about. .

. - Are you the "last" of the Handmaidens? > H-R1 .

. - I heard you know something of the relics Atris has stored here. .

. - And what did Atris say? > H2 .

. - Well, don't believe everything she says. > H2 .

. - Atris is the one you should be worried about. > H2 .

. - DSP - She was right - you're lucky I don't kill you all. > H18 .

. H-R1: I am the last of the Handmaidens, this is correct. I train so ... .

. - The others said you were easily distracted from your training. > H-R2 .

. - I heard you know something of the relics Atris has stored here. .

. > H-R10 .

. H-R2: It dishonors me they would say such a thing to an outsider... .

. - What do you mean? H-R3 .

. - I'm not sure I understand. > H-R3 .

. H-R3: There is much knowledge here, and only one of the Jedi remain... .

. - LSP - Battle is not the truth of the Jedi teachings. I believe it to .

. be the farthest thing from it. > H-R4 .

. - LSP - Combat is not the Jedi way - and it is not my way. > H-R4 .

. - Is this what occupies your thoughts? .

. - To lose those combat techniques would be tragic, indeed. > H-R4 .

. - DSP - When the methods to inflict violence on others is limited, it .

. weakens us all. > H-R4 .

. - And you would preserve it? > Handmaiden line > H-R3 responses .

. - If you are afraid of the Jedi lore being lost, why don't you try and .

. learn some of that lore? > H-R8 .

. H-R4: I know your meaning, but I have not been clear on mine... .

. - Devotion to their cause? > H-R5 .

. - LSP - Combat is not the best way to communicate with others. > H-R6 .

. - So you'd consider slaughter a means of expression? > H-R6 .

. - DSP - I agree. It shows how far you are willing to go for your .

. goals. > H-R6 .

. - DSP - Devotion? I prefer obedience. To a cause... and a master. .

. H-R5: Yes. The methods you use to meet your opponent speak truer than ... .

. - > H-R4 responses .

. H-R6: It was to the Jedi traitor Malak. It was to the Jedi traitor Revan. .

. - > discussion on Revan > back to questions .

. H-R7: If that is where one's devotion lies. When you risk pain or ... .

. - > H-R4 responses .

. H-R8: Even if I possessed the senses that the Jedi were said to have... .

. - Watch the Jedi? > Handmaiden line > H-R8 responses .

. - [Persuade] But how can you watch the Jedi effectively if you do not .

. know their ways of battle, of offense and defense? > FAIL, H-R9 .

. > SUCCEED, extra Handmaiden line, H-END .

. - [Persuade] Watching the Jedi is not about solely watching Jedi, but .

. examining their teachings, their training. One does not need to .

. practice, but to watch. > FAIL, H-R9 > SUCCEED, extra Handmaiden line,.

. H-END .

. - There can be no harm in looking. > H-R9 .

. - Research is no crime. > H-R9 .

. H-R9: I cannot disobey Atris. My loyalty is to her, and to her word. .

. - Of course it is. > Persuade options as H-R8 .

. - Is Atris always correct? > Persuade options as H-R8 .

. - Why does this Jedi knowledge interest you, if it is forbidden? .

. > H-R3 .

. - Then you are a fool. > Persuade options as H-R8 .

. H-R10: I know a little of them, yes. Much Jedi knowledge is stored ... .

. - Where is it stored? > H-R11 .

. - Can you help me obtain some of these teachings? .

. H-R11: The Jedi relics are kept by Atris, within the walls of her ... .

. - [Force Persuade] But not to me - take me there, now. > FAIL, H-R11 .

. - [Persuade] But surely they are not forbidden to Jedi such as .

. myself. > FAIL, H-R11 (you can't succeed here, or above) .

. - Where did these relics come from? > Handmaiden line > H-R11 .

. - So you have never seen them? > H-R12 .

. H-R12: I have seen a few of them, yes. They were not always in Atris... .

. - Can you tell me about the ones you saw? > H-R13 .

. - > other H-R11 responses .

. H-R13: There were many relics... among them small cubes, warm to the ... .

. - > Intersting lines if Kreia is in the party > K-R11 responses .

. H2: She said you betrayed the Jedi by going to war when it was ... .

. - Oh? > H3 .

. - She's just teasing you. I'm really not a bad guy. (or "like a sister").

. > H3 .

. - She's... exaggerating. > H3 .

. - LSP - I went to war to protect others, not to fight. > H3 .

. - Going to war was necessary. > H3 .

. - DSP - There was glory in battle - and none among the Jedi. > H3 .

. - I don't want to talk about it. > H3 .

. - I would like to ask you something. > H13 .

. - Never mind. I'll be going now. > H-END .

. H3: That is not all she says. She says you know nothing of loyalty to... .

. - And why was that? > H4 .

. - What? Dark side? > H4 .

. - (If Light Sided) I do not walk the path of the dark side. > H4 .

. - I haven't completely fallen to the dark side - yet. > H4 .

. - (If Dark Sided) Falling to the dark side came after. > H4 .

. H4: Atris says that you fell to the dark side in the Mandalorian Wars... .

. - So why didn't I keep fighting in the Jedi Civil War? > H5 .

. - That doesn't explain why I stopped fighting after the Mandalorian .

. Wars. > H5 .

. - If that were the case, I would have fought in the Jedi Civil War. > H5.

. H5: Atris says when the dark lord Revan returned to the Republic, you... .

. - Anything else? > H6 .

. - That is untrue, but Atris is entitled to her opinion. > H6 .

. - The Force aside, I was tempted to attack the Jedi, but I didn't. > H12.

. - I did not march with Revan because it was my choice. > H12 .

. H6: I believe that is the extent of her expressed feelings toward you... .

. - Expressed feelings? > H7 .

. H7: Yes. It is difficult sometimes for others to truly speak their... .

. - What do you think Atris' heart says? > H8 .

. - So Atris does not know her own heart? > H8 .

. - Are you saying Atris could be wrong about me? > H8 .

. H8: Without having seen you and Atris fight, I cannot say... .

. - LSP - Well, I have no wish to fight Atris. > H9 .

. - If I fought Atris, then that might make the truth come out? > H10 .

. - DSP - So if I crushed Atris' skull into the floor, that might get to .

. the heart of the matter? > H11 .

. H9: Then her expressed feelings will have to suffice. > back to questions .

. H10: Perhaps. It may prove truer than conversing with words... .

. - > back to questions .

. H11: I do not think the battle would go as you describe, but in... .

. H12: So it was a matter of choice, then. If Atris has erred in her... .

. - Did Atris say anything else? > H6 .

. - I'd rather jab myself with a Bothan stunner. What else did she accuse .

. me of? > H6 .

. H13: You may ask. .

. - You said Atris warned you about me? What did she say? > H2 .

. - You look... different than the other women here. > H14 .

. - DSP - Why does Atris allow me to walk freely? I could kill you all, .

. easily. .

. H14: I honor the face of my mother. It is not something spoken of in... .

. - So you have a different mother... but the same father? > H17 .

. - LSP - I apologize. I meant no offense. > H15 .

. H15: There is no need to apologize. You were merely remarking on... .

. - Is it a sensitive subject? > H16 .

. H16: It is not a sensitive subject, but a subject that requires trust... .

. - > back to H14 .

. H17: I do not wish to discuss it. If there is something else you... .

. - LSP - I apologize. I meant no offense. > H15 .

. - Is it a sensitive subject? > H16 .

. H18: I am aware of this. I do not doubt your combat prowess, as my... .

. - Your flattery means nothing to me. > H19 .

. - Remember that if you seek to challenge me. > H22 .

. - You are right to fear me. > H24 .

. - Half-sisters? I thought you looked different than the other women .

. here. > H14 .

. H19: I did not mean to praise you with my words. Perhaps it is your... .

. - Then you sought to insult me? > H20 .

. - Perhaps you need to be put in your place. > H21 .

. - Is it a fight you seek? > H21 .

. H20: Again, you have twisted my words to attempt to provoke me. That... .

. - > back to H19 .

. H21: The Echani believe you cannot truly know the heart of another ... .

. - > back to questions .

. H22: I will, exile. In truth, I do wish to challenge you. .

. - What? Why? > H21 .

. - Did Atris put you up to this? > H23 .

. H23: No, Atris has no bearing on this request. In fact, I think she ... .

. - > back to H21 .

. H24: I do not fear you. My words have been misinterpreted and need to ... .

. - > back to H19 .

. H-END: Before you go, exile... question for you, if I may ask it... .

. - It is a difficult thing to describe. > H-END1 .

. - I only know what its loss feels like. > H-END2 .

. - I don't want to talk about it. > H-END1 .

. H-END1: Please, I wish to know. .

. - > Various similar options, Kreia can add information .

. H-END2: Then tell me of its absence. .

. - > Various similar options, Kreia can add information .


If you're male, then when you leave here, you'll soon find Handmaiden on your

ship. If you're female she never joins you, instead you get the Disciple,

who is found in the Enclave Sublevel, Dantooine.

Time to bust our crew out of their current jail. Go out either door on the

corners and take the path that leads over such that you are just "left" from

Handmaiden (on the map). The second you open the door, Kreia initiates



. K1: Did you find what you came for? .

. - [Wisdom - No REQ] - That depends. What was I supposed to find .

. here? > K2 .

. - A woman from my past has made this place her home. I did not expect .

. to see her again. > K2 .

. - Not exactly. We've been ordered to leave. > K2 .

. - I think so, but we have to go now. > K2 .

. - Yes, our ship will be returned to us. > K2 .

. K2: There was something from your past here - something unresolved... .

. - The woman here is a Jedi, Atris, one of the Council. > K3 .

. - She was one of the Council who cast me out of the Order... and wanted .

. to punish me even further. > K5 .

. - DSP - She means me harm. I may have to kill her. > K4 .

. - Well, I wouldn't exactly call her charming. > different line > K5 .

. - Stay out of my head, or I'll remove yours. > different line > K5 .

. - It's none of your business. > different line > K5 .

. - Let's just leave. > K-ATTON .

. K3: There is a Jedi here, in that you may be correct... .

. - Atris plans to heal the galaxy, then rebuild the Order. > K6 .

. - Aren't the Handmaidens students? > K7 .

. - Those who cannot feel the Force? > K7 .

. - DSP - She means me harm. I may have to kill her. > K4 .

. - Look, we need to leave, so let's go. > K-ATTON .

. K4: Ah, killing such a one could prove difficult and unwise... .

. - How would you kill her, if you had to? > K9 .

. - You're cunning. How would you end such a ... distraction? > K9 .

. - Are you done? > K-ATTON .

. - I've heard enough, let's go. > K-ATTON .

. - Let's just leave. > K-ATTON .

. K5: Ah, I see it now. The act has left its marks... the enemies we face. .

. - The woman here is a Jedi, Atris, one of the Council. > K3 .

. - Are you done? > K-ATTON .

. - I've heard enough, let's go. > K-ATTON .

. - Let's just leave. > K-ATTON .

. K6: Plans are fragile things and life often... cannot feel the Force. .

. - > K3 responses .

. K7: (Yes...) No... her servants are not Jedi. Their minds are walls... .

. - How do you know that? Were you reading their minds? > K8 .

. - Did you try to use Jedi mind tricks on them? > K8 .

. - > K3 responses .

. K8: Invade the mind of another? It is not something done carelessly... .

. - > K3 responses .

. K9: Direct action is not always the best way. It is a far greater... .

. - And what is her weakness? > K10 .

. - Anything else useless to say, or are you done? > K-ATTON .

. - Your doubletalk is starting to anger me. Speak plainly. > K10 .

. - I've heard enough, let's go. > K-ATTON .

. - Let's just leave. > K-ATTON .

. K10: Why you, of course. You are the gravity around which all her... .

. - I did not realize I had... affected her so deeply. > K11 .

. - Anything else useless to say, or are you done? > K-ATTON .

. - I will consider this. For now, let us go. > K-ATTON .

. K11: Oh, yes. Natural leaders do such things to followers... .

. - > K10 responses .

. K-ATTON: Very well, let us depart. Atton: Enhhhhhhh... .

. - Is Atton okay? He looks out cold. > K-ATTON2 .

. - What happened to Atton? > K-ATTON2 .

. - I'll shut down the cells and get you out of there. > K-ATTON2 .

. K-ATTON2: He is only sleeping - it seems the journey here has fatigued... .

. - He can sleep on the ship. Let's go. > END .

. - All right, then. Let me free you. > END .

. - I'll shut down the cells and get you out of there. > END .


Immediately, Bao-Dur gets up and talks to you. There is no way to avoid the

LSP and get the +INF+ as well. Usually when that happens, I just take the

Light. When playing Dark, there are always more DSPs to be found. Your

conversation with Bao-Dur determines your party.


. BD1: I... am sorry, General. I must have lost consciousness in the crash. .

. - +INF+ LSP - There is nothing to apologize for. Are you sure you're .

. okay? > BD2 .

. - -INF- DSP - I have no use for a soldier who falls at the first sign .

. of combat. Be on your guard in the future. > BD2 .

. - -INF- DSP - We could have used you earlier when we were ambushed. Do .

. not fail me again. > BD2 .

. BD2: (reply to BD1, then) What is this place? Where are we? .

. - A Jedi academy - concealed on the northern pole of Telos. > BD3 .

. - Not now, no telling who might be listening. > BD4 .

. - Just get to the ship, we can talk later. > END .

. BD3: This must be where I detected the energy readings before... .

. - -INF- DSP - This'll be your new home if your wounds slow me down. .

. Understand? > BD4 .

. - Are you well enough to travel? > BD4 .

. - Keep silent, no telling who might be listening. > END .

. - Just get to the ship, we can talk later. > END .

. BD4: Of course, General. If you wish, I may travel with you or join... .

. - Come with me, then. I could use the help > END .

. - -INF- DSP - Just go to the ship - I will deal with your failure .

. later. > END .

. - Meet me at the ship and prep it for launch. We're leaving as soon as .

. we can. > END .


After the dialogue with Bao-Dur, my Jedi Guardian finally hit Light Side


You can also talk to Atton for a LSP and +INF+ (they can't be separated) if

you already learned about his Echani training from a Handmaiden Sister.

Talk to him once, but stop the conversation instantly. Talk to him again and


Light Path > I would have thought your Echani training would allow you to

recover faster.

> When we met those Handmaidens at the entrance, you dropped

into an Echani combat stance. Where did you learn that?

> I was just asking - no harm meant. I just thought it could be

an asset.

Ironically if you use [Persuade] to say it, you gain and lose influence at

the same time. The above lines are the only way to simply gain influence.

You can also badger him further, or [Force Persuade] for a DSP and -INF-.

Now you can search the plasteel container nearby for items. You can find

the dorms by going through the lower passageway, there are some containers

you can search there. There are also some containers in the small room

connecting the top prison tunnel to the main hub. Your ship is reached by

going up and left (as seen on the map). You'll find T3 held in a small


T3, like Bao-Dur, will gain Influence almost exclusively with Light Side

Points (LSPs). Or you can say mean things and just get DSPs (and occasionally

lose influence). Even if I'm playing Dark Side, I'd just take one of the

options that gives Influence and deal with the LSP. After asking how he is,

you can pick one of these:

> It wasn't your fault they took the ship, T3. (LSP, +INF+)

> Look, I'm just glad I found you. (LSP, +INF+)

> Then fight next time someone tries to take the ship. (DSP)

> Don't waste my time with excuses. (DSP, -INF-)

He also tells you that Atris had been downloading from his memory.

Interesting... Search this room for treasures. There is a workbench and a

Lab Station here. Make sure your items are all up to date, and that you have

the best upgrades you can make.

If you're done here, head right, down the ramp, search the bay around for

containers with treasures, then onto your ship.

SIDEQUEST: The Handmaiden Sister Battles

Talk to any of the Handmaidens (except "The" Handmaiden) and ask to fight.

You might think this leads to a fight right there and some darkness, but

apparently they take it to mean sparring. You are taken to their dormitory,

stripped naked (only armor is removed), and told to fight without a weapon.

Jedi are pretty decent in hand-to-hand, but you can't use powers or stims

either. Finally you can't leave the battle mat, if you do, you forfeit.

First you fight one on one in hand-to-hand.

Second you fight one on one with melee weapons as well.

Third you can fight one on one with melee weapons and force powers as well.

Fourth is a two one one battle with weapons and force powers allowed.

Finally you can fight five on one with weapons and force powers allowed.*

* You can only do this last fight once, whether you win or lose.

Basic Strategy: Don't bother using Force Powers or Stims before talking to

a Sister, they won't last into the fight. Whether you win these fights is

largely dependent on your character and his or her fighting abilties. If

you are a Consular with 10 STR, DEX and CON, you should skip this. But a

Sentinal or Guardian with at least 12 or 14 in these fighting skills should

be OK. For all battles but the first, you can use a weapon. There is a

workbench out near the Ebon Hawk that you can use to make a new weapon

(such as a Vibro Doublesword) and upgrade a weapon as well. Also, they

don't restrict other equipable items, such as implants, shields, belts,

etc. Check to see if you have the best combat items equipped by removing

them from your companions.

Once in the battle, you can try using Melee shields, as this will keep

their attacks from reaching you for a time. When they allow Force Powers,

you can try using Force Barrier (if you have it) or anything in the Speed

family to give yourself a bonus. Dark Siders can use Force Lightning, but

to get the best effect in the final battle, you have to get them all on

one side of you, and you will get hit while you move. If you have a good

WIS and CHA your Force Powers that affect groups, such as Insanity/Horror

and Stasis can help.

Tips: The Echani Handmaidens also get disqualified if they step off the

mat. Using this, at the start of the battle, immediately run around

the small group of maidens and get up your melee shield. Now, there

is a chance that the maidens in the back will bump into each other

trying to follow you, knocking themselves off the mat, and out of

the match.

If you have Force Whirlwind you can use that to knock all the

other Handmaidens off the mat for another easy win. (from Dean Li)

Note: You might think to plant mines around the battle mat to give

yourself an edge. Don't. It does nothing.

Once you win all the fights you get 750 XP.


6. The Ebon Hawk :TEBHK:


Once aboard the Hawk, you blast off from Telos. T3 reveals that he stole a

copy of your sentencing from the Council, and you get to watch it in all

its glory. That means you participate. Despite what you might think, there

are no Light or Dark options here, so say what you want. Be defiant.

After that, T3 shows you a list of the Jedi Masters, and their current

known locations. Useful in either finding them to unite them back at

Dantooine (the Light way) or in hunting down and killing them (the Dark


At about this point, Male characters will have the Handmaiden show up to

join you. To gain +INF+ with her (2 times) say these lines:

> +INF+ I will take whatever help I can get.

> +INF+ Look, forget Atton. Take the regular quarters, we have enough room.


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 is a Soldier now, but with the right Influence, could become

a Jedi Guardian later. To get her to become a Jedi, you need Influence,

but you also need to Spar with her at three different times (you need to

gain a level). Also, if you spar with her and the battle never ends, then

don't fight there. Go to another planet and fight there. Soldiers and

Jedi Guardians are roughly equal in all respects, except Guardians,

obviously, have the Force. Hold her level at 6 until you manage to get

her turned into a Jedi. Then you can level her up just fine.

After that (and another Load screen) Bao-Dur will offer to help you make a

new Lightsaber, once you can get the parts to do so.

There might also be exchanges between party members. This is actually a

common occurrence, and happens almost everytime you re-enter the Ebon Hawk.

This sometimes can have some benefits, such as letting Bao-Dur do some

repairs on T3 (+2 CON).

From here you can either talk to companions again, or head onwards to

the next planet. I typically save Korriban for last, but other than that

the order doesn't matter. I would absolutely NOT do Onderon last, as that

might make your game difficult to complete. The walkthrough will be going

to Dantooine first to build and upgrade our lightsaber, then Nar Shaddaa,

Onderon and finally Korriban.

Note: Whichever planet you choose, you will find all the Lightsaber parts

there, and fairly soon. To me, the quickest is Dantooine and Nar

Shaddaa, and then Onderon (Dxun).

Note: If you killed the Escaped Criminals on Telos, you can go back to

Grenn at Telos-Citadel Station for a 200 Credit reward.

You can add the HK part we got at Telos to HK-47, but you still need two

parts to finish him.

Go talk to Kreia. Just an easy Light/Dark option here, but there will be a

lot more with her later. You can also do her earlier dialogues (see the

dialogue map at the Telos - Citadel Station section). You can also ask

about her eyes, but this doesn't go anywhere until after Visas appears.

If you are at or near Dark Side Master, talk to T3 before Kreia, do his

upgrades (LSPs), then come back to Kreia to get the DSP. The first dialogue

here doesn't always come up, if your Influence is too high it won't.


. K1: How many more do we intend to gather to us? This ship is not ... .

. - As many as want to come with us and help us. > K2 .

. - Only as many as I need - and only as many as will sacrifice .

. themselves to me. > K2 .

. - It is not my fault if they follow me. > different line > K2 .

. K2: Then prepare for an army, I think, for it seems many more will ... .

. - I'm no leader. > different line > K3 .

. - LSP - They're my friends, not my followers. > K4 .

. - What makes you think they obey me? > K3 .

. - DSP - I deserve such obedience - from them and you. .

. K3: Because I am not blind, that is why. I see what they see, hear ... .

. - Does the fact they obey me upset you? > K5 .

. - Why are you angry? > K5 .

. - How do you know that? > K5 .

. K4: Do not cloak one word within another. Friends. Do friends not ... .

. - LSP - They are your friends, too - maybe you could learn to see them .

. that way, rather than as followers. > line > K2 responses .

. - > other K2 responses .

. K5: I know many things, and I know what I am not - I am no leader... .

. - No, what? > K6 .

. - I've noticed their behavior is changing - Atton, especially. .

. > line about companions > K6 .

. - Is something happening to them? > K6 .

. K6: They echo you, either fighting or surrendering to their feelings... .

. - LSP - They are my friends, not tools. > K7 .

. - DSP - You have a point. I will reflect upon this. > K7 .

. - And what about you? > line > K6 responses .

. K7: I care not which of the words you use, as long as you make use of ... .

. - What do you mean? > INFLUENCE Check > SUCCESS, K8 > FAIL, questions .

. - I had other questions. > to general questions .

. - I've heard enough. Forget this. > END .

. K8: [Influence: Success] Have you never asked yourself how Revan took... .

. - Because she/he was a leader? > K9 .

. - She/He was a powerful presence - there was little one did not believe .

. when she/he spoke it with conviction. > K9 .

. - War makes bonds, it cannot be denied. > K9 .

. K9: Ah, but to make officers turn on their own people, to bomb innocent....

. - They came from the Sith empire. > K10 .

. - I thought teachings of the Sith came from Korriban. > K10 .

. - I do not know, and I do not care. > END .

. K10: Oh, did they? No, Revan met no Sith empire, yet she/he learned ... .

. - Do you have any ideas? > line > back to questions .


Then talk to her again.


. K1: Yes? Have you come with questions? .

. - I want you to teach me more about the Force. > K2 .

. - > other options .

. K2: Very well. What is it that drives you? .

. - I want to build a lightsaber. > K3 .

. - > other options .

. K3: Indeed? A Jedi tool - and a Sith weapon. And why do you need ... .

. - LSP - To defend you and my allies. > K4 .

. - LSP - Because I feel naked without it. > K4 .

. - DSP - It represents power - and it can help me slaughter enemies .

. quicker, faster. > K4 .

. - (If Light Sided) LSP - The lightsaber is a symbol of the Jedi. It .

. inspires others, gives them hope. > K4 .

. - (If Dark Sided) DSP - A lightsaber is the most powerful weapon a .

. Sith can wield - that is reason enough. > K4 .

. K4: Then listen to me. There is much weight, much craving attached ... .

. - But how do I make one? > K5 .

. K5: The knowledge has already been imparted to you... .

. - back to questions .


We'll be talking to Kreia again after Visas joins. For now, if you have good

Computer and Repair skills, find and talk to T3. He moves between the

Hyperdrive and the Security Room. Also to get him to let you do his repairs,

you need Influence, and all his Influencing dialogues also lead to Light Side

Points (LSPs).


. T3-1: Dee-deet? .

. - Could you please stop moving around the ship? It's hard to find you..

. > keeps T3 in one place, back to questions .

. - How's the Ebon Hawk? > T3-2 .

. - [Intelligence - 16 REQ] How did you get here, T3? > T3-3 .

. - T3, can you give me a list of the Jedi Masters again? > shows Jedi .

. Masters > back to questions .

. - You look like you've suffered a lot of damage over the years. .

. > T3UP1 .

. - [Computer] I might be able to upgrade your memory core. > INFLUENCE .

. CHECK > T3UP2 .

. - [Repair] You look like you're in need of some routine maintenance. .


. - (Available after the first is done) [Computer] Mind if I try to .

. - upgrade your memory core again? > INFLUENCE CHECK > T3UP2 .

. - (Available after the first is done) [Repair] Ready for some more .

. routine maintenance? > INFLUENCE CHECK > T3UP2 .

. - (Available after the first two are done) [Computer] I'd like to .

. upgrade your core again. > INFLUENCE CHECK > T3UP2 .

. - (Available after the first two are done) [Repair] Maybe some .

. advanced maintenance is in order. > INFLUENCE CHECK > T3UP2 .

. - (Last one in the chain) [Computer/Repair] Do you mind if I try .

. working on you one last time? I keep feeling like there's something .

. I'm missing. > INFLUENCE CHECK > T3UP2 .

. - > normal T3 options .

. T3-2: Bee-reet, deet! Dee-ree-deet. .

. - +INF+ LSP - Good job - glad to hear it. > back to questions .

. - +INF+ LSP - T3, I really appreciate your help. > back to questions .

. - -INF- DSP - Keep up the routine maintenance. If something goes .

. wrong, I'll hold you responsible. > back to questions .

. - -INF- DSP - Just be sure it stays that way, or we'll be using you .

. for spare parts. > back to questions .

. T3-3: Dee-reet? Deet? .

. - [Computer] You're deliberately avoiding answering - why? > T3-4 .

. - > other options .

. T3-4: Dwoooooo. .

. - +INF+ LSP - [Computer] Let me check your core. I'll be careful, I .

. promise. > T3-5 .

. - -INF- DSP - [Computer] That does it. I'm going to rip out your .

. module and get some answers. > T3-5 .

. T3-5: Beee-deet, bee-reeeet! Deeet, deet! .

. - +INF+ LSP - I want to make sure you're all right. Just let me .

. check, all right? > FAIL, back to questions > SUCCEED, CUTSCENE .

. - -INF- DSP - I don't care what damage it could cause - I want to know.

. what you're hiding. > FAIL, back to questions > SUCCEED, CUTSCENE .

. CUTSCENE: (T3 now shows you a Holovid of either Bastila or Carth .

. explaining what happened to Revan... and Carth if Revan was .

. Dark Side) .

. .

. Female Revan > Carth .

. Male Revan > Bastila .

. - Friend of yours? > T3C1 .

. - Is that message what you were trying to hide? > CUTSCENE responses .

. - Who was the person the hologram was talking about? > T3C2 .

. - So this help you came in search of - you came in search of me. .

. > T3C4 .

. - That message doesn't tell me where the Ebon Hawk came from. > T3C6 .

. T3C1: Bee-deet. Dee... deet, dee-reeet, deet. Deet.... deet. .

. - > brief dialogue, then back to > CUTSCENE responses .

. T3C2: Bee-deet? Deet. .

. - Another missing friend? > T3C3 .

. T3C3: Dee... deet. Deet. .

. - What happened to your old friend/master? Why aren't you with .

. him/her? > T3 explains what happened, some responses > END .

. T3C4: Dee, deet. .

. - But why me? I was powerless, defenseless. > T3C5 .

. - So you found me in my weakened state and placed me in danger. You .

. could have gotten me killed. > T3C5 .

. T3C5: Dee-deet. .

. - +INF+ I'm honored, T3. I will do what I can to stop this threat. .

. > CUTSCENE responses .

. - -INF- When this journey is done, you will pay for what you have .

. done, and for all you have put me through. > CUTSCENE responses .

. T3C6: (T3 has deleted his own data, you respond a couple times, then) .

. Deet. Deet. .

. - +INF+ LSP - Don't be sorry - maybe you had a good reason, or were .

. trying to protect someone. > CUTSCENE responses .

. - -INF- DSP - Save your apologies for someone who cares. Just don't .

. delete anything else unless I order you to. > CUTSCENE responses .

. T3UP1: (T3) How much damage? (T3) So you lost a lot of programs in your .

. behavior core - in addition to the damage to your frame? (T3) .

. - +INF+ LSP - Well, I'm sure you'll gain that skill back. I'm glad .

. to have you along. > creates first UPGRADE options .

. - -INF- DSP - Pray you don't lose any more of your functionality, or .

. I'll sell you for parts. > creates first UPGRADE options .

. T3UP2: [Influence: Success] Dee... deet. .

. - > If you skill is sufficient, T3 gains an upgrade, if not he makes .

. a loud annoying noise. You can always try again later unless you .

. lose Influence. .


The Influence checks are minor, having any should be sufficient.

Assuming you can get them in the dialogue above, the T3 upgrades are:

(what you say after choosing to upgrade, whether "this will be over quick"

or "let's just tear off this panel" don't matter here, although they do

matter when you do the INT check to get the hologram)

[Computer, 1st time] +1 INT, 250 XP

[Computer, 2nd time] +1 INT, 500 XP

[Computer, 3rd time] +1 INT, +1 WIS, 750 XP

[Repair, 1st time] +1 CON, 250 XP

[Repair, 2nd time] +1 DEX, 500 XP

[Repair, 3rd time] +1 DEX, +1 CON, 750 XP

After all that, you can try to [Computer/Repair] one last time, but this

one gives YOU the bonus:

[Computer/Repair, final] Exile gets +1 WIS, +10 Force Points, 1750 XP

When you're ready, head to the Galaxy map, and off to Dantooine! (or

another planet)


Whatever planet you go to, if you've seen the Visas cutscene, the next time

you enter the Ebon Hawk, you will have to deal with Visas. So, before

entering your ship, use an Energy Shield, then go to the Starboard Dormitory

and there she'll be. She ignites her lightsaber and attacks. If you don't

have good combat skills, this can be a difficult battle, but the best

strategy is simply using the Energy Shield. Once she gets to about halfway,

you "cut" her lightsaber and she drops.

The conversation with her, Atton and Disciple/Handmaiden (if applicable) is

loaded with Light/Dark Side Points (LSP/DSP) and Influence (INF) galore.

You can't influence Visas from here, but her alignment will closely match

yours anyway.


. V1: My life... for yours. .

. - LSP - I will not kill you. > V2 .

. - LSP - Arise - but do not attack me again. > V4 .

. - DSP - And what have you to offer more than your life? > V3 .

. - DSP - You pledge yourself to me? > V3 .

. - DSP - I am in need of servants, not corpses. > V3 .

. V2: You *must.* The alternative is only another death... .

. - LSP - I do not kill a helpless opponent. > V3 .

. - LSP - Look, you're wounded. Stand, let me get you to the medbay. > V3 .

. - Yeah? I don't really care what you want, since you tried to jam a .

. lightsaber into my skull. > V4 .

. - DSP - You may still die at my hands if you don't answer my .

. questions. > V5 .

. - DSP - We'll see if you survive my interrogation. > V5 .

. V3: I... have nothing to offer you. Your strength is superior... .

. - > MED1 .

. V4: *Kill* me, I beg you. I... it was not my wish to challenge you... .

. - I will not kill you. > V3 .

. V5: I will do as you ask... but I fear the answers you seek of me... .

. - > MED1 .

. MED1: Atton: Now I've seen everything. This woman... she's a Miraluka... .

. - What's a Miraluka? > MED2 .

. - Is her kind rare? > MED4 .

. - LSP - Is she going to be all right? > MED7 .

. - DSP - Will she recover? I have uses for her. > MED7 .

. MED2: Atton: ... I'm not sure how you'd go about killing one... .

. - Killing one? > MED3 .

. - > other MED1 responses .

. MED3: Atton: Just mentioning it - she looks like she's suffered enough... .

. - > other MED1 responses .

. MED4: Atton: I heard they had a colony on the Mid Rim, almost halfway... .

. - Maybe she knows. > MED5 .

. - > other MED1 responses .

. MED5: Atton: Well, it *was* a planet of her people. If they see ... .

. - See through the Force? > MED6 .

. - That's a cheerful thought. > MED6 .

. - I'm more inclined to think plague. > MED6 .

. MED6: They claim to see on a higher plane than we do, you know, the ... .

. - > back to MED1 responses .

. MED7: Well, some of her wounds are pretty bad - looks like she was ... .

. - LSP - If her condition changes, let me know - I didn't want to hurt .

. her. > INT1 .

. - Let me know when she awakens. I have questions for her. > INT1 .

. - DSP - I only want her to live long enough for the interrogation. .

. > INT1 .

. INT1: (If Handmaiden is in party) She is a threat to us. .

. - LSP - I won't harm her, if that's what you're asking. > line > END .

. - -INF- I trust her more than I trust you. > line > END .

. - -INF- She is useful, and I do not mean to kill her yet. > line > END .

. INT1: (If Disciple is in party) You spared her. .

. - LSP - I don't believe in killing prisoners - or the wounded. > line .

. > END .

. - -INF- I trust her more than I trust you. > line > END .

. - DSP - She is useful, and I do not mean to kill her yet. > line > END .

. INT1: (If neither is in party) > END .


After that, you actually get a Vision of Visas, whatever LSPs/DSPs you

earned, some +INF+ with Visas and the:

Lightsaber Emitter Fixture (part 2 of 3)

So, you should now have two lightsaber parts, there are two more left to

get, the crystal and the final part.


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 will immediately level up once you get outside with her. Visas

should immediately start working on Security, as there might come a time

when she needs it. I'd also stop working on Stealth and Awareness, but

keep up Treat Injury. Visas isn't into strength, so the first feat she

should take is Finesse Lightsabers. Now you just need to find her a

Lightsaber. She's already started on Two Weapon and Flurry, so keep

those up as well, then give her a double-bladed lightsaber, or two

lightsabers as you find them. As for Force Powers, she will do really

well with the Dark Side powers, such as Shock and Horror, so keep

working on those if you are Dark Side. If not, you may have to start

working on Light Side powers, but she'll be several levels behind having

used up early level powers on Dark Side. Burst of Speed is a good choice

as it is neither light nor dark.

Now Visas has joined your party. If you are going Dark Side, put off talking

to her until after you gain your Prestige Class, as everything in her

dialogue that gains +INF+ also gives LSPs. If you are going light side, you

will easily max out her Influence in one conversation. SAVE IT, then it is

time to talk to her. Force Sight, 500 XP, +10 Maximum Force Points.

Note: We save it because the chance to get Force Sight only comes up once.

If you ask "How do you see through the Force" and fail the INFLUENCE

check, then leave the dialogue, you then can't get it back. It only

appears once.

You have to increase your standing with Visas at least 4 times before

she will teach you Force Sight. It does not all need to be in this

dialogue, there are other ways to do it.

Also note, if you do all the Light Side options in her conversation,

it is enough to take you from Dark Side Mastery to not even showing

the final stages of Dark Side (you lose the grey, ugly skin, but

keep the "severe" look).


. V1: My life for yours. .

. - +INF+ LSP - Are you all right? > V2 .

. - How did you find me? > V6 .

. - Who sent you? > V7 .

. - I had questions for you. > VQ1 .

. - Never mind. I'll be going now. > V-END (if INFLUENCE is high) .

. V2: I am able to serve. If we enter battle, I will fight and die ... .

. - That's not what I asked. I asked if you were all right. > V3 .

. - > other V1 responses .

. V3: I... I have not heard that question in some time. My flesh is... .

. - +INF+ LSP - I didn't mean to hurt you. > V4 .

. - +INF+ LSP - In medbay, I... we... noticed you have scars. Who hurt .

. you? > V5 .

. - > other V1 responses .

. V4: I know. And I fear that others will see the mercy in your actions... .

. - > V3 responses .

. V5: The scars are many, and the causes equally so. It is of no importance..

. - > V3 responses .

. V6: I... felt you, heard you, through the Force. It was like a sound... .

. - > V1 responses, remove "Are you all right" .

. V7: I serve my Master. I am an emissary, a scout.... .

. - I need to know where I can find your Master. > V8 .

. - > other V1 responses .

. V8: You cannot. His vessel roams the borders of known space, and even ... .

. - Ready? > V9 .

. - You are in no position to "permit" anything. > V9 .

. V9: If I bring you before my Master, untested, without your potential ... .

. - I am ready to confront him now. > V10 .

. - +INF+ LSP - My life is unimportant - your Master threatens more than .

. just me. > V11 .

. - -INF- DSP - I will decide when I am ready, and I command you to bring .

. me before him. > V15 .

. - -INF- DSP - I order you to take me to him. > V15 .

. V10: You will meet my master. It is inevitable, I have... seen it. .

. - Why are you doing this for me? > V12 .

. - > other V9 responses + V1 responses .

. V11: I cannot - I will not. I would die first, and gladly, to preserve... .

. - LSP - If he is behind what has befallen the Jedi, then he must be .

. stopped. > V10 .

. - -INF- DSP - I need to find him and kill him before he is a threat to .

. my power. > V10 .

. - > other V9 responses + V1 responses .

. V12: There is a... a greatness in you, a greatness that does not stem... .

. - If your master has trouble detecting me, how are you able to do it? .

. > V13 .

. - > other V9 + V1 responses .

. V13: There is much I see my Master cannot. I fear it is because of my... .

. - Where are your people, your world, now? > INFLUENCE Check > FAIL, V14 .


. - > other V9 + V1 responses .

. V14: They are... gone. There's nothing more that I can say. > V1 .

. V15: It is a choice that can be made by neither one of us. .

. - > back to V9 responses .

. VQ1: I will answer what I can, but my answers may prove useless to you. .

. - Tell me about your homeworld. > INFLUENCE CHECK > VQ2 .

. - Was your Master the one sent to Peragus? > VQ14 .

. - Was your Master behind the destruction of Peragus? > VQ15 .

. - I have heard your species is blind. How are you able to see? > VQ16 .

. - How do you see through the Force? > INFLUENCE CHECK (4 increases req.).

. > VQ20 .

. - Never mind. I'll be going now. > V-END .

. VQ2: [Influence: Success] It is not a subject which I have spoken of ... .

. - How did your master destroy your homeworld? To kill on such a scale....

. it's impossible. > VQ3 .

. - Why did your Master destroy Katarr? > VQ4 .

. - How was it destroyed? > VQ7 .

. - I have seen similar acts of destruction... at Malachor. > VQ13 .

. VQ3: It was not a thing done with machines or weapons. The Force is ... .

. - Why did your Master destroy Katarr? > VQ4 .

. VQ4: The Jedi, the last Council of the Jedi, came to our world to... .

. - Why did the Jedi meet on Katarr? > VQ5 .

. - He attacked it because the Jedi had gone there? > VQ6 .

. VQ5: They hoped to see the threat that had been stalking them.... .

. - > VQ4 responses .

. VQ6: He cannot deny his hunger for long - and any gathering of Jedi... .

. - [Wisdom] Or it may starve him... make him more desperate. > VQ4 .

. - [Intelligence] Or it may starve him... and make him more desperate. .

. > VQ4 .

. - > VQ4 responses .

. VQ7: The planet was not destroyed, it remains... it orbits, dead in ... .

. - If your homeworld was destroyed, how did you survive? > VQ8 .

. - > other VQ2 responses .

. VQ8: I am not certain I did. I was there when the planet died... .

. - if everything suddenly went silent. > VQ9 .

. - > other VQ2 responses .

. VQ9: I imagine there are worse deaths, worse pain. But if there are... .

. - You were the only survivor? > VQ10 .

. VQ10: I still wonder what would have happened if I had died ... .

. - He made you see? > VQ11 .

. VQ11: To this galaxy, my world, absent the currents and spectrums ... .

. - And why did your Master show you this? > VQ12 .

. VQ12: He showed me to make me believe in his cause... .

. - > VQ2 responses .

. VQ13: I have heard tales of Malachor. It is said that many of my ... .

. - > VQ7 responses .

. VQ14: I am not familiar with the place you speak of - my Master has ... .

. - What do you mean? > VQ15 .

. VQ15: There are many factions within the Sith, all seeking to take ... .

. - > back to questions .

. VQ16: My people once had the power to perceive events, to *see* ... .

. - You sound as if that sight is lost to you. > VQ17 .

. - I understand. > back to questions .

. VQ17: My sight has been... damaged. What I have taught you - it is not... .

. - > INFLUENCE CHECK (increased 3 times) > FAIL, return to questions .

. > SUCCEED, VQ18 .

. VQ18: [Influence: Success] My master - when he showed me my world... .

. - +INF+ LSP - When one endures, it gives hope to others - and themselves.

. > VQ19 .

. - -INF- DSP - There is no gift in pain - except the gift of strength. .

. > VQ19 .

. VQ19: Only when one suffers do certain truths become evident ... .

. - > return to questions .

. VQ20: [Influence: Success] If you wish to know, perhaps it is ... .

. - > Teaches you FORCE SIGHT > back to questions .

. V-END: Forgive me, but before you go, I must ask. Why do you do this? ... .

. - +INF+ LSP - Because I believe you can be saved. > V-END2 .

. - I don't really know why. I try not to think about it. .

. - -INF- DSP - Why? It is only that a weak servant is no use at all. .

. Surely the Sith has taught you that. .

. V-END2: You must not do this. I cannot allow you to weaken yourself for me.

. - +INF+ LSP - To help another is not weakness - it is strength to them .

. both. .

. - You have curious views for a Sith. .

. - DSP - I do not understand where your power over the dark side .

. comes from... you are too even-tempered and submissive for my tastes. .


Now, let's get some more personal upgrades from our companions.

Go talk to Kreia. She isn't happy that you befriended the Seer. There's an

obvious Light/Dark option here, but that isn't the interesting thing. With a

high INT you can hit Kreia up for a DSP and infinite +INF+. Follow the

dialogue until: (take this path, even if you are Light Side, it's even more

valuable to you as it's even harder to gain Influence while walking in the


Dark Path > Because there is nothing to be gained by murdering her - yet.

> If she threatens any of us again, I will deal with her, I

promise you.

> Ties to her master, perhaps. And I intend to follow that bond

to its source when the opportunity presents itself.

> Atton said her planet was wiped out, that it was the only

colony of her people in this sector of the galaxy.

> [INT Check] Well, if her people all see through the Force,

then maybe someone wanted to blind them.

> [INT Check]... END

You can talk to Kreia about Visas' planet, and repeat the same answers over

and over and over. Infinite Influence. You don't need to do this more than

a few times, unless you are really in the Influence hole with her. She won't

ever reflect your alignment. There's another infinite INF bug below that

doesn't require INT, in fact, having INT makes that one harder to do.

One last thing to do, go and talk to Kreia. Ask her about the Force, and then

ask about what Visas did to your eyes, and she will have you stretch your

feelings out through the ship. This has nothing to do with Force Sight, and

you can do it whether you learned that from Visas or not. (There is some

amusing stuff here if you have Computer Use or Repair) This gives you a +1

Awareness, and +6 Force Points. You can repeat this lesson later (try it, and

if she won't do it now, come back in a level or two) for another session.

Note: There is an interesting bug here. After you see the Handmaiden in

the first vision, (or not if you're female) the game has you check up

on T3, and what's supposed to happen is you either make a comment on

it or you don't. It isn't supposed to stop the lesson. How this works

is if you have Computer Use of 1 or more, you get to comment about

it. If you have Computer Use of 0, you keep going. If you have a -1

in Computer Use from having an 8 INT, this lesson ends right there.

This is good in that you get +INF+ and can repeat forever. This is

bad in that you can't complete the rest of her lessons.

Talk to Kreia again for a follow up lesson. This time she wants you to

improve your weakest skill, and come back to see her when you have. When she

asks for your "strongest" skill, ask for one that you want a bonus for later.

If you're nice to her on this one, you gain +INF+. Technically, she will

count your "weakest skill" as improved whenever anything improves it, so

items work just fine. Find an item that helps your weak skill and equip it.

Talk to Kreia again. (1000 XP, +6 Force Points)

Note: Assuming your "weakest" skill was one you didn't have any skill ranks

in, you might wonder why you can't see the "bonus" that she gave you.

Some skills require that you have at least 1 rank in them to use them

(such as Stealth).

Now talk to Kreia yet again to continue the "Listening" lesson from before.

There is a level check here, but I haven't failed it yet. You and Kreia

listen in on everyone on the ship. Your character will be most amazed at the

bizareness of Atton's thoughts. Make note of it. (500 XP, +6 Force Points)

This is also worth a +INF+ with Kreia.

Now that we've gained some Influence with Kreia, it's time to ask her some

questions. During most options you can go back to questions and end the

conversation right there. We finally have enough Influence with Kreia to get

some things done with her. You can learn about her backstory ("Are you a Jedi

or Sith?) for 1000 XP. Once you learn about Revan, ask if "Did you know

Revan?" for 500 XP. You can follow that to learn "Did you train Revan?"

for 1000 XP. After the 2500 total XP here and the training XP above, you

are done with Kreia. There's no point in getting any more INFLUENCE with her,

as you can't affect her alignment.


. K1: Yes? Have you come with questions? .

. - Yes, and I need some answers. > K2 .

. K2: Then ask, and I will do my best to answer. .

. - What do you know of Visas's master? > K3 .

. - You don't seem to like the Handmaiden. Why? > K5 .

. - What's wrong with your eyes? > line > Sight lesson (as above) .

. - Kreia, what are you - are you a Jedi, a Sith? > K8 .

. - Did you know Atris at all? > INFLUENCE Check > FAIL, back to questions.

. > SUCCESS, K10 .

. - I had questions about how Revan amassed such a huge force against the .

. Republic. > discussion on Revan > back to questions .

. - Did you know Revan? > INFLUENCE Check > 500 XP the first time > K12 .

. - If the council cast you out, how come Atris and none of the Jedi .

. Masters mentioned you? > lines > back to questions .

. - Do you know anything about the Sith who pursue us? > lines > back to .

. questions .

. - I have thought more about the destruction of Visas' homeworld. > to .

. the infinite INT influence as above .

. K3: He... if he can truly be called a man any longer... is one of the... .

. - Visas is not his slave, not any longer. > line > K3 .

. - He is no longer a man? > K4 .

. - How did he destroy her homeworld? > discussion on power > K3 .

. - Do you have any idea why he spared her? > line > K4 .

. K4: One cannot have power of that magnitude that her master possesses... .

. - -INF- LSP - I will never do such a thing. > K3 responses .

. - +INF+ DSP - If that is what must be done for victory, then I will do .

. so. > line > K3 options .

. - +INF+ 2xDSP - Perhaps I can convince her to sacrifice herself... that .

. would be a twin victory, I think. > line > K3 options .

. K5: There are countless reasons, and I have neither the time nor the... .

. - LSP - I trust her. She is here to help us, and allies should stand .

. together. > K6 .

. - LSP - She has offered to help us, so show her the same respect I show .

. you. > K6 .

. - We could drop her off on the next planet. > different line > K6 .

. - 2xDSP - Then perhaps we should stop talking about it and simply .

. eliminate her. > different line > K6 .

. K6: Do you think to turn her from Atris' will? If so, I hope your ... .

. - Why do you say that? > K7 .

. K7: Because Atris is a threat. And as much as she would try to use us... .

. - -INF- LSP - I do not see the Handmaiden as an enemy, and neither .

. should you. > back to questions .

. - +INF+ DSP - I will keep in that mind - and watch the Handmaiden .

. carefully. > back to questions .

. - +INF+ DSP - Agreed. We need every tool we can get if Atris tries .

. anything. > back to questions .

. K8: Does it matter? Of course it does, such titles allow you to break... .

. - [Intelligence] Then what were you? > K9 .

. - [Wisdom] To ally myself with someone without knowing their allegiance .

. is unwise. > K9 .

. - I want some answers, not more cryptic words. > INFLUENCE Check > .

. FAIL, back to questions > SUCCESS, K9 .

. - Enough of these lies. Tell me what you are. > INFLUENCE Check > .

. FAIL, back to questions > SUCCESS, K9 .

. K9: What do you wish to hear? That I once believed in the code of the... .

. - > Kreia's backstory (1000 XP for the first time) > back to questions .

. K10: [Influence: Success] Atris herself is not as familiar to me as ... .

. - What do you mean? > K11 .

. K11: Because Atris' path is one I walked long ago, and it is a chapter... .

. - What do you mean? > leads to Revan revealation > back to questions .

. K12: [Influence: Success] Perhaps... I think it is fair to say that ... .

. - Where did Revan come from? > lines > back to questions .

. - What caused Revan to fall, to turn on the Republic? > lines .

. > back to questions .

. - Were you the one who taught Revan? > INFLUENCE Check > FAIL, back to .

. questions > SUCCESS, K13 .

. K13: [Influence: Success] He came to me, yes. Both before and after... .

. - +INF+ 1000 XP the first time > lines on Revan > back to questions .


Next, go and talk to Atton and ask about him playing Pazaak in his head.

Then ask him to teach you to play Pazaak. You can gain +INF+ by apologizing

for peeping into his head with Kreia. He basically tells you that he

just uses fake pazaak matches in his head to keep out Force Users. +1 to

Will Saves.


Like Visas, you only really want to start dealing with her once you hit a

planet. Why? There's a bug, where if you spar with her in certain places,

such as where you start, then you can't win at sparring and it will go on

forever and ever. And ever. Until you get frustrated and break the rules.

So, head to your first planet, then talk to her in the Cargo Hold. If you

are very Light/Dark she'll react to that.

The first thing we want to do is get her to teach us some training moves, so

ask to spar. You'll both strip to your underpants (hers are better), and

fight. You need to win this fight, but follow her rules. If you haven't

leveled her up, this is a ridiculously easy fight. You gain +INF+ for winning

and she asks you about your trial, only one option does anything: "Because I

felt they deserved an explanation. Maybe I had to hear me defend myself, just

to be certain." gives a Light Side Point (LSP).

Next, go through questions, ask for more Fighting Moves, then mention that

she is anticipating your attacks. Ask for training, and she'll give you a

very useful ability, Battle Precognition, which adds your WIS bonus to your

DEF. If you have a negative WIS bonus, it doesn't subtract from your DEF.

Put some clothes on (or armor), then talk to her again and get her to put

clothes back on, then learn that these were her Mother's Jedi Robes.

Note: There is the famous "Infinite Robes" bug here. Put on some clothes

yourself, then complain about her lack of clothes. She puts on

some clothes, which you can remove manually. Repeat.

Time to ask her some questions.


. H1: You may ask. .

. - Did Atris ever mention me? > lines from her earlier dialogue, see that.

. one in the Telos - Hidden Jedi Base section .

. - I wanted to ask you about Atris. > INFLUENCE Check > FAIL, back to .

. questions > SUCCEED, H2 .

. - Why do you look different than your sisters? > H7 .

. - Why are you called the Handmaidens? > line > dialogue from previous .

. dialogue, see Telos section for information on "last" of the .

. Handmaidens .

. - Do you have a name? > H15 .

. - I would like to return to the academy on Telos. > polite refusal .

. > back to questions .

. - What are you doing? > learn to FIGHT (see above) .

. - Can you teach me some fighting moves? > learn to FIGHT (see above) .

. - (If wearing the new clothes) Those look like Jedi robes you're .

. wearing. > H20 .

. - (If naked) Do you think you could put some clothes on? > puts clothes .

. on (if you aren't naked) > adds above dialogue option .

. - Never mind. I'll be going. > END .

. H2: She speaks of you often, in anger. But her movements, the motion ... .

. - Well, we didn't part on the best of terms. > H3 .

. - She made her feelings clear at my trial. > H3 .

. H3: I believe that your leaving the Jedi Order may have hurt her more ... .

. - A beautiful schutta, maybe. > H4 .

. - I always thought she hated me. > H4 .

. - No, Atris was a Jedi, I did not feel for her that way. > H4 .

. - If she had told me what she felt, perhaps the future would have been .

. different. > H4 .

. - I cared for her, but such things were never spoken. > H4 .

. - It is difficult to feel anything for one so cold. > H4 .

. H4: I have heard that Jedi sometimes renounce the code by loving ... .

. - Sometimes, yes. It happens. > H5 .

. - You've been watching too many bad holovids. > H5 .

. - I think the term is, "pulling a Bindo." > joke > H4 responses .

. - Part of the failing of the Jedi is denial of love. It is not .

. something that can be denied without losing part of yourself - or .

. your connection to those you are sworn to protect. > H4 responses .

. H5: That is what I have heard. I was not sure if it was something you... .

. - No, not personally. > H6 .

. - I think all Jedi are tempted at one time or another. > H6 .

. H6: I see. I have asked you many questions - I did not mean to. They... .

. - +INF+ LSP - If you have any others, you are always welcome to ask. .

. > back to questions .

. - +INF+ DSP - Only fools fear questions - and their answers. > back to .

. questions .

. H7: I honor the face of my mother. It is not something usually spoken... .

. - So you have a different mother... but the same father? > INFLUENCE .

. Check > FAIL, back to questions > SUCCEED, H8 .

. - LSP - I apologize. I meant no offense. > as in previous dialogue .

. H8: Yes, that is correct. I feel that I may trust you with such things... .

. - Yes, I would hear it. > H9 .

. - If it'll loosen you up a little, sure. > H9 .

. - It beats watching the dust settle. > H9 .

. H9: Though my father's blood I share with my sisters, I wear the face... .

. - Yusanis was a hero of the Mandalorian Wars, one of the greatest. .

. > H10 .

. - I didn't realize Yusanis had any children. > H10 .

. - Go on. > H10 .

. H10: He left our family to serve in the Mandalorian Wars. But his ... .

. - If your face is any indication, she must have been beautiful. > H11 .

. - So this woman was not the mother of your other sisters? > H11 .

. - Who was she? > H11 .

. H11: I never saw her face, and she did not return from the final ... .

. - What happened to him? > H12 .

. H12: He was slain by Revan in the Jedi Civil War when Revan sought ... .

. - Why tell me? > H13 .

. H13: Because when my father returned from the Mandalorian Wars, he ... .

. - LSP - I appreciate your trust - thank you for telling me. > H14 .

. - Your father's choice and my choice have nothing to do with each other..

. > line > H14 .

. - Do you blame me for Malachor V? > line > H14 .

. - Forget it, I had other questions. > back to questions .

. - DSP - You know nothing of my choice - and do not presume to. > line .

. > H14 .

. H14: I know it is difficult for others to see why I am here, but it... .

. - +INF+ LSP - I am grateful for your words, and for your assistance. .

. > back to questions .

. - +INF+ I will accept your pledge. Let us stand together then. .

. > back to questions .

. - +INF+ DSP - Then serve me - and serve me well, or you shall stand with.

. me no longer. > back to questions .

. H15: Before entering Atris' service, yes, I carried a name, as all the... .

. - What was it? > H16 .

. - > back to questions .

. H16: It is not important. My title and rank is of consequence, not my... .

. - LSP - You should take value in yourself as well. > H17 .

. - DSP - As do all slaves. If you have no value to anyone but Atris, you .

. have no value to me. > H17 .

. H17: We all have value in our oaths to others, and the promises we make....

. - LSP - There is some truth in what you say. Is that your judgment of .

. me? > H18, add final H17 option .

. - Are you making some comment about me turning from the Jedi Code? > H18.

. - Do you think that I lost myself when I disobeyed the Jedi? > H18 .

. H18: I do not know. That is a question you must ask yourself. .

. - Right now the only question I'm asking myself is why I'm letting you .

. stay. > H19 .

. - Keep your opinions to yourself, or I will make you regret them. > H19 .

. H19: I meant no offense, but the question remains. If the question ... .

. - > back to questions .

. H20: They suffice for training purposes. They belonged to my mother. .

. - They belonged to your mother? Who was she? > INFLUENCE Check > .

. FAIL, back to questions > SUCCESS, H21 .

. H21: [Influence: Success] She was the one my father followed to war ... .

. - > back to questions .


Immediately after that, go talk to Kreia, who will reveal information about

Handmaiden's mother, and raise the possibility that Handmaiden could become

a Jedi. She'll bug you about her again when you try to exit the conversation.

Curiously, no Influence or Light/Dark options there.

Return to Handmaiden, and talk to her. (If you don't have enough Influence

for this, go to other planets, gain levels, spar with her a total of 3 times

and you will be fine) She will spar with you the first time after level 10,

then 14 and 18. After the sparring you will eventually get to this dialogue:


. H1: You may ask. .

. - I wanted to talk to you about your mother. > H2 .

. H2: What of her? As I said, I knew little about her. .

. - Did you know that she was a Jedi Knight? > INFLUENCE Check > FAIL, .

. back to questions > SUCCESS, H3 .

. - She was a Jedi, her name was Arren Kae. (as above) .

. - The Mandalorian Wars - she was one of the Jedi who served and died .

. there, and good riddance. (as above) .

. H3: [Influence: Success] This is already known to me. Why are you ... .

. - Because the Force runs strong in bloodlines, and you could learn to .

. use it to help others. > INFLUENCE Check > FAIL, back to questions .

. > SUCCEED, LSP, H4 .

. - It means you may be able to feel the Force as well. (same as above, .

. but no LSP) .

. - You can use that same power, but take a stronger, darker path. (same .

. as above, but with a DSP) .

. H4: [Influence: Success] I... think I have always known this. It has ... .

. - > Jedi training > What you say doesn't seem to matter > TRAIN .


Whichever planet you head to, when you hit level 15 go back to the Ebon Hawk,

and you can get a Prestige Class upgrade. (You also need Visas, and a clear

Light/Dark alignment. You don't have to get Mastery to get a Prestige Class,

but you need to be close) You get a free level with your Prestige Class, so

try to do it the INSTANT you turn level 15.


7. Dantooine :DNTIN:


The first planet you aren't shot down on, congratulations. The first time I

played, I went through Onderon/Dxun first, where it looked like getting shot

down would be a trend.

Dantooine is a good solid place to start your wanderings, as it has the

Kinrath/Crystal Cave with the best lightsaber crystal in the game. Also, you

will build your lightsaber here.

Dantooine has a very sharp Light/Dark split, to the point where the planet

will be very different after you finish it one way rather than the other.

If you came here from another planet, put your lightsaber away before exiting

the Ebon Hawk. It disturbs the locals.

Influence Gains/Losses on this Planet: (just a heads up, see below for


Bao-Dur (Mechanic, Atmospheric Sensors)

Kreia (Mercenaries, Vrook, Mechanic, Salvager)

Handmaiden (Mercenaries)

T3-M4 (Malfunctionig Droid)

Visas (Salvager)

Everyone (Akerre's Hydrospanner)

Dantooine - Khoonda



|x x |

To Enclave, | Ebon |

Salvagers |M Hawk |

| | | x| To Enclave,

-- ----- | xIp /--- Mercenaries

|--/ --- | ----- ---- | |

| _____ ---- _ /---| |-

kins | | / / --/

-/ | | / T ----S -

---/ | ---- E| K |G

|/ ------ T | |x -------- kins |

| ----- | x

| x / |At |

--- / |

| / | /|_|_____ Cave

-----/ -----/

At - Militiaman, Atmospheric Sensor kins - Kinrath Areas

M - Mechanic x - Containers

Ip - Ithorian Pazaak Player G - Garage Door

S - "Sealed" door E - Entrance to Khoonda

T - Gun Turrets K - Khoonda

A woman greets you right off your ship. If you have a lightsaber out, she's

a lot less friendly. Just don't tell her you are a Jedi, ask whatever you

want to know, then leave her.

Also immediately off the ship is a Battered Protocol Droid, if T3 is in your

party, he'll notice right away that this droid is malfunctioning. You can

also get the [Awareness] This Droid is Malfunctioning line. Compliment

T3 on recognizing this to gain +INF+ with him. Then do a [Computer]

diagnostic on the droid and then [Repair - 5 REQ] Fix the memory unit. This

will bring Tarn, the mechanic over, as the droid now calls you a Jedi. Deny

this, either with [Force Persuade] or [Persuade] or he'll never talk to you

again. After Persuading him, you can tell him "But Jedi are defenders of

common people like yourself" for a LSP. Kreia will also be upset with you if

you admit to being a Jedi. If you fail to Persuade him, then you lose -INF-

with Kreia.

Note: If your lightsaber (assuming you have one) is out, you can't Persuade

him that you aren't a Jedi.

Also, this can lead to infinite LSPs or DSPs, see the Cheats section


There is an Ithorian Pazaak player a little over to the left (listed as a

SIDEQUEST below), he also has a Locker filled with goodies. There are a

number of other containers around the docking bay. Be sure to get them all.

One has to be Mined open.

Leave the docks and through the passage to the large building, Khoonda. The

door we want is on the right side. (which is the "left" side if you look at

it from the Map) Enter.

A couple of women are gossiping about Jedi, and if you go up to them with a

Lightsaber out, they'll shut up real fast. There's a receptionist with some

useless information. Open the right doors and go through. Talk to Suulru to

get a quest (see SIDEQUEST: Suulru's Vaporators below). Take note that if you

complete his quest you'll get a guaranteed LSP. Go through the next doors,

and the doors after that.

Go up and talk to the Administrator, Terena Adare. You just need to find out

about Vrook here, as well as get access to the Enclave Sublevels. You can

talk to her for more information as well. You might think that she gives you

a quest to get the people to like Jedi again, but it's really nothing. You

can't ever complete it (and I've only seen one person that you can talk to

about Jedi not being so bad: Berun).

Leave her room, and go up the hallway to talk to Berun. He has some

information if you want it, and a quest (see SIDEQUEST: Changing of the Guard

below). Just behind Berun is a Rodian shopkeeper, who sells Lightsaber color

crystals (Green), you will need at least one of these to make a Lightsaber,

although you should get one later in the Crystal/Kinrath cave. Down the hall

is the captain of the guard, Zherron.

Go up to Zherron and talk to him. If you got Berun's quest, you can tell him

about it, but it changes nothing. He gives out a couple quests if you want

to try them (SIDEQUEST: The Kinrath Problem and SIDEQUEST: The Will). When

you return later, he will have a mission to deliver a message to Dopak of

the mercenary camp, which is easy and worth XP. The only other person to

talk to in here is Gerevick, but he's rude and ignores you after a sentence.

Leave the building. Time to hit the Kinrath cave, for both its sweet, sweet

treasures and to complete a couple of quests -- SIDEQUEST: The Kinrath

Problem and either SIDEQUEST: Changing of the Guard or SIDEQUEST: Atmospheric


The Kinrath Cave is "right" (from the map) of Khoonda, or just go in the

opposite direction of the entrance. As soon as you can, turn right to talk

to the militiaman there to get the Atmospheric Sensors quest (see below).

It helps to have Bao-Dur for this quest, but isn't required.

You'll have to fight through the Kinrath to even get to the cave. (The cave

continues after the SIDEQUEST listing for this area)

SIDEQUEST: Defeat the Ithorian at Pazaak

Another Pazaak player, another compulsive gambler. Buy cards from him

first to set your deck up. Get him interested in a game and he'll mention

that he has Armor Components that he might be willing to wager, but not

until you get all his money. If you play immediately, there won't be a

wager. Throw the game quickly, then switch the wager to 750 credits, exit

and save. Unlike the previous Pazaak player on Telos, you don't have to

win sequentially, but you must win 3000 credits to get him to wager the

armor components. Beat him then, and they are yours:

Bonded Plates Mk II

Environment Underdaly Mk II

Armorply Plating Mk II

Durasteel Underlay Mk III

Heavy Bonded Plates Mk II

Also note that you can lose thousands of credits to him, win the 3000

(meaning you still lose a lot of mone) and he'll still claim to be out of


SIDEQUEST: Suulru's Vaporators

Inside the Khoonda complex, you'll find a farmer named Suulru who had some

bad dealings with a Salvager. He accidentally left it behind and it got

stolen. He had to buy it back from Joran, then when he did, found it was

missing a part, that Joran would charge him another 500 credits to get.

Offer to help.

You find Jorran in the sublevel of the Enclave. You can either kill him on

the spot (DSP) to take the Vaporator part, or talk to him again later back

in the Salvager camp. He wants to sell you the Vaporator as well. You get

150 XP when you get it back, here are the options to get it:

- [Force Persuade] You will give me the modulator.

> [Force Persuade] You will give me 500 credits. (only works with

Dominate Mind)

- [Persuade] I saved your life. You owe me better than that.

- [Persuade/Lie] Can your conscience live with dooming Farmer Suulru, his

wife, eight children, and handicapped grandmother to starvation?

- [Persuade/Intimidate] Suulru is a former soldier, you know. He's hinted

that he might try to take matters into his own hands.

- DSP - I could take the modulator from your dead body, if you prefer.

Take the part back to Suulru. You can throw in 500 credits when you return

the part for an extra LSP, otherwise you just get: LSP, 400 XP (scales up),

and some random blasters. Even if you killed Jorran, you can't avoid the


SIDEQUEST: Changing of the Guard

Berun, in the Khoonda Administration Center, believes that Zherron is doing

too much to antagonize the mercenaries, and he wants you to find some

evidence against Zherron. It's only a coincidence that Berun is next in

line to get his job. Once you find your evidence you have to present it

to the Admininstrator, not Berun, to finish this quest.

The evidence is the Atmospheric Sensors that the militiaman near the

Kinrath Cave asks you to collect. This quest is mutually exclusive with

that quest. You can't do both unless you follow the Dark Path in that

quest. (check out that SIDEQUEST below for more information on that)

If I'm not doing the dark path, then personally I would rather get the

credits and the same amount of XP from the militiaman than the paltry

500 XP from turning the sensors in and getting Zherron replaced.

Note: Zherron will be put back in charge when the mercenaries attack


Doing this will make it impossible to turn in the Kinrath quest for

a reward, as well as the Will for that treasure.

SIDEQUEST: The Kinrath Problem

Zherron, in Khoonda, will tell you that they are having a problem with

Kinrath running around the area. Agree to help him. Leave Khoonda and

head to the cave (it's "right" on the map). Enter, fight your way all

to the back (or get the Musk from the mercenary just inside) and kill

the Kinrath Hive Mother. She is the only Kinrath that has to be dead.

Return to Zherron for your reward. (2000 credits, 250 XP)

Note: This quest cannot be completed if you have Zherron stripped of his

command (see Changing of the Guard, above).


Zherron, in Khoonda, will mention a problem with Gerevick and some

salvagers. Turns out some salvagers died without leaving a good solid

claim to their recent finds. Now, Zherron has to hold on to these items

until a valid claim comes in.

When you reach the Salvager Camp in the next area, the female salvager

will ask you to search the Enclave Sublevel for the two Salvager bodies.

This isn't out of the kindness of her heart, she just wants the swag.

Once inside the Enclave Sublevel (see that section below), you will find

both the bodies, and the Will. If you want the items from Zherron you

MUST forge the will to give yourself the items.

Return to Zherron to get the claim. (500 XP, DSP, Lightsaber*, Crystal*)

* I think these are random. I got a Double Bladed and a Kasha Crystal.

If you didn't forge the will, you can still return it to Zherron (or the

Salvager, see below) for 500 XP and a LSP. But you won't get the shinies.

SIDEQUEST: The Atmospheric Sensors

Near the Kinrath Caves you meet up with Saedhe, a militaman. Talk to him

and ask what he is doing out here to learn that he is looking for some

"atmospheric sensors" that are missing from this crashed speeder. He offers

you a reward (and a "good one") if you can find them for him. He doesn't

know where they are, but I do. He offers you 3000 credits for all 3 of the

sensors (despite that, they are all one "item", so you don't have to search

for three different sensors). Right inside the Kinrath/Crystal Cave is

some "rubble" search it to find the Atmospheric sensors. When you find them

you can either use [Repair] (at least 15) to search them yourself, or with

an [Awareness] (of at least ) 4you can have Bao-Dur search them for you. In

both cases Bao-Dur can gain +INF+ if you compliment him (or he you).

Return to get your reward. Note that if you do this quest, you can't finish

the Changing of the Guard quest above.

When you show him the sensors, you can alter your reward with:

> [Awareness - 8 REQ] It sounds like it's worth more to you than that.

> (If you or Bao-Dur opened the sensors) Not so fast - we found a little

surprise inside them.

The first option gets you 4000 credits, while the second leads to 5000.

You can turn down the extra amount, taking 3000 and gaining a LSP. If

you don't want to be light sided, taking the 5000 credits is neutral.

You also get 500 XP. You can gain +INF+ with Atton, Bao-Dur or Visas

by taking the 3000 credits after asking about the surveillance equipment.

TE Whalen adds: Interestingly, if you bargain him up to 4000 with

> "Actually we found three of them"

> "[Awareness] It sounds like it's worth more to you than that."

> "I think I'll hold on to them for now."

Then speak to him again and go down the "Not so fast - we found a little

surprise in them" path, you end with up with 4000 instead of 3000

credits, everything else being equal.

There is a Dark Path here as well. Say these:

> Not so fast - we found a little surprise inside them.

> I'm sure that Azkul would be interested to know that you're spying on


> I think I'll see what he'll offer for this information.

> Do you think I care about your pathetic farmers?

> You're a loose end now - time to take care of that. > COMBAT (DSP)

Note: If you do this, you will have to deal with INFLUENCES of your

companions nearby. Atton and Visas will gain influence, while

all others will lose it. If you have Kreia plus someone who

normally loses influence, Kreia will even out, while forcing the

other companion to gain influence. (which, if you use the infinite

Kreia Influence, works just fine)

You can then search him for the 5000 and some odd credits, but you don't

get the 500 XP (just the XP for killing him). However, you can use the

Sensors as evidence in the Changing of the Guard SIDEQUEST (as above)

for that 500 XP.

The Crystal/Kinrath Cave


Ahrnell, the Mercenary

This place is pretty easy to figure out. When you first enter, you'll see a

mercenary walking by unharmed by the Kinrath. If you are persuasive, you can

get him to tell you the secret, and give you the ability to walk by Kinrath

without getting into battle. You can't get the Gland without taking a DSP,

but if you want one, it's easy enough to get. First, ask about why the

Kinrath don't attack him, then either [Force Persuade] or [Persuade] him that

he should tell you. He mentions the gland. Then ask for the gland. At this

point he'll ask for it back. Giving it back is neutral, however:

- DSP - My deepest apologies. My need is greater than yours.

- 2xDSP - No, I think I'll keep it.

- 3xDSP - Ha, I hear the kinrath coming, worm. You'd better run for it.

With any of the above options, he'll try to run for it and get eaten by

Kinrath on the way out. You can then kill the Kinrath for extra XP. Straight

out killing him for the gland is worth less XP, and no DSP. (and no Influence

reactions, either, if you're wondering)

Atmospheric Sensors

Find the Atmospheric sensors at the rubble just past a column near the

entrance. Bao-Dur will talk to you about them, and you can follow up with:

[Awareness - 4 REQ] Can you examine one of the sensors?

or, if you want to do it yourself (whether Bao-Dur is there or not)

[Repair - 15 REQ] I'll just crack one of these sensors and see what's


Succeeding at either of these will give you +INF+ with Bao-Dur and you

learn something about these sensors. (500 XP)

Search the caves for treasure! There are several passages, but only two

things are here, really. There is the mercenary camp, currently abandoned

up the first left tunnel, and the Kinrath Lair at the very end of the cave

which has a whole load of Lightsaber Crystals. You'll have to fight through a

boatload of Hive Kinrath, Hatchlings and the Kinrath Matriarch. (which, once

dead, allows you to get a reward for killing it from Zherron, see SIDEQUEST

above) (100 XP)

Tip: Use Mandalorian Melee shields or Force Barrier to remove/reduce the

damage taken from the Kinrath. Viper Kinraths can also poison you, so

a Breath Mask can come in handy. (Although Force Power: Improved Heal

cures poisoning)

Kreia (whether she is in your party or not) will tell you that this Crystal

Room holds memories in the Force, and that Revan came this way once. (Visas

Handmaiden and Disciple can also feel it) What you say to her doesn't matter.

She pipes up again when you find the very, very valuable "YOURNAME" Crystal.

(insert your name, there) This crystal will give very good bonuses to attack

damage, and best yet, to your stats. And it levels up, too. To level up

the crystal, talk to Kreia, if she says that it isn't fully bonded to you,

then remove it from the lightsaber, and have her re-attune it to you.

Note: Destroying the eggs seems to do nothing.

Take the crystals and go. There are four searchable formations, plus the

remains of the Matriarch, with crystals.

Once you've gotten your rewards from the SIDEQUESTS, head up to the only

other area here.

The Enclave Courtyard Area



|E E - Entrance to the Enclave

| | S - Sealed, former Entrance to the Enclave


| | _ /-----v-

_ | | - -| | |

- - - / | | - /----

| -- | / Mercs

-_- --| | |-v---/ -/

| |- _| /- //

| | Salv / | || /

/ | | | ---- -- |

S_| | / | /

/ / | /----- | |

---/ | / |

To Khoonda | |

To Khoonda

Go up the "right" (as seen on the map) entrance to the next area so you can

start closer to the Mercenary base. The mercenaries are located just ahead

and right.

There are a number of things you can do here. If you have Mandalore with you,

talk to the Leader of the Mandalorians here, Esok, who decides to fight

rather than submit. Kill him and the other Mandalorians join Mandalore and

go to Dxun.

If you got the "quest" from Zherron to deliver the message to Dopak, you can

do that now, but he's just confused by it. If you want an easy kill for some

XP, or some DSPs, talk to Nallek. After he insults you, say one of these:

> A mudlicker? Is that even an insult? > COMBAT

Dark Path > You want to fight *me?* You're as dumb as you look.

> DSP - [Force Persuade] Let's have some fun. Hand me your gun.

> [Force Persuade] Now hand me your credits. And *never* speak to

me again. > gain 275 credits

OR > Your mind is beyond weak. Now let's fight. > XP for killing

You also get: Argazdan Riot Buster

Just beyond the mercenaries camp you can see the ruins of the old Starforge

map temple.

Head along the only path there is towards the salvager camp. Deraala there

has a SIDEQUEST for you, to get the two bodies from the sublevel (see below),

and also can be convinced to sell you Jedi items (after insulting you and

telling you to get off the planet, of course). If you're lucky, she'll have

the Zeison Sha Initiate Armor, which is an upgradable Medium Armor that Jedi

can use without restrictions on Force Powers. She also sells Robes, Crystals

and various Lightsaber parts. (not the kind that we use to build our

Lightsaber, the kind we use later to upgrade our Lightsaber, however, I

almost always just make these at a Workbench out of my old useless items)

She'll give you the quest when you say farewell to her.

Bug: Talk to Deraala for the first time, and get to her shop. Leave the

shop. Talk to her, and she will think she already gave you the

dead bodies quest.

If you want, talk to the salvager, Ralon (SIDEQUEST below), otherwise just

keep going to the Enclave. When you get closer to it, you get a cutscene

showing the damage.

Cross the bridge, and start fighting the Kath Hounds. To the left is the

"old" entrance, which is collapsed. But go that way anyway to kill the

monsters. Once they are all dead, head around to the other end, and watch

as 4 salvagers exit the Enclave. There is no Light Path, you simply don't

fight them. Otherwise...

Dark Path > I want you out of my way. Now

> You obviously have *no* idea who you are dealing with.

> You've tremendously overestimated your pathetic abilities.


Once past them, open the doors and enter the Enclave Sublevel. (listed after


SIDEQUEST: Ralon's Fake Holocron

The other salvager here, Ralon, is selling a fake Holocron. There, I said

it. You can get a LSP by finding out it is a fake, then giving him 500

credits anyway after he tricks you. Yeah, gullibility is worth a LSP. The

Dark Side option goes about the same way except that you take the Holocron

off him for nothing.

Path > Get to the point.

> How much do you want for it?

> Can I inspect the holocron? Maybe it's broken.

> That *is* a remarkable fake, but it's not even worth the time

you've wasted describing it.

From here, either:

Dark Side > Actually I *can* blame you. Violently.

> (DSP) Give me the fake holocron. Now.


Light Side > That's all you can say?

> So you didn't make this?

> Wife and children?

> How much money do you need?

> (LSP) Here's 500 credits. Just try to do something worthwhile

with it.

SIDEQUEST: The Two Dead Bodies

Deraala wants you to find the two dead bodies, for purely noble reasons

such as burial, of course. She offers to pay you 500 credits for each

body. With an [Awareness] you figure that she is being a little too

generous, but she shrugs it off. Salvagers got to stick together, y'know?

You'll find the bodies in the Enclave Sublevel (see that section below),

when you do, you can come back and give them to her for 500 credits each.

However, you can also, when you find the body with the Will, forge the

Will and give that to Zherron for the treasure. (see that SIDEQUEST above)

Forging the Will isn't Dark itself, but redeeming it for a reward is.

Enclave Sublevel


------------------|--------v--------- S - Locked Door

| ----S---- --- | ---S---- ---- | = - open passway

---| | | | | | | | | | | | | | | Dr - Droids

|J S |[ = B ]| | |[ = ]| | W - Workstation

---- | | | | | | | | | | | | ---- J - Jorran

| ----| -- -- / -S------ |---- | D - Disciple

| =(*) --/ |Dr W| | | V - Signs of Vrook

| | |------ _ ------- | |---| C - Destructible

/ | S | | | ----|--| | |--- Console

-/ /- -----S--- -- | = S | D V B - Salvager Body

G | | |C |--| S / G - Gerevick

- -/ /-----S--- -- | = = | |---/ (on exit)

/ | = | |_| ----|--| |---| X - Storage Door

| |--------- -------- | | Y - Storage Room

| = S | /-- |Y X | | |

| `------S-- -- / B ------S| |---' |

---- | | | | | | | | | | | | ----

| S |[ = ]| | |[ = ]| |

---| | | | | | | | | | | | | | |

| ---- ---S---- | ---- ----S--- |


If you haven't gotten Visas by now, and have gotten her cutscene earlier

(she's the woman who gets chocked by the masked caped dude in the ship that

looks like a Star Destroyer), I would go back to the Ebon Hawk now to get

her. She's handy to have, and if you are Dark Sided, she has an Influence

option coming up. (I list Visas up in the previous Ebon Hawk section above)

Also, if you haven't built it already, bring Bao-Dur so you can finish your

Lightsaber early.

You get 150 XP for just entering this place. The best way to go is forward,

ignore the opening to the left, around the fountain, and through the door

that was straight across from the entrance.

Take out the two mines here, then forward. Be careful for Laigreks, although

they aren't too big of a problem for you. Ignore the two side doors for now

and charge all the way forward, killing any monsters around. Get the stuff

in the Footlocker here, then back to the two doors. The opened door has

nothing in it, so open up the Locked Door. Another locked door and footlocker

later you get some items.

Back to the fountain. We're going to be going "up" the next passage (as seen

on the map). There will be Laigreks along the way. The first room you pass

on the right, a little round room, has nothing in it. Pass it and keep going.

Jorran, the Brave

The next room, however, has Jorran locked inside. You can't open the door,

he must open it himself. If you're Dark Side, the absolute easiest way to

deal with him is to [Lie] Yes, the Laigreks are all dead. This gets him

eaten by monsters. Do this if you have Kreia in your party, she'll get +INF+,

plus you get a DSP. If you've killed the laigreks around, then you obviously

can't get that option. The more interesting Dark Side option is to let him

out, give him the "Saving you. How quaint" line followed by "People think

you're already dead. They're right." to kill him, get a DSP plus a INFLUENCE

reaction from various party members, such as Visas and Atton. Remember you

can only gain influence with one person at a time with things like this.

If you're Light Side, you merely have to clear out the monsters here then let

him out. (50 XP) Then you have to go back to the Salvager Camp and talk to

him again. He's greedy, and wants 1000 credits for the Lightsaber Parts &

Crystal that he found. All you can do is pay him the 1000 credits.

You get: Lightsaber Focusing Lens (part 3 of 3)

If you already built your lightsaber, obviously you won't get it here.

You can't build more than one lightsaber. If you already built your

lightsaber you'll get a random Lightsaber off him.

Now talk to Bao-Dur at any time to build your lightsaber. You MUST have a

color crystal already (luckily we have at least one from the Crystal Cave).

Decide on single or double-bladed. I always take double. (2000 XP) Now

head back to the workbench from earlier and upgrade this bad boy with all

the crystals you found. Then start creating Lightsaber parts to add to it.

Very quickly you have a devastating weapon.

If you killed him, also search his things for the Evaporator Module. (150 XP)

If you did the Light Side, you'll have to get this off him at the Salvager


There's nothing in Jorran's room, so time to move on. This passage turns

right and goes across the top of this area. There will be a locked door,

followed by an open door. These go to the same place. Skip the locked door

and go into the open door. (this keeps the mine from going off later) Kill

the laigrek and recover the mine. You will find the first Salvager Corpse.

This is important for The Will SIDEQUEST from above. Open the locked door to

the side, there's nothing in this room, then open the last locked door at

the top (this is just for the XP of using Security).

Keep going through the passage, it turns right to go down, through a small

round room, nothing there (maybe a Laigrek), so back up into the next


This leads to another of the door-then-door situations, with the first door

being STUCK, and only openable by bashing (or instantly using a Plasma Torch

or Lightsaber). Just ignore the stuck door, keep going, then down through

the open door. Nothing in the first room, so across to the other. Recover

the mine, then through the Locked door at the bottom.

Search for Signs of Vrook

Protocol Droids, lots of Protocol Droids. Reactivate the Droids (1 part)

and send them on their way. (base cost: 6 parts) (280 XP, but this XP reward

scales up in level) Do this for each droid for a total of 1680 XP. What this

does is send walking explosives towards the Laigreks still in the

passageways. You can watch the droid's progress on the nearby console, and

every once in awhile, hear the explosions (it will also show the XP gained

for the kills). There are also 3 Broken Droids, 2 Lockers and a Workbench in

here. Once you've upgraded/created anything you can, exit these rooms, and

continue on the passage.

If you've activated all the droids, these hallways might now be clear

(although you might still see a droid wandering about, or a laigrek that

wasn't taken out). Continue along, then down the hallway.

There will be a short circuiting conduit on your right, with some locked

doors. You can sneak in, overload the circuits, then sneak out and watch it

take out the monsters. Or, more likely, you kill the monsters, then overload

the circuits afterwards. This takes [Repair] of 1 part, and [Computer] with

one spike. (210 XP) Set it to 20 seconds and run away, every single conduit

there is going to blow.

Across the hall, and through the door into the library to talk to Disciple.

A couple things to know about him. First, he will join if you're playing a

female main character. Second, he'll return to Khoonda if you're a male

character. Third, he's the easiest companion to convert to a Jedi. If you

follow the dialogue map below, you can do it right here.

Note: In his first dialogue, just ask him every question until they all

disappear. To gain +INF+ with him, finish with either "We would

welcome your company." or "We need all the help we can get. And he

seems capable."


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 can become a Jedi Consular if you talk to him and gain enough

influence (see that dialogue map below). However, Consulars gain fewer

feats. So, if you want to gain a few extra feats, give Disciple a few

(3 or so) levels more of Soldier. Otherwise, just hold off on leveling

until you make him a Jedi.

Don't level him up yet. Immediately talk to him again. If you are

significantly Dark Sided, you instantly lose INFLUENCE with him. There is no

way around this. Many of Disciple's Influencing dialogues are Light Sided,

but some aren't. Also, not all Dark Side options lose influence, either.

When this conversation ends, he'll watch your trial and comment on it the

next time you talk to him. Once you discover his secret, ("You look

familiar") which requires an Influence check (increased 2 times), (500 XP)

you get the chance to train him as a Jedi, which requires another Influence

check (increased 5 times). What you say once he agrees to train doesn't

matter, although he calls himself a "Sith" in the dialogue if you are Dark

Side, he'll still react as he always did. He can then level up to your level.

Also, you'll want to talk to him once you get back to your ship, he's in the

medbay to learn his Meditation. (500 XP, +10 Force Points, +INF+)

Note: His dialogue after viewing the holorecording has no Light/Dark

options or Influence.


. D1: Yes? Is something wrong? .

. - (if on the Ebon Hawk) What are you doing? > D-MED1 .

. - I had some questions. > D2 .

. D2: Of course. What did you wish to know? .

. - (If you learn he was a Jedi Trainee) Tell me of your training on .

. Dantooine. > D22 .

. - What are your problems with the Jedi? > D7 .

. - You look familiar to me. > INFLUENCE Check > FAIL, back to D2 .

. > SUCCEED, D18 .

. - What do you do again? > D17 .

. - What are you doing for the Republic? > D14 .

. - Tell me about the Republic. > D8 .

. - Can you tell me what you were doing on Dantooine again? > lines > D2 .

. - Do you know what happened to the Jedi? > D3 .

. - What do you know about Force bonding? > discussion on bonds > D2 .

. - Nothing. Never mind. > D-END1 .

. D3: No. It is something of a mystery why they would exile themselves as....

. - Why do you think people hate the Jedi? > D4 .

. - The Jedi never knew the common people - especially when the common .

. people were dying at the hands of Mandalorians. > D4 .

. D4: It is difficult sometimes for the Jedi to see such things, since ... .

. - LSP - But Jedi have protected the galaxy for centuries, they seek .

. peace, often through sacrifice. > D5 .

. - Do you hate the Jedi? > D6 .

. - DSP - You are right to hate Jedi weakness and hypocrisy. > D6 .

. D5: Not always. Jedi often fall. They caused much harm on Onderon, for... .

. - > D4 responses .

. D6: Hate? No, I do not hate them. They only raise questions without... .

. - What do you mean? > INFLUENCE Check > Fail, back to questions .

. > SUCCESS, D7 .

. D7: [Influence: Success] The problem is my own, I fear. I harbor... .

. - LSP - I was one of those Jedi. I must accept part of that .

. responsibility. .

. - Do you blame the Jedi who turned - or the Council? .

. - DSP - And they were right to turn on the Order, for the Order's .

. cowardice and fear was to blame. .

. D8: I do not know if you are aware of how fragile the Republic is at... .

. - What would need to be done to save the Republic? > lines > D8 .

. - Why Telos and Onderon? > lines > D8 .

. - How did this happen? > D9 .

. D9: The Jedi Civil War brought much suffering to the galaxy, and the... .

. - What do you mean? > D10 .

. D10: The war was costly, and it shattered the Republic. In time... .

. - What worlds must be held? > line > D8 .

. - +INF+ LSP - Then we must do what we can to defend the Republic. .

. > line > D8 .

. - So what? Does the Republic deserve to be saved? > D11 .

. - -INF- DSP - Let the Republic burn for all I care. > D11 .

. D11: It is strange that someone who went to war against the... .

. - No, I simply believe the Republic doesn't deserve to survive. > D12 .

. - I think the worlds the Republic control deserve their freedom. > D13 .

. - -INF- DSP - The galaxy belongs to those who can hold it. Perhaps the .

. Sith are a better choice. .

. - What would need to be done to save the Republic? > lines > D8 .

. D12: Does that mean that all who would die if the Republic collapsed ... .

. - -INF- DSP - If they are that dependent on the Republic, then yes. .

. > END .

. - > other D11 responses .

. D13: It would not be freedom for many. There would be economic ... .

. - +INF+ LSP - I did not consider that - perhaps you are right. .

. > line > D8 .

. - -INF- DSP - The eventual independence would be worth it. > END .

. - -INF- DSP - Then let them die. > END .

. - -INF- DSP - I don't really care. > END .

. - What would need to be done to save the Republic? > lines > D8 .

. D14: (Different lines, sometimes, and 4th option not always available) .

. Not much remains of the Jedi - I am trying to find what little ... .

. - Why did they choose you? > D15 .

. - Have you had any luck? > D16 .

. - Do you know what happened to the Jedi? > D3 .

. - Why do you feel that is necessary? > D23 .

. D15: I know something of the Jedi. I have studied them for a good ... .

. - > back to D14 .

. D16: I do not think it is a matter of luck, or chance - only my own ... .

. - > back to D14 .

. D17: I am an historian and scientist working for the Republic... .

. - > back to D2 .

. D18: [Influence: Success] You are correct. I am afraid I have not been... .

. - But the Force... the path of the Jedi? You abandoned it? > D19 .

. - So you turned away from the Jedi - the Force. Because of me? > D19 .

. D19: It is possible to forget the Force, you know - if you not have ... .

. - I could train you to feel the Force again. > INFLUENCE Check .

. - +INF+ LSP - I am sorry that my leaving for war had such... .

. consequences on your future. > D20 .

. - It was not my intention to leave, but I had to. > D20 .

. - -INF- DSP - It is good you turned from the weakness and hypocrisy of .

. the Jedi - as I did. > D21 .

. - There is something else I wanted to ask. > D2 .

. - Never mind. I'll be going now. > END .

. D20: There is nothing to be done - and the past is the past. .

. - I could train you to feel the Force again. > INFLUENCE Check .

. - If you were once a Jedi, what are you doing for the Republic then? .

. > D14 .

. - So are you some sort of spy for the Senate? > D14 .

. D21: Perhaps. I still harbor doubts about the path I walked. .

. - > D20 responses .

. D22: Many Jedi went to go fight in the Mandalorian Wars, and few ... .

. - Do you blame the Jedi who left? Do you blame me? > back to questions .

. - +INF+ LSP - I am sorry if my leaving ruined your chances of becoming .

. a Jedi Knight > back to questions .

. - -INF- DSP - Well, I doubt you could have completed the training .

. anyway. > back to questions > back to questions .

. - -INF- DSP - I really could care less. > back to questions .

. D23: [Influence: Success] Because I fear that unless the Jedi ... .

. - Do you have a problem with the Jedi? > D24 .

. D24: No, not their lore, their histories - but their masters, their ... .

. - +INF+ LSP - The Republic has also been saved countless times by .

. these same Jedi, often through acts of sacrifice. > back to questions .

. - -INF- DSP - It is the truth - the foolishness and arrogance of the .

. Jedi has brought much harm to the galaxy. > back to questions .

. D-MED1: I try to treasure these moments before the next crisis begins. .

. - +INF+ Can you teach me to meditate? > 500 XP, increase Maximum Force .

. Points by +10 > back to questions .

. - -INF- I order you to tell me how to do the same. > increase Maximum .

. Force points > back to questions .

. D-END1: Forgive me, but there is something I must ask. In my study of ... .

. - And why do you want to discuss it? > extra line > back to D-END1 .

. - LSP - I left to protect the innocents on the Outer Rim. > D-END2 .

. - DSP - Battle called, and I answered. > D-END2 .

. - DSP - The Jedi held no truth for me - only war did. > D-END2 .

. - I don't want to talk about it. > END .

. D-END2: I see. And because you went to war they cast you out? .

. - Yes, that is what they told me at the trial. > D-END3 .

. - At first, I thought that was the sole reason. Now I am not so sure. .

. > D-END3 .

. - That was my belief, but recent discoveries seem to indicate there may .

. have been other causes. > D-END3 .

. - I don't want to talk about it. > END .

. D-END3: Do you have a record of this trial? .

. - [Lie] No, those records are lost, along with the others. > D-END5 .

. - Yes, the droid has a holo-recording of it. > D-END4 .

. - T3-M4 has a copy of it. > D-END4 .

. D-END4: Perhaps I shall examine it when I get the chance - with your ... .

. - +INF+ You are free to do so. > END .

. - +INF+ I trust you - go ahead. > END .

. - The record is personal. I would appreciate it if you would refrain .

. from seeing it. > END .

. - No, the records are not for you. > D-END5 .

. D-END5: That is a shame - I feel nuances are often found when one pays... .

. - Why do you want to know? > D-END6 .

. - Perhaps, but not today. > END .

. - Very well, I'll be going now. > END .

. D-END6: Well, it is not solely professional interest - I confess I ... .

. - I still do not want you looking at them. > END .

. - Then the records exist, and you may see them. > END .

. - In that case, feel free to examine them. > END .

. - I doubt such things will be illuminating. > END .

. - -INF- DSP - You waste your time on such things - such Jedi knowledge .

. will only weaken you. > END .


Once you're done with Disciple, head into the room. You see three dead

mercenaries with lightsaber wounds. Interesting... Search them to find the

Datapad that links them with the outside mercenaries, and also mentions that

Vrook is probably captured by Azkul now. (250 XP) Head out, and continue

down the hallway. Kill the laigreks as you see them.

Note: You NEED to search the Mercenaries to get Vrook to appear in the

Crystal Cave, otherwise he won't be there.

Continue Looting

Follow this as it turns back, then to a Stuck Door. You can Lightsaber this

open, or skip it and enter the next, open door. There's nothing in the open

room, go through to the stuck room. There's a datapad in the center here that

tells you what to do in the next room, and some mines that guard it.

Recover the mines, and go up to the next room. Kill the Laigrek, then you

need to use the Computer Panel, and Overload terminal (1 spike). Set the

time and run away. 5 seconds is plenty. Wait in the next room for it to

blow, then return and enter the storage room for your prize: 7 containers of


Return to the hallway to continue the circuit around the sublevel. The

passage leads around and up to another small circle room, with the second

salvager corpse, this one has the Will on him. Tamper with it (150 XP) to

put your own name on it. Or not for the same XP (although you get a better

reward later if you tamper with it).

Almost done. Continue on through the next doorway, and through the halls.

It turns again to another door-then-door setup. Predictably, the first door

is again locked and the second door is wide open. Security open the first

door for the XP, then charge over to the second open room. Kill any laigreks

you find, then up and open the locked door there. Open the last locked door,

and take a turn to the left to the hallways we just skipped.

Last room here, and it's mined. Recover the mine, unlock the door, and go

in. Three locked footlockers to search here. Take the booty and go up the

rest of the hallways to the fountain where we came in.

Oh, looks like someone came to meet us! Gerevick wants to steal your salvage,

and brought some Goons to back him up. This will only end in violence, and

what you say doesn't matter. Dark Siders can wipe them all out with a single

Force Lightning. (unless they Save) Kill them, and check for remains. Time

to go.

If you are doing the SIDEQUESTS: Suulru's Vaporators, The Will or The Two

Dead Bodies, you can now complete them. You can't do both The Will and the

Two Dead Bodies, as they requir that you either did or did not alter the


Return to the Crystal Cave


Time to go get Vrook. Go back to the Crystal Cave, and go up the left

passageway at the fork. Follow this up to the large room to the left. Here

you'll see mercenaries guarding Vrook in a Force Cage. They immediately talk

to you. Do these idiots not *see* your lightsaber? You can get 300 credits if

you help them upgrade their Force Cage.

Mercenary Captain...........................................................

. MC1: Halt, settler. This is a restricted area. .

. - LSP - I'm here to rescue the Jedi. > MC2 .

. - Why are you holding Master Vrook prisoner? > MC3 .

. - So the mercenaries are branching out into kidnapping now? > MC4 .

. - That Jedi belongs in his cage. > MC5 +INF+ with Visas .

. MC2: We are highly trained veterans. And you're just a settler with a... .

. - > MC4 .

. MC3: He's a Jedi Master? Well, the bounty is going to be that much ... .

. - > MC4 .

. MC4: I'm going to say this nice and simple for your little kath ... .

. - [Force Persuade] Open the cage. Let the Jedi out. > FAILS, COMBAT .

. - I don't want to fight, but I can't let you take Vrook to Nar Shaddaa. .

. > COMBAT .

. - Can we work out some sort of deal? > line > back to MC4 .

. - Defend yourself then. > COMBAT .

. - Can I ask you a question? > line > back to MC4 .

. - I'll just leave then. > line > END .

. MC5: I know that you settlers have a score to settle with Jedi. Trust... .

. - I can't let you take Vrook to Nar Shaddaa. > line > COMBAT .

. - (Requires an 8 Awareness, even though it doesn't show that) You know, .

. your cage won't hold him. He's an elite Jedi Master. > MC6 .

. - I'm afraid imprisonment isn't good enough. He must die. > MC8 .

. - Vrook betrayed me - I want him to suffer. > line > MC5 .

. - I'll let you go about your business then. I hope he enjoys Nar .

. Shaddaa. .

. MC6: He's a what? It doesn't matter if he's a master. That forcecage ... .

. - DSP - No, it won't. But if you let me make some alterations... > MC7 .

. - So certain are you? Enjoy the consequences. > MC5 .

. - DSP - That's the last insult I will take from you. > COMBAT .

. MC7: (The Exile modifies the Forcecage) I have no idea what you did... .

. - Now that Vrook is safely locked away, I can deal with you mercenary .

. scum. > COMBAT .

. - I'll be going now. > END .

. MC8: I can understand how you feel, but he's worth a lot less to us ... .

. - You have no choice in this matter. You're all dead. > COMBAT .

. - > other MC5 responses .


Vrook gets out of his forcecage, and isn't happy to see you. If you answered

the previous lines in a Dark fashion, this will be going to combat soon.

There's really nothing in this dialogue, no Light/Dark options or Influences

for any nearby companions. Ask him for everything, then he'll leave. If you

have to fight him, he'll stun you and retreat. (500 XP)

Search the remains of the mercenaries, as well as some new metal boxes that

have appeared.

Before you leave the cave, if you are siding with the Mercenaries (Dark Side)

against Khoonda, take Handmaiden out. If you're siding with Khoonda and

against the Mercenaries, put in Handmaiden and take out Kreia. If you're

siding with Khoonda, strangely, you can gain influence with HK-47 so put him


The Mercenary Attack


Exit the cave, and you'll immediately meet with Azkul and his mercenaries

show up. Azkul wants to offer you a job. This is the final Light/Dark choice

for Dantooine, once chosen you can't go back on it, you become committed to

either the Light or Dark path. That said, there's no reason a Dark Sider

can't do the Light Path or a Light Sider to do the Dark Path. You just gain

Dark/Light points depending on which you choose.

If you side with Khoonda, tell him that you aren't interested, then "Die

mercenary scum!" for a DSP and +INF+ with HK-47. Saying "Okay, I'll help you"

is worth a DSP, while [lie] saying the same is not, and won't make the

mercenaries hostile. The [lie] option allows you to delay and decide who to

help later.

Note: Kreia looks like she would gain Influence here, but she doesn't.

Now, go back to Khoonda and talk to the Administrator to get the Security

Key. If you had Berun replace Zherron, she puts him back in charge. Talk to

Zherron to find out what you can do. He lists off a few things, recruit

people into the militia, and repair a few things around the base.

Note: Although you can go back after completing a few of the tasks and ask

for a reward, you won't get one.

There are a number of things we are told to do to affect the outcome. It

doesn't matter what you do. Seriously. Do none of them. Do all of them.

Do them all in favor of the wrong side. Whichever side you go with in the end

will win regardless.

Here's what you can do:

Fix/Disable the Gun Turrets - In the security room near Zherron's militia

room, use the console (base: 2 spikes) to change the turret settings. It

doesn't help to have the guns target friendlies, if you're siding with

the Mercenaries, but you don't get XP for simply Deactivating them.

Either fix them to only fire on enemies/friendlies (base: 10 spikes), or

disable them altogether (base: 2 spikes). (320 XP for changing targets,

XP scales with level)

Heal the Soldiers - Located in the upper hallway. Either fix the Droid

(see below) or use a dialogue on each soldier, and use a [Treat Injury]

on them to get a LSP. You can still do the below fix the droid even if

you heal them all.

Fix the Medical Droid - Located in the upper hallway. Repair it (base: 6

parts). Set to either heal the Milita soldiers, or incapacitate

them (cost 1 Spike). (320 XP & LSP for healing, 640 XP & DSP for

incapacitating, XP scales with level)

Fix the Sentry Droids - At the end of the upper hallway. Do this for either

side, but then if you are going for the Mercenaries, reprogram the droids

to get them to switch sides. (base: 1 part to activate, then base: 4,4,5

for each of its 3 systems, 240 XP each system for 720 XP total, XP scales

with level) You reprogram the droids all at once using the Console in the

room. Slice it (base: 2 spikes) and reprogram it to "defend hostiles",

if you want them to work for the mercenaries (base: 10 spikes) (320 XP,

scales with level). The broken droids in this room also have great droid

treasures. The droid in the corner also has Akkere's Hydrospanner.

Something to take care of later...

Open/Seal the Storage Room Door Outside - There is a small door facing the

docks that you can either open (then go inside for some loot), or seal

the door forever (and losing the loot). (1 Repair part to get 340 XP for

sealing it, 0 Spikes to get 100 XP for opening it) The treasure is

worth more than 240 XP, if you're wondering.

Recruit More Soldiers for the Militia - This is only done if you are

working for Khoonda. The people you can recruit are:

- Suulru - right inside Khoonda

- Dillan - just outside Khoonda

- Jorran - Salvager Camp, unless you killed him

- Akkere - just outside Khoonda, he will also join if you buy his

Thorium Charges (1000 credits lost), which are useful on

Dxun. (for more information, see below)

You get 100 XP for each person recruited.

Plant More / Recover the Mines - When planting new mines, it doesn't matter

the quality, or the placement, so long as it's close. Once you have

enough mines, four, the game tells you that is enough. There are two

minefields one on each side of Khoonda. You get XP for each mine removed,

but none for planting them.

So, to get the most out of this, regardless of what side you pick, do this:

- Recover the Mines (XP for each mine)

- Unlock the Door (treasures inside)

- Fix the Medical Droid, then Incapacitate the patients (DSP, & more XP)

or if you must, have it Heal them for less XP and a LSP.

- Repair the Droids, and change their Programming

- Recruit Dillan, Jorran and Akkere (then show him the hydrospanner and

kill him to get your 1000 credits back)

- Reprogram the Turrets for either side.

Go outside and talk to Akkere about the Hydrospanner. If you have G0-T0, you

can gain +INF+ with him by trying to turn Akkere in then killing him.

(100 XP) You get a DSP only if you say "I don't care, I'm turning you in

anyway." He's one of the "innocents" that you can murder in this game, so you

will lose -INF- with T3, Bao-Dur, Handmaiden or Disciple if you kill him.

Also, by killing him, you can get your 1000 credits back. You can also listen

to his story, and not turn him in (250 XP, LSP) or even give him 500 credits

to help him out (250 XP, LSP, more than the other option), or blackmail him

for 500 credits (DSP). Kreia will freak out if you do the Light Path here,

and you lose -INF- no matter what you say to her. Those who like compassion,

Bao-Dur, T3, Disciple and Handmaiden will gain +INF+ if you help him out.

Tip: SAVE HERE! Then, after getting your extra Lightsaber from Vrook,

if you don't like it (such as getting a Short Lightsaber) you can

reload. Also if you're on the side of the mercenaries, you must fight

Vrook, and he's difficult.

Once that's done, go back to Azkul/Terena and tell them that you are ready

to proceed. Assuming you did these things, you will only have to fight one

battle. Dark Siders get to fight a one-on-one battle with Vrook (a tough

fight if this is your first planet, but not impossible, see below) or a

general battle with Azkul's forces.

Tip: You can mine the Khoonda interior if you want. Just inside the first

room for the battle with Vrook, and in the middle hallway in front of

the Administrator's room for Azkul.

Light Side, Siding with Khoonda


You will be fighting the much easier battle against Azkul and his mercenary

goons. When he talks to you, you can switch sides by saying that "she means

nothing to me." He walks by you and kills the administrator. Then it works

like the Dark Sided option (see below). You can even ask why he should let

you by, to get him to bribe you (DSP) 1000 or 2000 credits. (This is far,

far fewer than you would have gotten had you sided with him in the first


You start out fighting alone, but you can enter the party selection screen

and add party members once you get control.

You can't Force Persuade him, and you can't talk him out of it. This boils

down to basically a blaster fight. Either Dopak switches sides, for some

reason, or Vrook returns. (I think that Dopak joins your side if you gave him

the message from Zharron) Use Energy Resistance/Shields, and work on the

leader. (1000 XP for starting battle) Get rid of all the Mercs to win.

The administrator will offer you a 4000 credit reward. Taking it is Neutral,

asking for more is worth a DSP, and refusing it is worth a 3xLSP. Though,

saying that you want a statue is worth nothing.

After the battle, Vrook will answer any of your questions, then teaches you

his Force Stance (you can learn this on the Dark path as well), then answer

any questions you want, before leaving. He then gives you a random Lightsaber

(if you've built one already), then sends you on your way. (750 XP)

Be sure to double back inside to search Azkul's remains.

Dark Side, Siding with the Mercenaries


If you're fighting Vrook (the line "you've lived too long" gives you a DSP),

he is fairly tough for a 15th level character. I wouldn't even take him on

without having first gotten your Prestige Class, which gives you a free

level. Anyway, if you fight him, you instantly get an extra Lightsaber (the

type is random) and 550 XP.

Fighting Vrook at this point can be done with some minor amounts of strategy.

First, use Energy Shields, while running away. Use your party members (they

won't help you) as posts, and make a figure 8 around the place. You can also

run behind the trees and desk along the wall. When you get any amount of

distance between yourself and Vrook use an item or power that can help you.

Ideally if you can get him to stop chasing you (not impossible, you just have

to get him stuck in a corner then move away faster than he can follow, such

as when he has to stop for a grenade attack or force power). Of course, if

you're a straight up Guardian with all STR and CON, this shouldn't be too

tough. And if you're here after hitting an earlier planet, this shouldn't be

too tough. Another thing to try: Switch to Contention (Lightsaber Style).

Then just hit him with Flurries and you're done.

If you manage to shake him loose, you can set mines, then when he follows you

again, get him into the minefield for damage.

Tip: You can save in battles if you need to.

When you get him halfway, Kreia will bring up a dialogue to teach you his

fighting style. Charge Vrook again. Once he's dead, you absorb his life

force (+25 Bonus to Force Points).

Once that is over, Azkul offers you a reward. You could take it, but you can

also [Persuade - 19 REQ] him to increase it 50% to 12,000 credits. If you

have the force power Affect Mind, you get a [Force Persuade] option that

doesn't work, however, with Dominate Mind, you can use that [Force Persuade]

option to increase your reward to 12,000 credits. Otherwise you just have to

take the 8000 credits. (750 XP, Random Lightsaber Part) He goes off and kills


And that's that for Dantooine.


8. Nar Shaddaa :NRSHD:


The Smuggler's Moon, the Gaping Hole of Nal Hutta, um, this stinkhole.

After listening to Atton's colorful comments about this place, and asking

whatever questions you want of him, and he lands the ship in the Refugee

Sector. Once you land you have to watch a cutscene of Goto planning the

capture of Jedi. This introduces both G0-T0, the droid behind Goto, and

Hanharr the Wookiee, both who can join you (but Hanharr only if you are

Dark Side). You also see the bounty hunters of Nar Shaddaa, whom you will be

fighting later.

Once actually on the planet, Atton bugs you again, and you can once again

ask questions about your situation. Let's move out!

Once you get past your own companions, a Toydarian, Quello, approaches and

wants you to get off his landing pad. You can't Force Persuade him (which

you'd know if you've seen Ep1), but you can [Persuade/Lie] The Exchance told

me I could land here (DSP), and you can follow that up with a threat to kill

him for another DSP. Failing that, you can tell him his landing pad is

trash or pay him 50 credits and he'll leave. But he tells you that someone

else will be landing here, and you'll have to deal with them at that time.

You will be able to buy the HK Droid Processor from Kodin, whom you can find

by turning left when you get out of the first hallway.

To build our lightsaber (if you haven't already) we need just two more parts,

the Lens and a Color Crystal. You can buy the Crystal from Geeda or Oondar,

and can get the lens in the SIDEQUEST: Dance for Vogga.

To train Atton as a Jedi, head to the Refugee Sector (see SIDEQUEST: Atton's

Terrible Secret below).

Finally we can move. Choose your party.

Companions with Influence Checks (just a heads up, more information below):

Atton (Reparing the Airspeeder, the Sick Man)

Bao-Dur (The Sick Man, Repairing the Airspeeder)

Kreia (The Sick Man, Guy Getting Mugged, Guy Asks for Credits)

T3 (Droid Merchant)


Nar Shaddaa Main Area


W - Workbench

-----. K - Kovin

| | TT - Tien Tubb

| |.-----. To the B - Borna Lyn (Swoop Den)

|R M d B | Docks L - Lupo

`-----| L |---. | | M - Modo (Swoop Clerk)

.---. |__ d_ | | | .--. R - Racing Droid

/ |d' | | | | |G | O - Oondar

/ Ebon ------------. | |.-' `--' `--' `-. G - Geeda

| Hawk | | -'K '-. d - door

/----------. | `--| .---------. .-' WD - Weapon Deal

.___./ |------| --.---| | | `-._

| TT | d | Pit | ,._ To Cantina/

----| |d-----| | | |_ Pazaak Den

|W | d `---------' O |

| d | .--d|

|-----|-| |-|-- .-. .----. | | ---|

- =__| | | |__d |

| | | WD |

| | ------

To the

Refugee Sector

The First Refugee

Be prepared for lots of muggings in this area. Forward. Within moments, you

find a couple aliens, hassling a human refugee. Pretty easy Light/Dark

option. You can talk to the Thugs, if you want, to learn that a good way to

meet the Exchange is to kill its employees (them). Saying "Just a Spectator"

will get you a DSP. Saying "I won't let you hurt this man" gives an LSP.

Huh, interesting. This goes to battle. Light Side will fight them off to help

the Refugee, then talk to him ask why they were doing this to him, and then

tell him that you were glad to help. (LSP) Dark Side can still save him, but

then say he owes you, or threaten to cripple him (DSP). (You can even mix the

two, say that he owes you then tell him that he can go and you were glad to

help, but it's more Dark than Light)

Goal for Nar Shaddaa

Now we know our goal (The Exchange) and how to do it (Mess or Help their

Operations). Once you have done enough to/for the Exchange, you'll be offered

a meeting with their leader to get to the bottom of this whole "Jedi Bounty"

business. Along the way you'll also pick up a new companion, Mira or Hanharr

(Light or Dark Side) and find the next Jedi Master. This can be a tricky

thing, so I would create a save here and DON'T SAVE OVER IT until you meet

with the Exchange. Should all things fail later, you can always go back and

try it again. This isn't likely, and I've never had problems with it, but

better safe than sorry.

To Annoy the Exchange: To Gain Influence with the Exchange:

- Help Lootra Find His Wife - Convince Lootra to join the Exchange

- Fix the Freighter Order for Fassa - Destroy the Swoop Droid

- Agree to help Vogga the Hutt - Convince the Thugs to sell the man

- Kill Saquesh into slavery

- Convince Nadaa to sell herself to

the Exchange

- Convince the Refugees to give up

- Convince the sick man to kill


The Second Refugee

Just ahead, a man will automatically talk to you. He wants credits, and

you can either give it (LSP) or chase him away (DSP). Either way, no good

comes from it. Regardless of what you did, Kreia will talk to you (either in

party or telepathically) to comment on what you did. He either gets mugged

and the new credits stolen, or he becomes a jerk and starts mugging people

himself. What you say to her doesn't matter until the VERY end, when you can

say either: (only if you gave 5 credits)

> +INF+ I... will consider what you have said.


> +INF+ There is wisdom in what you say. Perhaps I shall not be so quick to

offer aid in the future.

The other options lead to influence decreases.

The Third Refugee

The last guy in this very small area is just standing to the side. You need

to give him some credits to get him to talk to you. Ask for information,

then reveal that you are a Jedi. If you aren't showing signs of Dark Side,

he'll believe you, and you can say one of these lines:

- 2xLSP - If I can, I will help everyone I can.

- LSP - I will do what I can, but that may not be enough.

- DSP - I am not here to help anyone.

Beyond that he just has some minor amounts of information. After you leave,

you see Mira (though you don't know her at the moment) talk to him. Even if

he says that he will listen for more information for you, he never says

anything more, ever again. Bum. Talk to him now, to avoid a bug later. (If

you never talk to him until much later, then talk to him you actually trigger

a Mira bug that messes her up) Or just never ever talk to him.

The Ebon Hawk, Stolen?

Ahead and to the right, going around the central pit to the lower end of

this area. A guy here, Ratrin Vek, tells you that you have his ship. Ask

him for proof that the ship is his, and he reveals information about the

ship (such as Secret Compartments) that only an owner would know. If you

give him the ship, say either:

- LSP - No, if the ship is yours, then you deserve it back.

- LSP - I'd rather be stuck here with a clean conscience.

Or you can refuse to give it back. There is only one Dark option here:

- DSP - If you don't get out of my way, you'll be dead.

If you learned about the hidden compartments from Ratrin, go back to the

Ebon Hawk (watch any companion exchanges), go to Visas's Cabin (the starboard

side), and at the end bottom bunk you'll find a Hidden Compartment with some

treasures. Pretty decent. (The other hidden compartment he mentions was

discovered in KotOR1 by Revan) No, you didn't just give up your ship. You'll

see what happens to him later.

Keep going around the pit in the center, and when you get to the side with

the Red Door (which we aren't taking yet, but leads to the Cantina/Pazaak

Den), Kreia will talk to you, or send you a vision and talk to you. She is

telling you that you can feel the pulse of the Force in Nar Shaddaa. It

does not matter how you reply to her. For this you get +6 to Force Points.

The Fourth Refugee

Now go all the way around the pit to find the last of these guys who get

hassled by Exchange Thugs. He immediately sees you and tells the Thugs that

you have their money. What a nice guy, getting their attention for us so

we can save ourselves the trouble. Nice, nice guy. Lots of options here:

- [Force Persuade] There's no need for this, go on your way.

- DSP - [Force Persuade] You two, give me all your credits, then go jump

into the central pit.

- LSP - [Persuade/Lie] I work for the Exchange, and this man is under my


- LSP - [Persuade] This man is under my protection. Leave now.

- I don't have the money.

- This man's lying - I don't know him, and I don't have his credits.

- How much does he owe?

- Leave this man alone.

- You two better back off before you're kissing duracrete.

- The next one of you threatens me, dies.

You can either Force Persuade them to go away (one way or another), put him

under your protection (if you make your Persuade, you don't need to Lie),

get into a fight, or offer to pay his debt. Although they ask for 500, you

can get away with 100. Paying his debt is worth a LSP. The Darkest of the

Dark options would be to follow this path:

Dark Path > This man's lying - I don't know him, and I don't have his


> DSP > Pay these thugs what you owe them, or I'll kill you.

> DSP > You could probably sell him into slavery and get the

money you need. (this also gives you a tiny bit of an increased

standing with the Exchange)

If you kill the thugs with Force Persuade, Rutum runs away. If you simply

Persuade or Force Persuade them away (250 XP), you can then ask for more

information, or kill him for a DSP. Various party members will react to this

scene: Bao-Dur, Atton, Visas and Handmaiden. Killing him brings no reactions.

If you save him in any way, you get a good reaction, even if you used Force

Persuade to make them jump into the pit.

Killing the thugs, making them jump off the ledge, or making them go away

has no effect on your standing with the Exchange.

We're finally done with the Refugee/Thug events that we can't avoid. There

are quite a number of things that can be done in this area, listed in the

SIDEQUESTS below. Once you've done these, there are two more areas to visit,

listed below SIDEQUESTS (the Cantina/Pazaak den are listed here). They

also have SIDEQUESTS, but those are listed there. There will be two upcoming

events. First, you will have to liberate your ship from the Red Crescent

slavers (covered in this section of SIDEQUESTS) and Second, you will get a

call from the Exchange for a meeting in the Jekk'Jekk Tarr. This is listed


SIDEQUEST: Get the Old Droid Back

Head over to the "Swoop Garage" (despite that, it never has anything to

do with Swoops... Ever.) in the lower left of the map, near where you

fought the first gang of Thugs. Enter. There are some Metal Boxes around

that you can search, as well as a Workbench. You'll also find the

Airspeeder Navigation Interface, which is used later for the Rebuild the

Airspeeder quest in the Refugee Area (at least, if you get there before

it's too late).

When you go up to the second part of this place, a protocol droid will

automatically talk to you. Ask about him being the 32nd model, then end

the conversation. Go over and talk to Tienn Tubb, the Sullustan mechanic

here. Although you can change your ship's signature later, you can't do

that right now.

When you try to leave, TT-32 asks you to go to get the old droid, number

31 from a droid merchant. There are some nifty new Droid Shield plans on

that droid, and TT-32 wants them back. Agree to help. Be sure to ask for

a reward on this one, you'll want it.

Go out, and up, to find the droid merchant, Kodin. You can see (and

interact with ) IT-31 right now, if you want. If you have T3 in your party,

Kodin will try to buy him from you (see SIDEQUEST: Sell T3 below), but

that's not why we're here. Ask him about Astromech Droids, and then get

the option to ask to buy the droid. He wants 500 credits for it, but with

a Persuade you can knock it to 300 (or 150 if your Persuade is good).

[Awareness] also works. Buy the droid. (250 XP) You could also tell him to

just give you the droid, and with a good Persuade, he will. Without a good

Persuade, you have to kill him (DSP) to get it. Killing him seems to have

no effect on your standing with the Exchange. Although threatening to kill

him and Persuading him to give it to you seems to have a small effect on


You could also just buy the memory module, killing the Droid. Kodin will

want 250 credits for this, but it can be Persuaded down, or even Repaired

down to 100 credits. Bao-Dur will also tell you that it's worth 100 and

save you the credits if you don't have the skill. If you tear out the

Memory, you lose -INF- with T3, whether he's around or not.

Now talk to the droid, and tell him to go back to the garage. Finally go

back to TT-32 and either tell him you succeeded, or give him the Memory.

You can pester him further for an extra reward (Parts), but T3 will lose

-INF-. You could also tell TT-32 that you have a copy of the designs, and

follow that through to get a "discount" on items here. Only problem is

there are no items sold here. (1250 XP)

SIDEQUEST: Sell T3 to Kodin

Refusing to sell T3 to Kodin gets you nothing, T3 isn't that impressed.

But selling him is a different matter. When you talk to Kodin and offer to

sell T3 for 500 credits (a good persuade to get 750, a better Persuade to

get 1000). Or you can trade T3 for IT-31 to complete the above SIDEQUEST,

but only if you've already talked to him about it. You get whatever money

you negotiated, a DSP, and lose -INF- with T3.

You can't buy him back, but he will return later on his own to save you.

He's more loyal than you, apparently.

SIDEQUEST: Interrupt the Exchange Deal

In the room in the bottom right of this area is a weapon/spice/slave deal

going down. When you enter, it is interpretted as an ambush, and everyone

goes hostile. Kill 'em all. Search for remains, then clear out the

containers in here.

This has a minor effect on your standing with the Exchange.

SIDEQUEST: Oondar Vs. Geeda, the Merchant Wars

I'll just say it up front. Always side with Geeda. Light Side or not, the

rewards in the end are better. Always side with Geeda.

Note: Oondar will ONLY offer this quest the first time you talk to him.

If you don't take it then, you can't get it.

Just outside the room with the weapons deal that we broke up, is the

merchant Oondar, who wants you to get rid of his competition, Geeda, who

is located near the top right of this area. Talk to Oondar first, ask about

his lack of customers. He complains about a "schutta" (Geeda, but he

doesn't name her) ruining his business. If you offer to kill her you get a

DSP. Whether you offer that or to compromise with her, agree to help him

out, and he offers you a discount on his items (about 10% off). There are

three main ways to handle this:

Dark Path

Go talk to Geeda, and immediately tell her to take a hike. (250 XP, DSP)

Return to Oondar to clear this quest.

Neutral Path

Go up, talk to Geeda, listen to her side, agree to her counter offer then

go back to Oondar to tell him about that. Then agree to his demand to take

care of it. Finally go tell her to get out of here. (If you listen to

her at all, you have to talk to Oondar again, then her again) You get 250

XP for telling her to take a hike. Return to Oondar to finish the deal.

You get access to his better items.

Light Side

Go up and talk to Geeda, who counters with the same offer. Accept. Now

back to Oondar and he threatens to tell the Exchange if you don't follow

through with your deal. Hmm. Since we're not siding with him, say that you

aren't afraid of the Exchange, and that he can eve give them a full

description of you if he wants. Back to Geeda and tell her what Oondar has

done now, then side with her (LSP). She tells you that to improve her shop,

you need to get her some new trade routes, notably to Onderon (Dxun) or to

Dantooine. Or both. And as long as you don't tell Oondar about this, you

can still access his shop. If you do go to Oondar and tell him you sided

with her, you get 250 XP and LSP, but then he vanishes.

Note: Be sure to return here after dealing with those worlds. She adds

new items to her shop for each planet you clear.

Although her inventory isn't great now, she's technically the best

merchant in the game once you've upgraded the shop.

Oondar's threat to tell the Exchange seems to be a boast, it had

no discernable effect on my Standing with the Exchange.

You get 1000 XP when you clear a planet for trade with Geeda.

SIDEQUEST: Bet on the Swoop Races... Or Not

If you don't mind gaining a Dark Side Point (DSP), have the force power

Affect Mind and have 1000 credits, you can double it. Enter the swoop

bar at the top left of the map. Talk to the owner, Lupo and ask to place a

bet on yourself. Amount: 1000 credits. The owner will try, but fail to get

your bet entered. Talk to him again, for a bit. Then use [Force Persuade]

to tell him that he hasn't given you your money back yet. You get 1000

credits and a DSP.

Note: Technically this works with smaller amounts, but since you can do

it once, it is best to maximize your earings.

SIDEQUEST: Destroy the Ultimate Swoop Droid

Head over to the Swoop bar at the top left of this area and go on in.

You have to watch the owner talk to a drunk Twi'lek passed out on the

floor here. Don't bother talking to him, instead find Borna Lys at the


Borna tells you not to race your Swoop here because there is an unbeatable

droid here. Follow this up until you hear her plan to get rid of the

stinking droid. Ask for the codes. You have to have one of the following

to get the codes:

- [Computer] I can reprogram the computer behavior core with a process

delay without him realizing it.

- [Computer] I could just pry open the control cluster and cut a few


- [Repair] Let me rewire a secondary motivator, and the sabotage will be


- Give me a hydrospanner, and I'll smash its motivators. (still checks

your Repair skill)

- [Persuade] We both stand to make a profit here, we do not need squabble

over the scraps Lupo leaves.

- [Force Persuade] You will give me the codes.

Whatever you do, get the codes, and go into the next room. Ignore the

guy behind the counter, and head straight for the droid. Use the small

computer console next to the droid.

With an Awareness you can find an odd transmission on the droid, but that

doesn't seem to matter. Use either Computer or Repair to disable the

droid. If you try and fail, Bao-Dur (if you did Repair) or T3 (if you did

Computer) can do it for you. The droid goes boom.

Modo, the guy from behind the counter, comes over to investigate the


- DSP - [Lie] I don't know. I came running when I heard the explosion.

- [Persuade] Your droid seems to have... expired.

- [Force Persuade] You saw nothing.

Say whatever, he'll believe anything. Lupo enters to discover his droid is

gone. Tell him to sell his bar to Borna Lys, and he runs off to do so.

Be sure to check the fallen racer droid for some Remains, and the room in

general for a couple metal boxes. Head back to Borna Lys to get your

reward. (2000 Credits) Doing this has no effect on your standing with the


You can race now if you want, if you set the record, you get 500 credits.

You can then [Force Persuade] to increase your winnings, an extra 1750

credits and a DSP.

Note: As always, you can cheat to win in second. Wander left and aim for

the wall. Hit the WHITE button just before you hit, then forfeit.

You'll hit the wall, then exit the race and have won.

SIDEQUEST: Clear the Pazaak Den

To get into the Pazaak den, from the main area, enter the big red doors

at the right of this area. Then you go over to the door with the guard to

the left, and either buy the password from Kaalah-Nah to get in (15

credits), or just use [Force Persuade] to have him let you in. It doesn't

change anything. Don't worry about Twik'Gar outside the Den unless you plan

on doing a Dark Side option inside. If you are doing Dark, talk to Twik'Gar

to learn he wants a message passed on.

There are going to be four total Pazaak players in here. The malfunctioning

droid, the Twi-lek woman, the Duros and eventually The Champ. The only one

you have to play is The Champ, all the others have a way around them.

However, if you use the way around, you won't get any Credits for defeating

them. Each player must be defeated three times. Once all are defeated, you

get to play the Champ, who automatically enters to challenge you. Once you

beat the Champ, you get the +1T card.

If you're playing Pazaak here, not much has changed since the first game,

and if you played back in Telos, you should be good to go. You can buy

new cards from Dahnis. Every wager will be at 100 credits, until you get to

the Champ, then wagers are 500 credits.

So, either talk to each of them, and defeat them three times, or take the


S4-C8 is a malfunctioning Droid. Repair her to get her to stop the Pazaak

desire. After the first Repair option, you can get an Awareness option

to check for oddities, which if successful, gives you the second of

the mysterious droid signals (the first was in the Swoop Den). You have

to Repair, then Repair or Computer again.

Dahnis is the female Twi'lek player. Male characters always win. Females

can skip her by simply having Atton, Bao-Dur or Disciple in your party

and they will defeat her.

Geredi is the Duros in the far corner. After learning about him from

Twik'Gar, tell him that some attractive Twi'leg dancers are waiting for

him outside. He falls for that a little too easily. (DSP) Or you can

Force Persuade him to go out. (DSP)

Then, defeat the Champ! If you actually played Geredi, then The Champ is

actually easier to beat than him. Beat the Champ 3 times and get his card.

Note: You don't have to play The Champ either. Ask him who he is, then

you can [Force Persuade] him to lose. Or ask him if winning is

still fun, and then [Persuade] him to lose.

Note: Yes, it's a nice card. However, you just played or removed the

majority of the Pazaak players in the game! Who are you going to

use this card on?

SIDEQUEST: Dance for Vogga the Hutt

Also in the "Entertainment District" is the Cantina. Inside a thuggish

guy is auditioning new women to be dancers for Vogga the Hutt. Well, we

want to do this, but not at this moment. First, we need to discover how to

get into Vogga's secret vault.

Note: If you do this before getting the Juma Juice, just keep whomever

danced in the Dancer's costume, talk to Vogga and ask to dance


First, get a person with Stealth and a Stealth enabled belt. Use that to

sneak up on the Trandoshian's ("Vogga's Thugs") in the cantina. They

mention that Vogga only wants to see people who ask about Goto. Good to

know. (100 XP) Now, go up to the Docks area, and then into the side hallway

into the Flophouse.

In the very first door, we need to Stealth in and listen to their

conversation to learn that the Kath hounds in Vogga's lair will fall asleep

if given Juma juice. (100 XP) Make sure Handmaiden or Mira is in your

party, if you're male. Also make sure someone can open a lock. If you're

female you can dance yourself. Back to the Cantina. Talk to the bartender

and get some Juma juice. He wants 100 credits for it. You can [Force

Persuade] for free, or Persuade for free or a reduced fare, if you're good

enough. There's no Light/Dark for Force Persuade.

Now talk to the auditioner, Twi'lek Domo. He hates the girls dancing for

him, and wants your help to find someone new, a STAR! Volunteer yourself

(if you're female) or Handmaiden/Mira. (Visas refuses) You don't have to

be reassuring to your party member who ... puts on the costume. Time to

dance! (300 credits, 50 XP)

Note: If you are Dark Sided, and significantly so, he won't want to take

you. You can always [Force Persuade] or [Persuade] him to your

way of thinking. Once you get past the head, you don't look too

bad... a little grey, maybe.

The dance puts Vogga to sleep. Once you get control, go towards the little

water dish in the corner near the door and use it. Pour in the Juma Juice,

wait, then Unlock and enter the vault. (The game actually places you back

outside Vogga's room, make sure you're opening the right door, you want

the Security Door, not Low Security Door) (50 XP) Open the metal box to get

Lightsaber Focusing Lens Fixture (or a random Lightsaber, if you already

built one)

Which means that if you already acquired a color crystal from Geeda or

Oondar, you can talk to Bao-Dur and build your lightsaber. (1500 XP for

building your lightsaber)

Nar Shaddaa Docks Area


If you've been following the walkthrough line by line, this is where you'll

be, in Vogga's complex in the Docks area. Admire your new Bronze Bikini

(unless you're on the Dark Side, at which point it looks... less than


There's nothing that absolutely MUST be done in this area right now, but

quite a number of things that CAN be done anyway. If you want to get fuel

for Telos later, go wake up Vogga the Hutt and talk about Goto. If you

agree to help him deal with Goto, then it makes the Exchange less likely to

like you. Whatever, he has fuel. It doesn't really matter how you approach

it, all paths are about the same. (50 XP)

Explore around Vogga's place to find a Warehouse we can't enter (yet) and a

Bith who is also looking for a new fuel source for Telos. If you're feeling

Dark Sided, you can kill him. Curiously, none of the companions react if

you kill him. Say this:

Dark Path > What are you doing here?

> What's your interest in this?

> I was also trying to find a fuel source for Citadel Station.

> It's not safe to compete with me.

> Let me tell you something - you won't be getting much farther.

Goodbye. > COMBAT (DSP)

You should see some cutscenes if you wander this area, as the bounty hunters

close in on you. This also raises the awareness of you at the Exchange. Only

sidequests to do here, before we move on to the Refugee area.

SIDEQUEST: Reorder the Ships for Fassa

Talk to Fassa in the center of this area. You can ask about some things,

but only one thing goes anywhere. If you are friendly with the Exchange

you'll need an Awareness to get anywhere, otherwise follow this path.

> Who do you work for?

> How is business these days?

> Is there anything I can do to help prevent hijackings?

> What's wrong with the pylons?

> I'll try to help

Now, you need to restore power to one pylon by using the nearby Pylon

Power Console. Toggle number 2, it's closest. With a good Computer Use

you can optimize the power relays to activate all three pylons at once.

(250 XP) Do NOT use the power cell from Lassavou, you use that on the

Airspeeder later. Log out.

Go up to Pylon 2, use the console, and enter them in this order:

1st - Silver Zephyr

2nd - Alakandor

3rd - Toorna's Profits

Doing this is worth 500 XP, and changes your Standing with the Exchange

somewhat. Return to Fassa for your reward. (Random Item, based on your


SIDEQUEST: Mandalorians in the Flophouse

There are some Mandalorians in the flophouse (the door near Fassa leads to

a series of rooms, colorfully called the flophouse). The room closest to

the entrance on the side has them. Talk to them with Mandalore to recruit


SIDEQUEST: Find the Captain for the Lunar Shadow

In the room next to the Mandalorian room, are some aliens who can't get

to their captain in the Jekk'Jekk Tarr. That place is poisonous for them.

You too. Find a Breath Mask, go inside, and retrieve the captain. He's

in the Weequay room, named Lunar Shadow Captain. Convince him to return,

then return to the aliens to get your reward.

Of course, you could just kill them and take their things. That would be

very Dark Sided of you. (250 XP) You don't actually get a DSP for this,

but your companions will react to it, so you lose INFLUENCE with those

who don't like to murder innocents, and gain with those who do.

You can steal their things from the Metal Box in the back of their room

just fine.

You find the Lunar Shadow Captain in the "left" room of the Jekk'Jekk Tarr.

You need a Breath Mask (or to wait until later, see the "Meeting with the

Exchange" below) to get in and survive. Persuade him to go back for

1500 XP.

SIDEQUEST: An Errand for a Bith

The Bith at the corner room in the flophouse is checking for a certain

frequency that he can't get out of his head. After a very long pointless

dialogue about this, he finally offers you a... COURIER JOB. Take it. He

wants you to meet up with a Twi'let on Pylon 3. (500 credits)

Head over to Pylon 3, and search the Twi'lek corpse. The door will lock,

and the Droid here will attack you. Also, if you haven't already, search

the Plasteel Container here for the Maneuvering Flaps (for the Airspeeder

SIDEQUEST, see below).

Back to the Bith, except he's dead, gone, and left only his arm with a

datapad. Seems that his droid turned on him. That's a common thread between

your event and his. Droids. That's where this quest ends, unless you have

G0-T0 who explains that the signal was his, and he used it to control his


SIDEQUEST: Help Lasavvou and Get His Power Cell

In the first room after the hallway turns in the flophouse, we find the

Ithorian Lasavvou. If you're evil (and stupid) you can claim to be from

the Dock Authority and he'll give you 200 credits, if you end there he'll

never talk to you again. If you got credits, then you can also say that

you're there for his things, and fight/kill him. (DSP) If you do either

of these you can't get the Power Cell, which is more valuable.

But if you're not evil, you can listen to his problem and help him. Deny

being from the docking authority, and listen. His ship is impounded until

he can come up with some credits, but all he has are Power Cells.

Note: If you got the quest from the refugee mother to get her family

off planet, you can have Lasavvou take her with him when he leaves.

Ask for a power cell as a reward for helping him.

Go out and talk to Fassa about Lasavvou. If you helped Fassa out with the

Pylons (see above), then he'll do this for you right away. If you didn't

help Fassa earlier, you can arrange for Lasavvou to give him a power cell

in exchange (don't worry, you still get one yourself). Or you can just pay

the 600 credits owed. Force Persuade won't work here.

Back to Lasavvou to deliver the good news and get your Cryogenic Power

Cell (used to repair the Airspeeder). (500 XP)

SIDEQUEST: Help Lootra Find His Wife

In the second to last room in the flophouse is Lootra, a man who can't

find his wife. Now, you could just kill him ("you picked the wrong room to

die in") to get your DSP, an Influence reaction with those party members

who react to such things (such as Atton, Handmaiden, HK-47, Kreia, Bao-Dur)

and a random Lightsaber part.

Assuming you're less violent, talk to him. He tells you that he has nearly

been forced to take a job with the Exchange because he can't find his wife.

Now, if you want to gain favor with the Exchange, you can [Persuade] him

to join (always succeeds) the Exchange. To increase your favor with the

Exchange, give him the "Tell them *YOURNAME* sent you" line. Kreia will

gain +INF+ from this. It doesn't matter what you say to Kreia.

If you want to really annoy the Exchange, then agree to look for his wife.

You can ask for credits from him, and he's quite willing to pay you. Asking

for a reward here has no Light/Dark implications.

You'll find Aaida later in the Refugee Sector, main camp, about the center

of it. To get her out, however, you have to get rid of the Exchange guards

near the entrance to that area. (If you don't, they kill her and you get

a DSP) She's by Hussef. Talk to her, and tell her that Lootra's looking for

her as well. Tell her that she can go, and that you're back to help the

Republic for 1000 XP and a LSP. Strangely, you can do this even if you have

already KILLED Lootra.

Then return to Lootra in the flophouse to get a random Lightsaber or

Lightsaber part. If you have Kreia, plus one of these people: Atton,

Bao-Dur, Disciple or Handmaiden; Kreia will get mad at you. Defend your

actions the entire way (always the first option) to get +INF+ with whoever

is with you. Not a huge +INF+ increase. In fact, it's barely noticeable.

Nar Shaddaa Refugee Sector


When you first enter the Refugee Sector, you'll have to get past a couple of

guards. If you have a high STR, you can [Intimidate] them to let you past.

They back down, but you can still fight them if you insist (DSP). If you're

looking for Aaida for Lootra, this will allow her to get past later. Whether

Light or Dark, I'd just kill them.

Note: They become unkillable once you pay the Toll, as you can never bring

up the Intimidate option again. So, seriously, just kill them the

first time. Take the Dark Side hit. I've heard that you can avoid

the Dark Side hit by talking to them with Kreia in the lead.

The door ahead to the right leads straight to the Exchange, but it is

magnetically sealed. Take the left door, down the ramp, through the next

door, down the next ramp and through the last door and into the refugee

camp. There are another large number of SIDEQUESTS to accomplish here, and

many have INFLUENCE for your companions, and affect your standing with the


You'll find Adana down here, in about the center of the area, and you can

talk to her to finish the Lootra quest (see above).

SIDEQUEST: Deal with the Sick Man, Geriel

Note: There is an infinite experience bug here. See the Cheats section if

you want to try that. Don't talk to Saquesh yet, and don't

heal/kill Geriel if you do it.

If you want influence with the Exchange or to get the Refugees More Space

(see Hussef's SIDEQUEST below), go through the camp and talk to

Saquesh in the Exchange complex immediately after talking to Geriel, but

before doing anything about him, first to get the quest to deal with him.

It's 250 XP for even bringing this to his attention, and agreeing to deal

with it. You won't get a reward from Saquesh no matter how you handle this.

Note: If you talked to Geriel with a good Treat Injury, your character

knows that it isn't serious, and will have to [Lie] to Saquesh.

This has no Dark implications.

One of the few places in the game where the Exile must have Treat Injury to

do something. (The only other time I can think of this happening is way

back at the very beginning in Peragus) Immediately turn right when entering

the Refugee camp from the entrance, and you'll see a man barely standing


There are two ways to deal with him. Heal him with Treat Injury, or

Persuade him to take his own life for the good of the camp.

If your Treat Injury isn't so good, and you want to heal him, there are a

number of ways to improve it. Obviously you can raise it by gaining levels.

You can also use items to improve your skills, and several will give

bonuses to Treat Injury. Finally anything that raises your WISDOM will also

raise your Treat Injury. I thought for sure that you could have Disciple do

this for you, but you can't. When healed you get 500 XP, LSP, and a random

Lightsaber part.

If you Persuade him to kill himself you get a DSP. You gain a 2xDSP if you

have the Treat Injury and [Lie] that he should kill himself anyway. Getting

him to commit suicide is worth 500 XP and the Dark Side Point (DSP) as

above. No Lightsaber part.

SIDEQUEST: Kahranna (Or, Get Transportation for the Family)

Close to the end of the refugee camp, near the doors that lead to the

Exchange compound, is a woman named Kahranna. She paid a "spacer" to take

her family off planet, but got duped. She immediately thinks that you are

that spacer.

Dark Siders can't say that they are, and [Persuade] to get 500 credits

(always succeeds, and you get a DSP). Or you can [Persuade] to increase it

to 600, but you actually need skill for this. If you [Lie] and say you'll

be back soon, she'll never talk to you again. If you say "Not likely..."

followed by "Sorry, but I have to go now" you get another DSP. And from

"Not likely..." you can listen to her story again to hear the Light option.

Light Siders and Neutrals will listen to her story. She paid 50 credits to

a man named Planore, who probably just took the money and ran. You can

Persuade her to pay you the same rate, 50 credits. Eventually take the


There are, I believe, two options to this: Fassa and Lasavvou. It isn't a

big deal on which you choose, and she won't be here when you get back.

To get Fassa to help them, you need to reorder the Freighters for

him (see his SIDEQUEST above). You also need to go to Goto's yacht and back

before he'll take them. There is no such limit for Lasavvou. You get 2000

XP for completing this.

SIDEQUEST: Odis ("I wanna be a pilot!")

Near Kahranna, and right next to the door that leads up to the Exchange

Compound is Odis, who wants to be a pilot. Take his quest. Refusing does

nothing, although if you talk to him again and ask "Who are you?" he won't

talk to you ever again.

Go find Fassa up at the Nar Shaddaa Docks area, and ask if he needs a

pilot. This can't be completed until after you go to Goto's yacht.

(1500 XP) Odis will be gone when you get back.

Alternatively, if you haven't found the Captain for the aliens in the

flophouse, you can tell them about Odis. Point them towards him and get

a reward: 2500 XP, LSP.

SIDEQUEST: Kaul (Or, Break Into the Exchange... Without Killing?)

In the bottom left corner of the refugee camp is a Twi'lek named Kaul who

will sell you, for 30 credits, the idea to use Stealth in the Exchange

Compound and steal their things. This works fine, with Atton or someone

who can use Stealth and Security (to open locked doors), but is no better

than just killing everyone there.

Anyway, if your Stealth is uncovered, you have to fight the Gamorrean

guards who saw it, but strangely, the rest of the base will be undisturbed.

SIDEQUEST: Get the Refugees Extra Space (Or Convince Them to Give Up)

If you've already killed the Serroco leader and Saquesh, this quest is

already techinically done. Otherwise, go talk to Hussef in the center of

the area. Ask if you can help to get this quest. Sounds good, take it.

Alternatively, you can Persuade them to give up, and let the Exchange win.

The option comes up if you ask what the Exchange is doing to them, or if

you just talk to him again. To get him to accept this Persuade check, you

have to start undermining his camp first. Get Nadaa to sell herself to

slavery (if you try to Persuade him when he talks about Nadaa, it won't

work and you get an extra DSP). Then get Geriel to kill himself. Once those

are done, he'll accept the Persuade and give up to the Overseer (1500 XP,

DSP). This leads to a Disciple interaction. Tell him one of these:

- +INF+ I share your regret, Disciple. But they must accept the reality

of their situation.

- This is the best way. We cannot let our judgment be clouded by pity.

- -INF- Power requires others to be sacrificed.

- -INF- Keep your opinions to yourself.

As in many cases, there is a violent, and non-violent solution. The

violent has you just run over to the Serroco area (reached either through

the ramps at the lower part, or upper part of this area) or through the

lower right cargo container, which tunnels to their side. You can then just

be hostile to the guards, and fight it to the Serroco leader. (500 XP)

Then you go find Saquesh in the Exchange Compound, try to Intimidate him,

which fails, and goes to combat (1000 XP). (You can then free Adana if

you haven't already) That's it, quest over. Violence used.

The non-violent approach has you talking to them. The Serroco can be dealt

with a couple ways. First, you can Force Persuade them to leave the

Refugees alone. You can also Persuade them, if you have the skill.

(2000 XP) You can't do anything else with them, they'll attack if you try.

Get out of the conversation, then find a Security Door and try to open it

this turns everyone hostile, and you can then kill all the Thugs (XP for

each kill) plus the leader (500 XP, same as if you just killed him to

start with).

Whether you kill them or not, you can search their Cargo Containers for

treasures. (But if you open any locked doors, they go hostile, which would

allow you to kill them)

Note: There's actually a bug here. You are actually supposed to be able

to Force Persuade them to attack the Exchange, provided you have

Dominate Mind. But, due to the bug, it always fails.

Then go talk to Geriel to find out that he's sick. Don't cure him. Go to

Saquesh and mention that Geriel is sick, and then Persuade him to lay off

the Refugees. (this leads to the infinite experience bug, see Cheats) Now,

you don't actually have to do anything with Geriel, the quest is over.

(1250 XP, 250 for mentioning Geriel, 1000 for getting the Exchange to lay

off the Refugees)

Note: If you still want to kill him, find out about Nadaa's daughter,

then use Intimidate on him and he'll attack. This way you can then

kill him for 2000 XP. (1000 XP for killing him for Nadaa, 100 XP

for killing him for the refugees) However, if you do this, then

Hussef won't give you a reward. So, go talk to Hussef first, then

return to Saquesh and kill him.

Return to Hussef for a reward, a random Lightsaber. The way to change

a random reward is to reload from before you talked to Hussef. (You have to

actually already have a lightsaber to get random Lightsabers, otherwise

you just get lightsaber parts)

SIDEQUEST: Settle Nadaa's Accounts with the Exchange

If you talk to Nadaa or Saquesh, this quest pops up. You find Nadaa just a

little bit to the "left" (as seen on the map) from the "Refugee Commons."

Nadaa's daughter is being held by the Exchange and will be sold to the

Hutts in a short while.

There are three ways to handle this, two of which give you some Influence

with the Exchange, and another which will really annoy the Exchange. In

purely "I want the best reward possible" terms, it's best to do option 3,

kill him.

Note: If you kill Saquesh, you can't do the infinite experience

bug/cheat. (see the Cheats section)

First, you can go to Saquesh and pay her debt. He'll want a full 1000

credits out of you, but you can Persuade that down to a more reasonable

figure. You can also Force Persuade to get her released for free. (1000 XP,

LSP) Return to Nadaa for a random item. If you pay the debt, rather than

Force Persuade, the Exchange will take note of you. Also, using the line

[Lie] the refugees are planning a rescue, "removes" Nadaa, ends the quest,

and gets you some Exchange attention. (1000 XP as above, DSP)

Second, you can Persuade Nadaa to sell herself into slavery so that she can

help protect her daughter, who will also shortly be a slave. When you first

talk to Nadaa, tell her to pay her tribute, then use the Persuade option

to sell herself as well. If she is persuaded, you get 1000 XP and a DSP.

Then go talk to Saquesh to get a reward, a random item. This makes the

Exchange take note of you.

Note: To get the reward from Saquesh, you can't have gotten the quest

from him, you must have persuaded Nadaa without having talked to

him about it.

Third, you can offer to kill Saquesh to free her daughter. Talk about Nadaa

and then do an [Intimidate], which will always fail. This breaks out combat

(and is one of only TWO ways to fight Saquesh, the other being a second

Intimidate check you get if you try to get him to ease off the refugees).

When he's dead you get 1000 XP. You'll have to fight all the Exchange Thugs

in this area, however. This effectively finishes the Get the Refugees Extra

Space quest regarding the Exchange half. Once he's dead, work your way to

the locked storeroom just below (as seen on the map) Saquesh's room. Talk

to Adana there to free her. (1500 XP) You can also get a random item from

Nadaa after.

SIDEQUEST: Fix the Airspeeder

Airspeeder Navigation Interface - Tienn Tubb's place

Maneuvering Flaps - Pylon 3, Docks Area

Power Cell - Reward from Ithorian in Flophouse

In the Serroco territory of the Refugee sector (either go through one of

the cargo containers, or instead of turning down into the refugee camp,

keep going from the entrance along the ramps; it takes a Force Persuade to

get into their territory without violence), you find the Airspeeder.

Useful thing, allows quick transit from area to area.

Note: If you don't want to fight them just yet, tell the Serroco leader

that you'll "be going now."

[Computer] Install navigation interface.

[Repair] Install maneuvering flaps.

[Demolitions] Install cryogenic power cells.

[Security] Unlock airspeeder's controls.

The Airspeeder is repaired using your skills, however, you can have Bao-Dur

check your work, and even use Atton ("let the expert handle this") to

unlock the security protocols. +INF+ if you let them do that and compliment

them afterwards. (800 XP) Naturally if you insult their skills, before or

after, you lose -INF-.

Infinite Influence Note:

In order to get infinite influence for Atton, you need to install the

Airspeeder Navigation Interface from Tienn Tubb's place and have Atton

handle unlocking the security controls. Then, if it's not too late, you

need to kill Kodin and get his Airspeeder Navigation Interface as well.

Then you attempt to install it again but this time you can do it over

and over again because the game doesn't take it up. It only works if

you installed the Interface from Tienn Tubb's place first, then go get

the other one. (from Andrew Ngo)

SIDEQUEST: Discover Atton's Terrible Secret

While you walk around the "left" side of the Refugee area, you will

overhear a conversation between two Twi'leks about Atton's past. Talk to

them to learn it. They warn you that Atton isn't who he seems to be.

Well, when you feel up to it, talk to Atton about this, and ask him some

questions. There's only one way we care to go. Make sure to use the "Calm

down" option, it gives INFLUENCE. You want to ask about his Past, but that

brings up an Influence check. If you need more Influence with Atton, there

are a few good places in Nar Shaddaa for that, such as the Airspeeder, and

the earlier dialogue with a refugee getting hassled by some Exchange Thugs.

Atton also responds to murdering innocents, if you're going dark side.

Pass the three Influence checks to learn all about his past. The first one

requires that you have gotten +INF+ with him 2 or 3 times. The next takes

at least 2 more +INF+. Once you get through it all, he'll ask to become a

Jedi, you can then train him to become a Jedi Sentinal.

Note: One line in his dialogue LOOKS like a Light option, but actually

gives you a DSP. Bug! "I did a lot I wasn't proud of..." is a Dark



. A1: All right - what did you want to know? .

. - I met someone on Nar Shaddaa who says he knows you. > A2 .

. A2: Yeah? That's a surprise. Did he say I owed him credits, too? .

. - He says you're not "Atton" at all. That you showed up on Nar .

. Shaddaa during the Jedi Civil War. > another line > A2 .

. - Is there anything you want to tell me? > A3 .

. A3: No, because you're asking about it - if I wanted to tell you ... .

. - +INF+ Calm down, I just wanted to know. No harm meant. > A14 .

. - I think I have a right to know about your past. > A14 .

. - If you've got a problem, let's settle it right now. > A4 .

. - -INF- Perhaps pain will bring the truth out of you. > A4 .

. A4: You know what? I helped you get off Peragus. If I hadn't been ... .

. - [Intelligence] Actually, if I had been trapped on the administration.

. level on Peragus, the Sith still would have arrived through the .

. airlock and tried to capture me. > A6 .

. - Why are you trying to protect me? > A5 .

. A5: I don't know. I'm not sure I understand it half the time. .

. - I want to know where you were before you arrived on Nar Shaddaa. .

. > A7 .

. A6: Yeah, well... I - I still helped you. Sort of. Maybe you shouldn't...

. - You should if a Hutt is giving it to you. > A7 .

. - I want to know where you were before you arrived on Nar Shaddaa. .

. > A7 .

. A7: You know what? Not once have I asked you about the Mandalorian... .

. - If you've got a question, then ask. > A8 .

. - DSP - I did a lot I wasn't proud of - and I am sorry for the lives .

. that were lost, on both sides. > A8 .

. - DSP - My power gives me the right. > A8 .

. A8: How did you even live with yourself after Malachor? Is that why... .

. - It wasn't like that. > line > A9 .

. - Go on, let's hear it all. > A9 .

. A9: But Jedi don't kill do they? At least not their prisoners. Maybe... .

. - LSP - They did not deserve it. Why would you even say that? > A12 .

. - There must be some reason you believe as you do - why? > A12 .

. - You weren't there. You have no idea what happened. > A11 .

. - DSP - If you wish to die, keep talking. > A10 .

. A10: Go ahead and try. I might be a little more than you can handle... .

. - I'd like to know about your past, especially if we're travelling .

. together. > INFLUENCE Check > FAIL, back to questions > SUCCESS, A15.

. A11: Oh yeah? Shows how much you know. Maybe you're wrong about a lot....

. - LSP - No one deserved what happened at Malachor. How can you say .

. those Jedi deserved to die? > A12 .

. - DSP - If you wish to die, keep talking > A10 .

. A12: Because Jedi lie. And they manipulate. And every act of charity... .

. - LSP - The Jedi are guardians of the peace. They are not as you .

. describe. > A13 .

. - What do you mean? > different line > A13 .

. - DSP - And that is why the Sith were right. > A13 .

. - That is why I am no longer a Jedi. > A13 .

. A13: The Jedi... the Sith... you don't get it, do you? To the galaxy... .

. - You are wrong, Atton. That is not the way of the Jedi. > A10 options.

. - DSP - If you wish to die, keep talking. > A10 options .

. - I've heard enough. > A10 options .

. A14: Is this an interrogation? If so, you're terrible at it... .

. - Maybe I will if you won't tell me. > A4 .

. - I wouldn't do that - again. > A4 .

. - > other options from A3 .

. A15: [Influence: Success] Well, don't get too attached to me ... .

. - Why not? > line > A16 .

. - Are you all right? > line > A16 .

. - I don't think we've done one thing you have liked since we left .

. Peragus. > A16 .

. A16: It's because I'm a deserter. It's what I do. .

. - You served in the war? > A17 .

. - Which war are you talking about? > A17 .

. - Did you turn away from the Jedi Civil War or the Mandalorian Wars? .

. > A17 .

. A17: Served in both of them. Against the Mandalorians, before and ... .

. - But why? > A18 .

. - I didn't know you served with the Republic. > A19 .

. - You were Sith? > line > A19 .

. A18: Because I followed orders. .

. - Why did you desert? > line > A19 .

. - > other A17 options .

. A19: Right after that final battle at Malachor, I was right there ... .

. - You took an oath - what you did was a betrayal. > line > A20 .

. - LSP - That was wrong - you answered war with war. > line > A20 .

. - I agree. The Republic did not deserve your loyalty, not any longer. .

. > A20 .

. - DSP - The Republic was weak. You were right to turn from them - and .

. the Jedi. > A20 .

. A20: The Mandalorians were slaughtering us by the millions. The millions.

. - Instead, you all became Sith. > line > A21 .

. - LSP - That is no reason to start another war against the Republic .

. and end more lives. > A21 .

. - You betrayed your oath. > line > A21 .

. - DSP - The Republic deserved to be betrayed - and you knew where .

. your true loyalties lay. > A21 .

. A21: We were loyal to Revan. That was enough. She/He saved us. .

. - What happened then? > INFLUENCE Check > FAIL, back to questions .

. > SUCCESS, A22 .

. - So you followed Revan - like I had. > INFLUENCE Check > FAIL, back .

. to questions > SUCCESS, A22 .

. - Do you want to talk about it? > INFLUENCE Check > FAIL, back to .

. questions > SUCCESS, A22 .

. A22: [Influence: Success] After Malachor, after the Mandalorian Wars... .

. - The idea of you fighting a Jedi is ridiculous. > A23 .

. - How? > A23 .

. - You fought Jedi? > A23 .

. A23: Yeah, it sure is. And that's why I was so good at it... .

. - How could you have killed Jedi? > A24 .

. - You make it sound easy. > A24 .

. - This is a little hard to believe. > A43 .

. A24: I taught myself... techniques. It's hard for Jedi to sense what... .

. - Is that why you act the way you do? > line > A25 .

. - That seems unusual. > A25 .

. - So you force emotions? To block someone reading your mind? > A25 .

. A25: Yeah, I had a talent for it. More like instinct. .

. - What do you mean? > A26 .

. - So this all came down to the Jedi - and the Force. > A26 .

. - She/He was right. And she/he proved it. > A26 .

. A26: Whoever had the most, the strongest Jedi were going to win the ... .

. - Capture Jedi? Not kill them? > A27 .

. - So what happened? > A27 .

. - I still don't believe this. > A27 .

. A27: Yeah, Revan had plans for all Jedi. I think it was important ... .

. - But you're here now. Why? > A28 .

. - So how did you break away? > A28 .

. - That doesn't sound like something one can walk away from. > A28 .

. A28: One day I decided not to do it anymore, so I left. Ended up on ... .

. - LSP - Why are you telling me this? You're telling a Jedi you killed .

. Jedi. > A29 .

. - DSP - You took a risk, thinking I would care that you killed Jedi - .

. I don't. > A29 .

. A29: (line) And maybe I want somebody to know who I was in case a ... .

. - But why did you leave the Sith? > INFLUENCE Check > FAIL, back to .

. questions > SUCCESS, A30 .

. A30: [Influence: Success] Well, there was a woman. A Jedi. She... .

. - Who? > A31 .

. - Were you assigned to kill her? > line > A31 .

. - Was this the last mission? > line > A31 .

. A31: I never knew her name. She sought me out. She said she had come... .

. - Like what? > A32 .

. - Truth about what? > A32 .

. - Are you sure she was lying? Maybe she did want to save you. > line .

. > A32 .

. A32: She said that Revan was doing something terrible to Jedi within... .

. - So what did you do? > A33 .

. - If you didn't believe her, then what happened to her? > A33 .

. - Did you kill her? > A33 .

. A33: I did what I did with all Jedi. I hurt her. I hurt her a lot... .

. - LSP - That is what it means to be a Jedi. > A34 .

. - LSP - Perhaps she felt a greater good would be served with your .

. salvation. > A34 .

. - DSP - Jedi lies. > A34 .

. A34: I killed her for crawling in my head, for showing me that. But... .

. - That is a lot to bear - and it is a lot for me to forgive. > A35 .

. - So what happened to her? > A35 .

. - You were right to kill her. > A35 .

. A35: In the end, she sacrificed herself to keep my secret, to prevent....

. - Then I welcome your help. > A36 .

. - I can't forgive you for what you've done, Atton. > A37 .

. - Then she lied to you, Atton. That is what Jedi do. > A38 .

. A36: I didn't want to tell you any of this. But... I had to. Because... .

. - That is all I ask. > A-FORCE .

. - Then let us stand together against the Sith. > A-FORCE .

. - I welcome your help - and your honesty. > A-FORCE .

. A37: I don't want you to forgive me. That would only make it worse... .

. - > A36 responses + .

. - You owe her nothing - she filled your head with Jedi lies. > A38 .

. - Pay her for what? Using the Force on your mind? > A38 .

. A38: It didn't feel that way, though - it was different. .

. - Yet she caused you to turn from the Sith. > A39 .

. - There was a chance you could have been trained to be something .

. stronger, and you weren't. > A39 .

. - She saw a threat, and she dealt with it. That is all. There was no .

. concern in her actions for you, only for the Jedi. > A40 .

. A39: Yes, but that was my choice. .

. - Was it? She crawled inside your head, changed you. Made you doubt. .

. > A40 .

. - Is that what you believe? Then she truly succeeded. > A40 .

. A40: But what she said... if I had remained, they would have turned ... .

. - The Jedi let Republic soldiers and innocents die against the ... .

. > A41 .

. - You were already a killer, Atton, and you could have been so much .

. more. > A41 .

. - She manipulated you, made you turn away from your calling. > A41 .

. - She already turned you into something else! Look at you! > A41 .

. A41: :: Frowns, silent, thinking :: .

. - Atton, you could feel the Force. You were a threat to the Jedi. You .

. had killed members of their Order - why would they forgive you? .

. > A42 .

. - She made you turn away from Revan to convert you - to fight back .

. against Revan. > A42 .

. - Maybe "saving" you was intended to punish you. > A42 .

. - You admit she crawled in your head. That Jedi have the power to .

. change someone's personality... she changed you from a killer, to a .

. fool. > A42 .

. A42: But why would she die for me? And the feeling... that love... .

. - > continued discussion > A-FORCE .

. A43: Yeah, maybe you'll believe this - that when fighting a Jedi... .

. - DSP - Could be handy if I need to murder any Jedi - go on. > A44 .

. - LSP - Tell me, I need to know how to protect myself, and others .

. around me. > A44 .

. - How could you have killed Jedi? > A24 .

. - You make it sound easy. > A24 .

. - How did you learn how to do this? > A24 .

. A44: If there's no whiny little Padawan, start shooting innocents... .

. - > A23 responses .

. A-FORCE: Once, a Jedi showed me the Force - I heard it, I felt it. .

. - Then I will train you, Atton. > training > END .

. - I cannot train you, Atton. > explanation > END .


Meeting with the Exchange


When you leave the Refugee Sector, walk forward and you should get a cutscene

of the dock master Quello getting hassled by the Red Eclipse slavers. (This

is a good sign, it means that you have nearly gotten the notice of the

Exchange, as this only triggers once you've done enough to get noticed) You

suddenly get the idea that you need to go back to the Ebon Hawk. On your way

back, just before the final turn to the Ebon Hawk, you'll be attacked by

Trandoshian slavers. They like to use Vibroswords, so either use a Melee

shield, or just charge them with a good DEF character.

Enter your ship.

Two ways to handle the reclamation of your ship, in general. First, you can

fight and kill all the slavers on board, they are in or around all rooms

except the crew quarter rooms. Or, you can skip all that and go straight to

the Security Room (by the cockpit) and meet with the Slaver Leader with or

without fighting any of them. (He killed the guy who said you stole his ship,

the Ebon Hawk) It is neither Light nor Dark to let him live and work for you.

(750 XP) If you choose obedience, you can meet with one of them in the

Cantina and he'll pay you money. Killing him only yields 500 XP (plus what

you get from killing him) and nothing else.

Whichever you choose, you will be (load screen) placed back in your ship.

You can talk to Atton about his past, if you haven't already (see his

dialogue map in the SIDEQUEST: Discover Atton's Terrible Secret above), you

can also try sparring with Handmaiden again, or following any of the

dialogues that you haven't gotten yet. If you've sparred with Handmaiden

three times, you can ask about her Mother to start her Jedi training (see

the Ebon Hawk section above) After that, hit the workbench to make

sure your items are up to date and ready to go. Also, if this is the first

planet you have hit, you might be level 15 by now, and can have Kreia give

you a prestige class. Talk to her with:

Level 15

Clearly Light/Dark side

Visas in party

Then pick a class. You are limited by alignment, so a Dark Sider must take

Sith classes. Other than that, you can mix it. Jedi Sentinals can take Sith

Lord. Jedi Guardians can take Jedi Watchmen. There's no limit.

Also, you don't have to do this, but if you have a Breath Mask equipped on

someone else in your party, you should unequipi it and give it to your

main character. You'll get a Force Power against poison later, but with a

Breath Mask you won't have to renew it.

Exit your ship.

If things are working right, about five seconds after leaving the ship,

Atton will tell you that you got a comm message from Visquis inviting you

(and you alone) to come say "hi" to him at the Jekk'Jekk Tarr. (the poisonous

bar in the Nar Shaddaa Docks area) You have to go alone. You can't change

party members, you can't go back to the ship. All you can really do is

head over to the Jekk'Jekk Tarr.

Note: If this doesn't happen right away, check for any SIDEQUESTS that you

haven't done. Go dance for Vogga. Reorder the freighters. Whatever

you haven't yet gone and done, go and do it. Then as you move around

the areas this should trigger. You also must have visited each area

at least once.

If not, then go see Keelah-Nah, the little bat guy outside the Pazaak

Den and pay him 2000 credits to get the Exchange mad at you. This is

not a guarantee, but almost always works (with time).

Many people have told me that there is a glitch here where the

Visquis message does not arrive. It has never once happened to me,

and I've never needed to pay Keelah-Nah. Your mileage may vary.

Your short trip to the Jekk'Jekk Tarr

Walk through the main area, and up to the Nar Shaddaa docks area. Atton comes

up to wish you good luck before heading over to the Cantina.

The bar we want is in the top right of this area, near Pylon 3. Before you

get there, Mira (Light Side main character) or Hanharr (Dark Side main

character) will stop you. This cuts over to Atton in the Cantina.

Atton's Twin Troubles

Oh, Atton, getting into trouble on your own? Hope you kept Atton's weapons

and armor up to date, upgraded and ready to go. He's got troubles. This is

going to be a 2-on-1 melee fight, which is tough for Atton, even if he's a

Jedi. Using ranged weapons in melee is a bad idea, unless you have both the

Close Combat feats. They will use Energy Shields, anyway, and heal when

damaged. If you stay and fight them (see the Note below on an Exploit you

can use), you will need to use Mandalorian Melee/Power shields, and heal

when damaged. Keep it to melee weapons. When dead, they each drop their Twin

Suns swords, but when this fight ends, you automatically return to

controlling the Exile, so you have to come back later, after Goto's yacht.

Note: This fight is ridiculously easy if you just duck behind the counter,

and stand as far from the path out as possible. Then shoot them. If

you stay back, they just stand there. They can only hit you if you

step close to the counter, so stay back by the wall.

Atton returns to the ship, tells everyone to expect trouble, which shows up

right behind him. Back to the Exile.

The Jekk'Jekk Tarr

Try to enter the Jekk'Jekk Tarr. Regardless of which side you are on, the end

result will be Mira takes an environment suit, and heads to the Jekk'Jekk

Tarr posing as you. This happens even if you are Dark Sided, but don't get

too excited, this will be all you see of Mira. Also, if you're Dark Sided, do

NOT level her up. Waste of time. If you've never been in the Jekk'Jekk Tarr,

you can search its four rooms for Chemicals located in the corner dispensers,

and near the bar. Also, the captain of the Lunar Shadow is inside, and even

though Mira has no idea who that is, she can finish the quest for you. He's

in the room immediately to your left when you enter, in the back left corner.

Visquis is located in the far back room, which is over right once, then up

twice. Mira springs the trap, gets caught herself, and you wake up. You'll

see the Jedi Master here telling you to get over there yourself. Pushy.

You wake up in the flophouse, behind the false door in the last room that

you couldn't open before. Head over to the Jekk'Jekk Tarr, over near Pylon 3

in the upper right of this area. Make sure there is a good set of equipment

for either Hanharr or Mira when you get him/her. Hanharr can't wear armor,

but can use any implant. You won't be coming back for a bit, so when you're

good and ready, go in.

The poison starts to get to you (even if you are wearing a Breath Mask), but

good ol' Kreia sends you a vision and teaches you Force Breath Control. It

only protects from poisons, so you will get poisoned if you let it lapse.

(although since it lasts 200 seconds, you can easily keep it up all the

time, plus it gives you a "grace period" -- you get about 10 seconds after

you see it end before you get poisoned). Use it and enter the bar.

This will be a non-stop battle royale until you reach Visquis's room. You

don't have to, but there is also the room to the "left" to visit. Enemies

everywhere. I typically just sweep the place clean, Flurry on one guy (dead),

use the trigger (pauses) to switch to the next, Flurry the next guy. Repeat.

If your deflect blasters is good enough, they can't shoot you, although when

you reach the Gand room to the right, they mob you and attack with Melee.

You might consider a Mandalorian Melee Shield there, or use the Force Barrier


When you get close, you get a cutscene as Visquis beats a hasty retreat out

of there. Keep going. You just have to get through this last room of Gand to

get to Visquis's room, although he's gone now.

In the last room before the tunnels, get the chemicals from the dispensers,

then talk to one of the Twi'leg attendants. They beg for mercy. You get these


- LSP - Calm down, I mean you no harm. Where is Visquis?

- I'm looking for a Quarren. Have you seen him?

- DSP - Tell me where your master is, or you'll be corpses.

You can then ask for information (if you're Persuasive) about his defenses,

and the guards he has working for him. You can also ask about Mira/Hanharr.

Finish with either line:

- LSP - Get to safety. I'll handle your master.

- DSP - Then get out of here, now, before I kill you.

The exit is in the upper left and leads to the tunnels.

The Maze of Tunnels

o - S - M - M - o o - Empty Room

| | | | | = - no door

X - o - o - M - M = M M - Room with Mine(s)

| | | | E - Entrance

M - o - M - E J - Jekk'Jekk Tar

| | | F - Feraa's Corpse (with 2 mines)

F - M J X - Exit

S - Suyin's Corpse (with 2 mines)

Watch a cutscene that sets up where you are going...

You enter, and your mini-map immediately dies. You are in a maze of doors,

and tunnels. Complicating things, doors will close behind you. Try not to get

turned around. Your goal is to reach the Security Door at the end.

The basic rule of maze survival is to pick a direction and stick to it. In

practical terms, it works by following a wall. It doesn't matter which one,

just pick a wall, left or right, and always go in that direction the wall

goes. However, there are a few treasures to be found on some corpses who

died in the maze. If you feel comfortable wandering the maze, you can find

these things. It's actually a small, easy to read maze, once you get used to

it. The only trick is to not get turned around.

Once you hit the Security Door, you switch characters...

Tip: Before hitting the Security Door, if you have good defensive items,

unequip them now so they become available for Mira/Hanharr. Neither

can wear heavy armor, and Hanharr can't wear any armor. After they use

it and before the game switches back to your character, you can

unequip these items from them.

Visquis's Lair



| || | W - Workbench

----d------d---- V - Ventilation Controls

| __ __ d To The Maze Ex - Escape Tunnel, with Controls

| | __[]__ | | (Goal)

| d d | S - Sparring Room

----| |-d----d-|-d|---- K - Key on a Corpse

| __|__W_V___|__ | d - Doors

| | | |

| d S S d |


| d d d d |

| | | | || |

|---| | | |---|

/ | |

/ /--dd--

| / |

| | Pit | |

/ / /

d/--dd--/d /

/ /K /


Hanharr Vs. Mira

Now these two finally get the no-holds-barred grudge match they deserve.

Which character YOU control depends on who you sided with earlier, and that

was based on your Light/Dark Alignment at the time. Dark Siders play as

Hanharr, while Light/Neutral Siders get Mira. It's an easier fight if you

play as Hanharr (especially if you didn't level her up).

Mira has a light step, and won't set off mines, and could just run a circuit

around the place letting Hanharr set off mines behind her. This isn't as

useful as you might think. Mines don't do a lot, and he runs too fast to

get hit by the poisoned mines. You can, however, run to just behind the mine,

shoot at Hanharr, let him get to the mine, then run away again. Repeat.

Note: Although you can level up Hanharr without thinking about it, if you

play as Mira you have to consider that she can become a Jedi later.

Should you level her up now, or wait for her to get those Jedi

levels? I'd just level her up. Saving levels never seems to pay off

like you'd think. Besides, she can be really good with the blaster.

Saving Mira's Levels Strategy...........................................

. For the first Mira battle with HanHarr, I levelled Mira only a couple .

. of times to make her more able to survive the battle. Since my Exile .

. had a high Demolitions skill, I'd retrieved a bunch of the more .

. deadly mines I'd come across earlier, so I had Mira lay down a couple .

. of big ones and encouraged Hanharr to walk right over them. He went .

. down quickly. .

. .

. A single Deadly Sonic caused enough damage that I just finished him .

. off with blasters and another mine or two. The hounds were even .

. easier. .

. .

. Then I levelled Mira up once more and gave her some stealth. Since .

. she has access to your entire inventory, if you've got any left over .

. stealth belts you haven't broken down yet, this is the easiest way to .

. complete this level. Sneak all the way to the controls, and then let .

. the Exile finish off all the bad guys (because if Mira isn't levelled .

. up, these guys can be too tough for her). .

. .

. That way you can choose to save most of her levels till after she's a .

. Jedi. (from David Pidcock) .



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


* When Mira is in the lead, the party cannot set off mines

If you do simply level up Mira right away, put points into Repair and

Computer Use, or any skill your current group lacks. Mira is good at

ranged weapons, and becomes better at higher levels. She gains feats on

the Precise Shot tree for free. Mira becomes a Jedi later, if you get

Influence with her, but there's nothing that says she can't be a Jedi

with blasters. She's good at them.


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. The high level abilities are

supposed to give extra attacks, and like the Marauder, don't. BUG.

Hanharr cannot become a Jedi, so level him up immediately. Take nothing

but STR with him, after an initial point of DEX. Hanharr will take some

hits, but with his sky high CON, he has Vitality to spare. He has many of

the same abilities as a Sith Marauder, the Rage, the Toughness, making

him a wicked melee fighter. Give him the toughness feats to increase

that ability. Hanharr starts with two weapons, but doesn't have any of

the Two Weapon Fighting feats, which should be a priority.

Whoever you are, fight and win the battle. As reward for winning, whoever you

are, Visquis will unleash the Kath Hounds! Now you have to fight off the


Recover any unused mines, search all the bodies in the pit, then enter the

Kath hound lair to find the Old Beast Tender Corpse, who has the key out of

this dive. There's another corpse in here with some items for Mira's wrist

rocket, or for Hanharr, things to break down at a workbench.

Now we can leave this pit. When you open the door, you'll see a couple of

Ubese bounty hunters. These guys are annoying, and neither Mira nor Hanharr

are all that great all alone, so fighting them starts to seem rather

difficult. Especially if you see more than two at a time. They are melee

fighters, and Mira has some resistances to that type of damage from her

default armor.

Get the Jedi!

Now, what you need to do is let the Jedi in through the door, however, you

can't open that door by going there, you have to open it elsewhere. And no,

you don't open it from the main security terminal either. You need to find

the Escape Tunnel and use its nearby console to open all escape tunnels,

which lets in the Jedi.

However, if Mira/Hanharr has a better Repair than you, good news! You can use

the workbench to break down items at a better rate! (Normally breaking down

items always uses the Exile's skill, unlike Creating Items which always uses

the skill of whomever used the workbench) You can find the workbench and use

it to great effect.

With some consistency, every room here has 2 or 3 Ubese Bounty Hunters in it.

Most hallways are guarded as well. I'd kill them all, but you don't have to

do it as Mira/Hanharr. If you find battle easier with them, by all means,

clear the place out. If you just want your Lightsaber back, rush over to the

Escape tunnel.

The absolute QUICKEST way out (if you just want your Jedi back) is to go

Forward through the first door out of the Pit, then turn left in the

"Sparring Room" through that door, then the Escape Tunnel will be ahead on

your left. Use the Emergency Tunnel Control, and you switch back to your

main character. (Only do this if you're ready. There are Locked doors and

Lockers here, and Mira starts with Security)

The "Ventilation Controls" are in the same room with the workbench. It's

technically "straight up" (as seen on the map) from the pit, but you have

to go through one of the side rooms to get there. Use it, then Slice it

[0 spikes], then you can access cameras. The two rooms give you the

"Gas Room" option, or "Overload power conduit", either of which will kill

the Ubese inside. Since you had to go through at least one of these rooms

to get to the controls, you only need to do one of them. You get nothing on

its own merit for doing this, but you can easily kill Ubese this way. You

still get XP for killing them. Finally in the System Commands, you can

upload a map (1 spike) or open all security doors (1 spike). (490 XP)

Return of the Jedi

Once your Jedi is back inside (after watching a cutscene you can't use (A) to

cut his lines short), your eventual goal is to head back down to the pit.

However, that avoids clearing this place out. There's nothing else that you

HAVE to do here, but going room by room searching for treasures and killing

Ubese is good practice... and profitable to boot. Every room has treasure, so

go everywhere.

Also, if you're having trouble with the Ubese, perhaps you need to start

working on other strategies for fighting enemies. There are going to be more

times in the game where you don't have backup companions. Also, being able

to do more than one thing is useful. Being dependent on Force Powers can have

consequences with a certain boss later. (But being a straight up Fighter

never really hurts, except at the workbench)

When you're ready, go to the center pit, your Precognition will try to warn

you... go on in. Visquis here is glad that you've arrived. Two general ways

to answer his questions.

Light Path > I'm not looking for trouble - I was hoping for a civilized

discussion. (LSP)

> Because you've all put a bounty on my head.

> I only just arrived on Nar Shaddaa - I couldn't have helped

these people any faster. (LSP)

> Enough - why did you put a bounty on me?

> Leave him alone! (LSP) > END

Dark Path > I'm here to kill you, Visquis. (DSP)

> Because you've all put a bounty on my head.

> I don't care what happens to refugees - only myself.

> Enough - why did you put a bounty on me?

> Go on, kill him - slowly. (DSP)

Then watch how the Exchange takes care of their own... This loads over to a

Mira or Hanharr cutscene, where the Jedi Master arrives a little late.

If you are Light/Neutral you'll see a Hanharr/Kreia cutscene next.

Mira/Hanharr heads over to your companions and puts together a rescue party

for you, you just need to find Goto's ship. Talk to Mira for a bit, until

she reveals that all of Vogga the Hutt's ships are targetted by Goto. This

leads to the basic tactic of getting a blank transponder, and a valid code

from Vogga's warehouse...

Vogga's Warehouse


T3-M4 gets sold to Vogga's warehouse (by the Champ, usually, who probably

won him off Atton, at least Atton says as much later), and has a plan to get

your main character rescued. First, make sure T3 has good equipment, and is

levelled up and ready to go.

Enter the warehouse. To the left is a metal box with treasure, after that

go the other way, then around the boxes. Talk to C6-E3. The conversation

options here are... *beep* *doot* and so on. Keep going. Get the next metal

box, go around again and get the last metal box before talking to C7-E3.

He tells you to go back to the first droid. No, you can't Persuade him.

Go back and talk to C6-E3. He agrees to let you into the next room if you

"disabled" the other droid. Go back, talk to him, then kill him. Your buddy

walks in, and lets you into the next room. (100 XP)

Twist and turn around the boxes here, ignore the communications droid, he

never does anything. Keep going until you find the Metal Box and the Door.

Use the Door Controls. This is a puzzle:

3 E 1 D must become 1 E 7 T

L 7 T 3 3 L 3 D

1. Turn center counterclockwise.

2. Turn left counterclockwise.

3. Turn right clockwise.

You get 500 XP for opening the door this way. Roll into the room, and follow

the dialogue to get the codes and a blank transponder card. (100 XP) Search

the metal box behind him.

You should have gotten a good deal of Droid upgrades, so make sure to equip

them all. You'll be getting into a fight with three HK-50 droids when you

leave here. Roll back to C6-E3 (the guy who let us in) and you are attacked.

Easy battle. Use your Shield, then shoot them. Nothing could be simpler.

Search them to find:

HK Chassis (the FINAL piece)

(and other droid items)

Roll through the warehouse, and out the door. He returns with the codes,

which everyone takes to Tienn Tubb to reprogram your transponder codes of

your ship... Here Mira or Hanharr will "Officially" join you.

Note: It doesn't matter what code you set your ship to, even one from the

Pylons (i.e. the "Silver Zephyr") will work.

Goto's Yacht


To ------ d - door

Ebon Sh O Sh - Shutdown

Hawk---- -| Program

|dd| O - Overload

| | Program

| | C - Containment

| | _ _ _ Codes

|dd|____ | ||T|| | T - Turret Code

|-----| d -----F--F--F-- P - Power Codes

d | C d______________/ R - Reset Prgrm

----|--|--. | M - Mine Prgrm

--- |-----| __ |---d D - Droid Prgrm

/ d= || = Pc - Power Cntrl

--|--- /--- / /-- |---d-|| ||-d---' Bc - Bridge Ctrl

/D d | | _ | / / __| | || | | ,---. F - Force Field

/Pc |-- |---| / |-- | / -' | / |------/

| | [ M | | | | d d Ex | Ex - Exile (you)

Bc |-- |---| _/ |-- | __ /-. | |------ P /

d | | | | | || | | `---' W - Workbench

--|---/ ---/ -- |---d-|| ||-d---, L - Lab Station

d= ||__= /

Bridge --- |-----| |---d/

/----|--||--' |______________

/ d || L d

|-----| d____/-----F--F--F--/

|dd| | || ||R|

| ||-------| - - -

| d W /


------- -|

| /


Pick a group and head to Goto's yacht. Treat this like a regular party, and

keep in mind the skills you would need, if you assumed your main character

were in it. You need Skills (Computer, Security, Demolitions, Repair),

Combat (Lightsabers, Blasters) and Force Powers. However, you do have to

survive with just the two sent, which may or may not be easy. Here's who I'd


Mira/Hanharr - good offensive skills, plus Mira has the ability to not set

off mines

Bao-Dur or T3 (if your main character doesn't have skills)

Visas (if your main character does have skills)

Your ship takes off, and in short order is intercepted by Goto's yacht,

which puts you in its docking bay. Now we have him exactly where we want him.

Goto then asks your main character some questions. The answers don't matter.

His whole deal, and the reason for the bounty was to get a Jedi to help him

save the Republic. Sounds great. None of the dialogue options have any

Light/Dark options. The proximity alarm goes off, our signal that we get

control of our party! Yay! (2800 XP)

Find the Exile

Go forward, and search the Utility Droid to get the Shutdown Program. We'll

be finding 4 total of these programs, throughout this ship. However, we only

NEED this one, the others just come in handy. There's also a plasteel

container by the droid.

Go over to the Security Console and use it. If you want to save a Spike, the

"Count" is: 2. Or just use the Spike. This gives you the defense summary for

four different rooms, the Audience Chamber, Interrogation Chamber, Exterior

Defense and Interior Defense. You can also look at cameras for each. You can

overload the power conduit in Interrogation Room, but it does nothing, no

one is in that room. Make sure to download the program Overload before you

log out. (500 XP)

Open the next door. It's full of floating mines. Take them out at range. If

you brought Visas, or someone with Force Lighting, you can take them all out

with a single shot. Once they're gone, go through the hall.

A droid here rushes you, and may be followed by more droids from other rooms.

This can get back quickly. Take out the Maintenance Droids first, when you

see them, they repair the other droids. If they all start piling out of the

doors at once, you'll be in trouble, pull back, use energy shields and try to

keep up the attack. Pause often to re-up your shields and use Medpacs. If

you get three of the droids attacking one target, they're toast, especially

if you brought Bao-Dur along, he has no Defense until he's a Jedi. Search

their remains for Access Codes - Containment Cells.

Go ahead and into the room to the right to find a Plasteel cylinder with

goodies. Back out, then use the Command Console. First, go to Program Library

and upload your programs. This adds Overload and Shutdown. We have the

Containment Cell program, so Unlock system, Containment Cell. Now go to

System Control, Containment Cells. And select Shutdown. (250 XP)

Now through the other door here. Go straight, open the locked door. These

are the containment cells we just shut down. Enter the second cell and

search the droid for the Turret Defense Access Codes. Go back to the Console,

Unlock System, and Unlock the Turret System. Go to the system commands.

You can't actually eliminate the turrets, however... select Shutdown (not

Overload, that gives the Turrets shields) and the turrets will start

targeting everything. (500 XP)

Go near the side Security Door. You'll hear sounds of battle, and see the

occasional XP appear on the screen as things are destroyed. However, the

turrets aren't in this next room.

More guard droids here. Annoying buggers. In the tip of this room is a

plasteel container. If you still hear sounds of battle, it's the turrets and

guard droids fighting. Like waiting for popcorn, wait for the sounds to stop.

Now, go through the lower door. This leads to a T section, open the Security

Door. This room is full of defense turrets, but hopefully nothing else. No

problem taking out enemies that can't move to follow you. Search for remains,

and go through to recover the Exile. Yay, it's a party again.

Get to the Bridge

We're not done with the audience room, however. Go over and use the

Auxiliary Console. Use it to acquire the Power Supply Access Codes. Now

Access Primary Power supply system. Switch both of these over to Secondary

systems. Log out.

The two Sentry Droids here can be scavenged for components with a [Repair],

that always succeeds. You can also use [Computer] to reprogram the defense

protocol to defend you, however, the droids won't follow you, so don't


Our goal is to get off this ship, but to do that we have to get to the

Bridge of the ship and cripple it to let the Ebon Hawk get free. And to

cripple it we will be turning off the cloaking device and letting the ship

take enemy fire, but that can only be done on the bridge.

Back to the previous room, and use the console. Unlock the Power System.

Nothing else we can do.

Go through the "lower" doorway. In this room, just open the bottom door and

go through. This is the interrogation room. There's a lab station here.

Turn left and open the door ("right" on the map) go down to the third cell

and get the Reset Program from the Utility Droid there. When next you see a

command console, go to systems and upload this program.

Back to the last room, and straight ahead from the cells to the next door.

This is a small room with a door to your left, and another one just ahead.

Unlock the left door ("down" on the map) and go through. Going down again

will lead to the other docking bay, which has a container with items. The

other door here is the Maintenance bay, which has some containers and a

workbench. Back out and up. Then take the door to your left (and "left" on

the map as well). Get the three containers full of items, 2 are locked.

Back out 3 rooms so that you are just below the T junction. Go through the

next door there ("left" on the map). This room has a Security Console (skip

it) and a gas mine in the center. Go through, but be ready for blaster fire

from more Turrets. Now, however, you have a Jedi and can Deflect blaster

fire, as well as use your Lightsabers to great effect. Kill the droids then

search for remains. Almost there.

Go through either of the doors and into the next room. Take out any defenses

in there. When you get close to the next door, Goto activates the mines.

This is a handy place to bring Mira. Also, if you don't want the XP, you can

use "Stun/Destroy Droid" on mines to destroy them. If you have Mira, put her

in the lead (cycle BLACK until she's front).

Open the door, if you are Mira, run forward and fight the droids, otherwise

fire on the droids to pull them to you, then fade back, destroy them, and

finally recover the mines. One of the droids here has the Access Code for the

Mines. Not useful on this minefield, but there is another big one up ahead

that you might consider using it for.

Up through the next door. You can see a HUGE group of droids up ahead, and

what's that? Yes, they're hiding behind the largest Minefield in the game.

It's densely layered too. Keep Mira in the lead (if possible) and charge

them. That or get close, used ranged weapons to attack them, then pull back

to safe range and switch to melee. (Grenades also work to get their


Once they've been dispatched, Recover the minefield. Ahead there are two

entrances to the bridge, both mined. Go and Recover both minefields. Enter

the bridge. At the top of the bridge (as seen on the map) is a locked

plasteel container, with the Droid Controller and other shinies.

Getting Off of Goto's Yacht

If you didn't use the power system in the room where you got the Exile, use

the Power System Console on your right. If you don't have the Codes, those

were acquired back in the "Audience" room, where you recovered your main

character. Access primary power systems and switch them all over to

secondary. Then use the Bridge Command Console. Use System Control,

Minefield, Shutdown (500 XP). Then use it again, System Control, Power,

Shutdown. (1000 XP)

You are told that some ships are intercepting Goto's vessel. That's to be

expected now that it's helpless. Time to get back to the Ebon Hawk. Along the

way you'll be attacked by the Bounty Hunters of Nar Shaddaa. There will be

Duros in the Wishbone section just off the bridge. Just past that you'll find

the Twin Suns, whom Atton failed to kill. Well, time to fix that mistake. Be

sure to search them for the Twi'lek Spinning Blades.

Your ship is docked at the very top of the map, which requires you to take

the top exit from this room, then over, up and over. You'll be fighting

through wave after wave of Gands to make it there. (There aren't any in

any other sections of the ship, it's almost as if they just wanted to get in

your way)

Head out! There goes Goto's ship...

Nar Shaddaa Finale


All that and you didn't find any Jedi Masters, now did you? Mira/Hanharr

knows where he can be found. Then G0-T0 appears and joins your party. Great.

Goto made a droid named G0-T0. You can ask him about the droid, but it's not

a big deal.

Mira/Hanharr quickly find the Jedi for you, and you can talk to him for

answers, or just get some revenge. Ask him all the questions you can, he'll

answer them whether you plan on killing him or just asking him to go to

Dantooine. If you want to fight him, just say "time to die" at any time.

(DSP) Otherwise just ask "what happens now" and follow that to its end. When

he asks if you wish to do battle, tell him to reconsider and he teaches you

a Lightsaber form. After that he's off to Dantooine.

If you're killing him, you just have to get him halfway to learn the form

from a telepathic Kreia. When he dies, you absorb part of his life force to

get +25 Maximum Force Points.

There were a couple quests that couldn't be completed before getting rid of

Goto's ship: Vogga's Fuel, Odis the Pilot and Kahranna's Family getting

passage. You can handle the last two by talking to Fassa. Also, the

Airspeeder is sabotaged, and will never work again. If you didn't repair it

before going to Goto's yacht, you never will.

Assuming you don't have anything left to do here, that's it for Nar Shaddaa.

The only reason to come back later is for your Slaver money (if applicable)

and to upgrade Geeda's shop.


9. Post Nar Shaddaa Ebon Hawk :PNRSD:


G0-T0 joins immediately.


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

G0-T0 is an Expert Droid like T3, but with his targeting module, can

fight a little better. He also has Stealth, unlike all other droids, but

beyond that he doesn't have T3's skills, nor Hk-47's combat abilities,

making him a below average droid.

I almost never bother leveling up G0-T0 myself, he's the only character

I just hit the Auto-Level Up button for.

We now have a new companion to get Influence with. Mira and Hanharr couldn't

be more different. Hanharr will gain Influence if you are cruel and powerful

around him, whereas Mira just wants to be respected, and doesn't care that

much about good and evil. Mira, when you talk to her, might tease you about

having a relationship with one of the other companions. You can say what you

want to her. The only way to really get her dialogues going is to go to the

Ebon Hawk and talk to her there once (See M2 below) then exit the Ebon Hawk

on Nar Shaddaa and talk to her there.

Also, she only seems to give grenades once. Every time after that, she says

she is giving you grenades, then doesn't.

The best way to get Influence with Mira is to get her to "argue" with you,

but this requires an 11 Awareness. Ask about why she doesn't kill, follow the

Awareness line and she argues with you, then shuts up. Follow up on that, and

watch the Influence fly!

The goal of gaining Influence with her is to turn her to a Jedi. On the Ebon

Hawk ask about her being restless to start things off, this leads to a

discussion on Nar Shaddaa, which reveals her abilities. If you have enough

Influence she can then be taken to Nar Shaddaa to become a Jedi. The dialogue

map for that begins after the next 2 Mira dialogues below.


. M1: Yeah? Something wrong? .

. - Can I get some grenades from you? > gives grenades, or refuses .

. - I was hoping we could talk. > lines where you hit on Mira, then back .

. - There were some questions I wanted to ask. > M2 .

. M2: Shoot. .

. - (If on Ebon Hawk) You seem restless. > M7 .

. - +INF+ (If not on Ebon Hawk, on Nar Shaddaa and after above question) .

. You seem more comfortable here than on the Ebon Hawk. > "why?" > M10 .

. - Were you raised on Nar Shaddaa? > INFLUENCE Check > FAIL, back to .

. questions > SUCCESS, M16 .

. - Tell me a little about Hanharr. > M3 .

. - Why don't you kill your targets? > M5 .

. M3: Hanharr's only a bounty hunter because that's the closest word for... .

. - What happened between you and Hanharr? > M4 .

. M4: I didn't kill him once. Biggest mistake ever. .

. - What do you mean? > INFLUENCE Check > FAIL, back to questions .

. > SUCCESS, M27 .

. - I think that deserves an explanation. > INFLUENCE Check > FAIL, back .

. to questions > SUCCESS, M27 .

. M5: I've killed people before. But not if I don't have to. .

. - LSP - [Awareness - 11 REQ] Because all life is connected, and .

. Malachor proved it - you know what the loss of family means, even to .

. your targets. > M26 .

. - But you don't seem to hold back when you're with me. > M6 .

. M6: I know. It's different... I don't know why. .

. - Are you okay? > line > back to questions .

. M7: It's all this traveling. Being trapped in this ship. Everything's... .

. - Well, savor it while it lasts. > M8 .

. - Too quiet? > M8 .

. - This is no smuggler's moon. > M8 .

. M8: I'd rather be doing something. Somewhere with people, activity... .

. - Like Nar Shaddaa? > M9 .

. - > other M2 questions .

. M9: Yeah. It's been a while since I've been off-planet, I guess I got ... .

. - +INF+ How so? > M10 .

. - +INF+ Used to Nar Shaddaa? Is that possible? > M10 .

. - > other M2 questions .

. M10: Well... Nar Shaddaa may be one of the biggest cesspits in the ... .

. - Kreia showed me how to "listen" to Nar Shaddaa once... how all life .

. there is connected, is bound to each other. > M11 .

. - Or the tortured groaning of a trash compactor. > M14 .

. - More like a screaming, broken hyperdrive that carries a vibroblade .

. and hits you up for credits. > M14 .

. - That's not really how I saw Nar Shaddaa. > line > M10 responses .

. - +INF+ An interesting way of putting it. It's true. > M15 .

. - Nar Shaddaa is a cesspit - there's far better places in the galaxy. .

. > M14 .

. M11: Yeah, well, I wouldn't go that far. I'll believe it when I see it. .

. - I could try to show you while you're here, if you want. > INFLUENCE .

. Check > FAIL, back to questions > SUCCESS, M12 .

. - Maybe one day I'll be able to show you. > same as above .

. M12: [Influence: Success] All right, prove it. You can show me now, if ....

. - All right, I'll take you to the same place Kreia showed me. Follow me..

. > M13 .

. M13: All right. But I doubt you're going to show me anything I don't ... .

. - > This allows you to take her to Nar Shaddaa, Main Area, near the .

. entrance to the Cantina/Pazaak Den to train her > back to questions .

. M14: No arguments here. Still, as long as you accept it, the place ... .

. - > M10 responses again .

. M15: Yeah? Hm. Didn't think I'd hear a Jedi ever refer to Nar Shaddaa... .

. - Life has a certain energy about it. Especially on Nar Shaddaa. .

. > line > M11 .

. - Kreia showed me how to "listen" to Nar Shaddaa once... how all life .

. there is connected, is bound to each other. > M11 .

. M16: Yeah, more or less. I wasn't born there, just ended up there. .

. - What happened to your family? > M17 .

. - Why don't you kill your targets? > M5 .

. M17: Well, the war happened, the first one, against the Mandalorians... .

. - They died in the final battle? > M18 .

. M18: I think so. After Revan crushed the Mandalorians, planets ... .

. - How could you have lost family at Malachor V? There were no .

. colonies - it was a taboo world to the Mandalorians. > M19 .

. - Well, there's a lot you can do. Bounty hunting isn't easy work. > M22 .

. - An odd decision for an orphan. > M22 .

. - Became a bounty hunter? Why, did you want to die? > M22 .

. M19: Take a guess, "Jedi." Only two groups of people would have lost... .

. - You're a Mandalorian? > M20 .

. - So you became a bounty hunter? > M22 .

. M20: As much as any slave becomes a Mandalorian. They took prisoners ... .

. - You were a slave? > M21 .

. - So what is your homeworld? > line > back to M20 .

. M21: When I was young, yeah. They mostly used me to carry ammo packs... .

. - LSP - I regret the loss of life at Malachor. But there was no choice .

. left. > line > M21 responses .

. - You don't sound too happy about it. > line > M21 responses .

. - They had to be stopped. > line > M21 responses .

. - DSP - The Mandalorians deserved to be crushed at Malachor - you .

. should be pleased. > line > M21 responses .

. M22: I'm good at finding people. So I used it to make credits. .

. - Finding people on Nar Shaddaa seems difficult. > M23 .

. - But you won't kill your targets. > M5 .

. M23: Not if you know your target. Usually you get a holo or rough... .

. - Walking? > M24 .

. M24: This is a little hard to explain, but Nar Shaddaa's got a flow... .

. - No, I understand. > M25 .

. - Like sewer pipes? > M25 .

. M25: If you know your target, you can feel them, know where they're ... .

. - > back to questions .

. M26: Oh, do I? Is that it? How you could ever possibly hope to ... .

. - LSP - I have never stopped trying to protect others - even at Malachor.

. - LSP - We did what had to be done, and I carry that decision still. .

. - LSP - If that's what you believe, then you are wrong. .

. - DSP - You're right. And I would glady slaughter the Mandalorians again.

. > all above options lead to Mira getting upset > END .

. M27: [Influence: Success] Do you really want to hear this? .

. - Yes, I'd like to know what happened. > M28 .

. M28: Well, Hanharr and me go way back - in the worst possible way.... .

. - Do you know the name of his homeworld? > line > M28 .

. - Do you know what species he was? > line > M28 .

. - So he was a slave? > M29 .

. M29: Well, not for long. Once off-planet, Hanharr escaped from the ... .

. - [Awareness] Why was he wearing those cuffs? > line > M29 .

. - LSP - It's good he broke free. Nothing deserves to be caged. > M30 .

. - Sounds like Czerka deserved it. > M30 .

. - DSP - If they weren't strong enough to hold him, then they deserved .

. to die. > M30 .

. M30: Well, before you get too proud of him, Hanharr figured Czerka had... .

. - [Intelligence] Weren't they destroyed? > M31 .

. - No, I don't think so. > M31 .

. - I've never heard of them. > M31 .

. M31: Right, that's because Hanharr happened. He makes what happened to... .

. - Who did he work with? > line > M31 .

. - So how do you factor in? > M32 .

. M32: I was prey. And not only did I escape, but I saved his life while... .

. - So he wanted to capture you? > M33 .

. - That seems strange. > M33 .

. M33: I don't pretend to understand it, but among his people, they have... .

. - That doesn't sound too bad. > M34 .

. - A foolish code. His species would die from such debts. > M34 .

. M34: Well, with Hanharr... he can't escape that life debt, it's bred... .

. - What do you mean? > M35 .

. M35: A life debt to Hanharr is a death sentence; he'll hunt you until... .

. - That life debt makes no sense. > questions > M35 .

. - What if someone else saved his life? Would he try to kill them? > .

. > questions > M35 .

. - Any regrets that he's gone? > M36 .

. M36: Oh, I'm glad he's gone... it's like a weight off my shoulders... .

. - Any chance he's still alive? > M37 .

. M37: Trust me, if he was still alive, he'd be chasing us even now... .

. - So how did you save his life? > INFLUENCE Check > FAIL, back to .

. questions > SUCCESS, M38 .

. M38: [Influence: Success] Well, as happens on Nar Shaddaa, I made ... .

. - And you proved him wrong? > M39 .

. - What happened? > M39 .

. M39: Well, he tried to box me down in vents beneath the Nar Shaddaa... .

. - Why use mines? > M40 .

. - So he was trying to hem you in with a minefield? > M40 .

. M40: I think he'd hoped to drive me into the mines and let them do the... .

. - [Demolitions] Sending out a jamming signal for proximity mines isn't .

. a simple trick. > line > M41 .

. - But it didn't happen that way. > M41 .

. M41: Like I said, I disarmed the trigger fuses for enough of the mines... .

. - Barely? > M42 .

. M42: He was crawling around, blinded from the flash and the plasma... .

. - LSP - Sometimes it is stronger to spare a life than take it. > END .

. - DSP - You paid the price for your weakness. When the time comes for a .

. similar choice, do not hesitate to kill again. > END .


If you piss Mira off, you'll have to talk to her again:


. M1: What do you want now? .

. - +INF+ LSP - I wanted to apologize. > M3 .

. - -INF- Back off on the attitude - I don't need it right now. > M2 .

. - -INF- I want you to watch your temper. > M2 .

. - -INF- DSP - Your anger is welcome - but direct that hate at our .

. enemies, or I'll show you what hate is. > M2 .

. M2: Whatever - but you were the one asking all the questions. You ... .

. - +INF+ I deserve an explanation at least. > M4 .

. - > other standard responses .

. M3: Whatever, don't worry about it - it's just a sore subject with me. .

. - +INF+ LSP - Still, I'm sorry you lost your family at Malachor. > M4 .

. - +INF+ Then it doesn't sound like you've dealt with it. > M4 .

. M4: Yeah, well, they're dead. That's how that story ends. .

. - What do you mean? > M5 .

. - > other standar responses .

. M5: There's a lot of lost people out there, scattered ever since the... .

. - +INF+ LSP - All things are connected through the Force. From such .

. acts of kindness, great things may come. > END .

. - -INF- DSP - The galaxy doesn't care for us, and it cannot be healed. .

. > END .

. - -INF- DSP - There is only survival and pain. But they can give .

. strength, as they did for you. > M6 .

. M6: That's what I had wondered. Maybe surviving was what was important... .

. - LSP - If you shut the world out, there is no strength in that. > END .

. - DSP - There is truth in strength and hatred - and little else. > END .


After the "Kreia" voiceovers, when you train Mira you get the following

dialogue (Also, a LSP if you are Lightsided, and a DSP if you are Dark

Sided when you train her):


. M1: :: This is the Force. And all our choices, from the greatest to ... .

. - LSP - Awaken, Mira. > M2 .

. - Do not turn away - face it. > M2 .

. - Feel these people, this planet all around you. > M2 .

. M2: I can feel this... planet... I can't shut it out. It's louder now... .

. - LSP - You can learn to shut it out. There are Jedi techniques for .

. calming the mind. > extra questions > M3 .

. - LSP - I can train you, Mira. To become something greater - and to .

. protect others. > M3 .

. - This is the potential all Jedi possess. > M3 .

. - DSP - Don't shut it out - endure it, in all its pain, all its .

. misery - and become stronger for it. > M3 .

. M3: Are you going to train me? .

. - LSP - Only if you want me to, Mira. I have shown you the way, I .

. cannot force you down that path. > TRAIN .

. - That is a question for you, not I. > TRAIN .

. - DSP - Yes, you have no choice. You must learn power - and control. .

. > TRAIN .


If you didn't get Mira, then you got Hanharr. Hanharr, like HK-47 below,

isn't one for niceties, and doesn't respect a softie. He takes a hard hand,

but offers potentially limitless rewards... assuming you cheat, anyway. (see

the Cheats section below) If you don't cheat, the rewards are still pretty

good, anyway. You'll have to get Influence twice before he's worth talking

to (although you can get one positive +INF+ right now). Talk to him and ask

him some questions. The easiest Influence check to pass is the Shackles.

Basically you need to find out that he killed his tribe, call him on that,

and call him on why he hated Mira and killed her.

You can get Hanharr upgraded with +2 STR, +1 CON and -2 INT, and he also

upgrades you with a +1 CON and +1 WIS. Getting the STR for Hanharr gives you

a DSP.


. H1: Then speak them, and leave me be. .

. - I heard you hunt humans. > H2 .

. - Why did you make your home on Nar Shaddaa? > H4 .

. - Why do you wear those shackles? > H6 .

. - You can't have been the only slave Czerka took from your world. .

. > INFLUENCE Check > FAIL, back to questions > SUCCESS, H15 .

. - Why do you follow me? > H7 .

. - Forget it. I'll be going now. > END .

. H2: There is a thing among our people called a life debt. It is a gift... .

. - How do you hunt us? > H3 .

. - Never mind. I had some other questions for you. > back to questions .

. H3: To defeat them, one must know their ways, use their weapons. Kill ... .

. - -INF- LSP - If you continue to cause that suffering, it will never .

. end. > line > back to questions .

. - -INF- LSP - Not all humans are like the slavers who came to your .

. world - you blame a species for the crimes of a few. > line > back to .

. questions .

. - +INF+ DSP - But still you serve me, as a slave should. You know your .

. place. > back to questions .

. - +INF+ DSP - Any human that cannot stand against you deserves to die. .

. > line > back to questions .

. H4: Because it is like my homeworld, yet the signs of the Shadowlands... .

. - Shadowlands? > H5 .

. H5: The Shadowlands is the place where we now walk. It cannot be... .

. - What do you mean? > line > question > line > back to questions .

. - If you are implying some connection in our exile, there is nothing in .

. common between us. > line > question > line > back to questions .

. H6: They are memories caged upon my wrists. I wear them so I will not... .

. - What do you mean? > INFLUENCE Check > FAIL, back to questions .

. > SUCCESS, H11 .

. H7: Because the weak must obey the strong... .

. - Does that mean you serve me? > line > H8 .

. - What debt are you talking about? > H9 .

. - So one day will you try to kill me like you did Mira? > line > H7 .

. - Why did you kill Mira? > INFLUENCE Check > FAIL, back to questions .

. > SUCCESS, HC1 .

. H8: My reasons are my own, but know that I shall one day show ... .

. - As long as you obey me, I couldn't care less. > line > H8 responses .

. - > other H7 responses .

. H9: Among my people, there is a custom, a debt that is a form of... .

. - What kind of debt? > H10 .

. H10: For my people, to stop one from dying, from traveling to the... .

. - Why do you keep life debts if you hate them? > INFLUENCE Check > FAIL,.

. HS1 > SUCCESS, HS4 .

. - You are a fool to let your primitive customs chain your actions. (same.

. as above) .

. - > other H7 responses .

. H11: [Influence: Success] I have never spoken of such things... .

. - Tell me about Czerka. > H12 .

. - What happened with your people? > H12 .

. H12: (line) They taught me their ways, and I saw their truth. .

. - What truth? > H13 .

. H13: They brought with them a new idea, a new way of looking at my... .

. - LSP - What they did to you and your tribe was wrong - life is not a .

. commodity. (-INF- with DISCIPLE??) > follow his dialogue, 500 XP > H14.

. - +INF+ DSP - Yet somehow, they were strong enough to cage you - as it .

. should be. > follow his dialogue, 500 XP > H14 .

. - +INF+ DSP - Perhaps you are weak in that you allowed the shackles to .

. be placed at all. > follow his dialogue, 500 XP > H14 .

. H14: There is a debt that you humans can never repay me. And that is... .

. - You can't have been the only slave Czerka took from your world. > H15 .

. - Never mind. I had some other questions for you. > back to questions .

. - Forget it. I'll be going now. > END .

. H15: [Influence: Success] The rest of my tribe are gone, they do not .

. - (If you got it) Other bounty hunters said you killed your own tribe. .

. > line > back to H15 responses .

. - Wait - you killed your own tribe? > H16 .

. - So you admit your crime. > H16 .

. - If you slaughtered your own people, there is no coming back from such .

. an act. > H16 .

. H16: I did not kill my tribe. I saved them, even though they cast me... .

. - So... you were exiled? > H17 .

. - Why did your people cast you out? > H17 .

. - What happened between you and your tribe? > H17 .

. H17: I was raised as one of my people, within the tribe. But I did not... .

. - And that is why they cast you out? > H18 .

. - You must have done something for them to drive you away. > H18 .

. - They could not have forced you to leave, could they? > H18 .

. H18: It was a choice - my choice to be beneath the trees, to run in the....

. - But what happened to your tribe? > H19 .

. - But you said your tribe was killed, sent away by your hand. Why? > H19.

. - And this was before Czerka arrived on your world? > H19 .

. H19: I was there when the tribe of Czer-ka landed upon our planet... .

. - What did Czerka do when they arrived? > H20 .

. - And they made you slaves? > H20 .

. - They must have struck quickly to overpower your people. > H20 .

. H20: They fell upon my people like kinrath, quick, deadly, armed with... .

. - What did you do? > H21 .

. - So you killed your entire tribe? > H21 .

. - How did you do it? > H21 .

. H21: I... killed the young ones first. Those were the ones most in danger..

. - What happened with Czerka? > H22 .

. - Czerka must have been - displeased with their slaves being killed. .

. > H22 .

. - And so you killed your tribe, rather than let slavers have them. > H22.

. H22: When the tribe of Czer-ka saw what had been done, they took me... .

. - So you slaughtered your entire tribe, killed them. > H23 .

. - If you killed them to spare them, then you cheapened them. > H23 .

. H23: They are not dead. Where I sent them, they are free... .

. - You are nothing more than an animal, Hanharr. > 500 XP > H24 .

. - And how do you figure that? > 500 XP > H24 .

. - As long as you justify murdering your own, then fine. > 500 XP > H24 .

. H24: You are of the tribe of the Jeedai. I have heard of your weak code....

. - -INF- LSP - For all the evil you have done, Hanharr, there is hope of .

. redemption for you. > line > H25 .

. - -INF- LSP - Even if your tribe cannot forgive you, I will. > line .

. > H25 .

. - +INF+ DSP - You lessen an act of slaughter by thinking it was .

. salvation. > line > H25 .

. - +INF+ DSP - The only truth is that you killed your tribe because they .

. were weak - which is what they deserved. > line > H25 .

. H25: Yet I am trapped here with you, in this cage, surrounded by the... .

. - What you did to your people was madness - yet there was strength in .

. it. > INFLUENCE Check > FAIL, back to questions > SUCCESS, H26 .

. - What you did to your own tribe, Hanharr - it was wrong. > INFLUENCE .

. Check > FAIL, back to questions > SUCCESS, H26 .

. H26: [Influence: Success] You think to know my actions, human? Perhaps... .

. - What do you know of that? > H27 .

. - Be silent - you know nothing of what occurred. > H27 .

. - No one can ever know what happened at Malachor - least of all you. .

. > H27 .

. H27: I know enough. Enough to smell how weak you are, how broken such... .

. - -INF- LSP - And I regret every death, Jedi and Mandalorian, to this .

. day. > You GAIN +1 WIS, 1000 XP > END .

. - +INF+ DSP - If you think such deaths bother me, they do not. .

. > You GAIN +1 WIS, 1000 XP > END .

. - +INF+ DSP - Everyone at Malachor died because they had to - and I .

. would destroy them all again, gladly. > You GAIN +1 WIS, 1000 XP .

. > END .

. HS1: [Influence: Failure] If I give up everything of my people, then... .

. - But to adhere to the codes of your people - that is only another form .

. of slavery. > HS2 .

. - Then you shall always be prey. > HS2 .

. HS2: It is what must be. .

. - All you need to do is give them up. > HS3 .

. HS3: That... I cannot do. .

. - Then you shall always be prey, Hanharr. You are your own prey, and .

. such things are weakness. > INFLUENCE Check > FAIL, back to questions .

. > SUCCESS, HS4 .

. HS4: [Influence: Success] To give up everything of my people... .

. - And to face such oblivion is strength. > HS5 .

. - You are already damned, beast. It only requires that you face it. .

. > HS5 .

. HS5: :: Silence :: .

. - Then there is nothing keeping you here. > HS6 .

. - So at last you are free to do what you wish. > HS6 .

. - Then walk my path, and realize that nothing should keep you tied to .

. this galaxy or others. > HS6 .

. HS6: [You have broken Hanharr fully into your service, making him .

. stronger. He has gained +2 Strength and lost -2 Intelligence.] .

. - 1000 XP, DSP > END .

. HC1: [Influence: Success] Because I was the stronger. She was prey. .

. - So she saved your life once? > HC2 .

. - You took her life - because she didn't take yours? > HC2 .

. HC2: She showed me mercy, and that I could not bear. To feel such, from....

. - So you would rather she have killed you? > line > HC3 .

. - She spared you, to show she was stronger? > line > HC3 .

. HC3: And that is why she had to die. .

. - [Awareness] I don't believe you. It is not the hunt that drives you. .

. > different line > HC4 .

. - She did not make you a slave - instead, she denied you freedom, death..

. > HC4 .

. HC4: You are wrong, human - those are not my words, nor the truth. .

. - I think you wanted her to kill you, to break you. To end your life. .

. > HC5 .

. HC5: I do not chase death, I chase prey. .

. - You have spoken of your tribe, Hanharr, and I think you wished to .

. join them. > HC6 .

. HC6: My tribe is no more - my people are no more, because of humans! .

. - Your people are no more because you killed them, Hanharr. Not humans. .

. > HC7 .

. - She denied you death. And made you walk in this place you hate even .

. longer, because now you owed her your life. > HC7 .

. - But you said they exist, but not here. And you wished to join them. .

. > HC7 .

. HC7: I killed them to save them! I have told you this! .

. - And I think that thought of slaying them hunts you. And that is why .

. you wanted her to kill you. > HC8 .

. - Those words of desperation stink of desperation - and lies. > HC8 .

. - All I have heard are your words, not the truth. And you know it. > HC8.

. HC8: I... I see your eyes... hear your words, human. And your words... .

. - Walk with me, Hanharr, and I promise I shall never spare your life, .

. or deny you the death you seek. > 1000 XP > HC9 .

. - If you wish to die, then let it be done in a way that matters - .

. saving others. > 1000 XP > HC9 .

. HC9: That is the only pledge I have heard from a human that I will accept..

. - That is a pledge I will accept. > HC10 .

. - Very well - let this be all that is between us. > HC10 .

. - I swear the same - for now, until the end of our journey. > HC10 .

. HC10: [You and Hanharr have formed a new bond, both of you gaining +1 .

. Constitution.] .


Talk to Kreia on the Ebon Hawk, and a new conversation topic comes up, asking

about Hanharr's strength and power. If you follow it through using answers

such as "Yes I want his power," "Yes I feel it, vibrating, so primal" as well

as other answers on the same vein, when you finish the conversation with

Kreia you will gain +2 STR and +1 CON for understanding his primal nature,

which, I think you will agree, is a really nice bonus to have.

(from Gary Smith)

You also have the final HK pieces, so head to the small storage room and put

him back together. (1000 XP) (The two pieces you got were the piece from

Kovin and the piece from the HK-50s at Vogga's Warehouse) He fires up and

talks to you. HK, the original, likes violence and manipulation. He is, after

all, an assassin droid who enjoys his work. There's nothing so satisfying, to

him, as blasting away a "meatbag." The initial conversation has no

implications, so just follow it along.


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


Items: Blaster Rifle

* 20% chance for extra damage

HK-47 can do NO melee combat, so he's stuck using blasters. If you are

playing a Dark Side character, HK has the best "evil" reactions of

anyone. Makes it worth taking him along just for that. If you keep him

with the best Rifle/Repeater you have, and keep that upgraded, he can

actually start to kill enemies before your Jedi can even close the

distance with Lightsabers.

HK does NOT get a lot of feats, so even though he can take a lot of

different types of feats, you need to really limit him to one type of

feats for him to be effective. If you keep him ranged, take Close Combat

right away, then Weapon Specialization and then just follow the Precise

Shot tree. Also keep up on Power Blast, which is more effective for

ranged weapons than Power Attack is for lightsabers.

Almost all things that gain you Influence with HK-47 will also gain you

Dark Side Points (DSP). There are some good rewards for gaining Influence

with him. So, you may want to think about taking the Dark Side hit, in order

to advance with him. If you get him early enough, there will be plenty of

opportunities to get your Light Side Mastery back. If you do Nar Shaddaa last

thus getting HK last, then you probably won't even be able to get enough

Influence with him, so why try.

Then talk to him again. If you are Dark Side, you get:


. HK1: Statement: Master, I must say it is a pleasure to be working side... .

. - And why is that? > HK2 .

. - If you have a long-winded explanation for why, indulge me. > HK2 .

. - Forget it. I had questions I wanted to ask you. > out to questions .

. - I've heard enough, I'll be going now. > END .

. HK2: Statement: Just when I believe my photoreceptors have recorded ... .

. - I am not here to entertain you, droid. > HK3 .

. - +INF+ DSP - Stick with me - you'll pick up a few things. > END .

. - -INF- LSP - I'm not proud of my actions, and I don't want you doing .

. the same. > END .

. HK3: Flattery: It is not mere entertainment, master. It is art. .

. - +INF+ DSP - It is good you are recording my cruelties - you may need .

. to know how to use them yourself in the future. > END .


If you are Light Side, you get:


. HK1: Statement: Master, if you could indulge me for a moment, I must... .

. - And how is that? > HK2 .

. - Forget it. I had questions I wanted to ask you. > out to questions .

. - I've heard enough, I'll be going now. > END .

. HK2: Statement: Well, all your behavior up to this point suggests ... .

. - -INF- LSP - I am not proud of what I did during the Wars - and I do .

. not wish to discuss it. > HK3 .

. - +INF+ DSP - They weren't accidents - I did them on purpose and would .

. do them again, gladly. Why do you want to know? > HK5 .

. HK3: Statement: I suspected as much, master. There are few who would ... .

. - Are you trying to provoke me? > HK4 .

. HK4: Answer: Why no, master. I have no intention of attacking you or ... .

. - Why did you ask me about the Mandalorian Wars? > HK5 .

. HK5: Answer: Why, because your actions then and now are related and I... .

. - What do you mean? > HK6 .

. HK6: Statement: Sometimes, master, it is difficult for meatbags to ... .

. - How is that? > HK8 .

. - That's a very human perspective. > line > HK7 .

. - If you're trying to justify your programming, you're not doing a good .

. job. > line > HK6 .

. HK8: Statement: Why, your own life, master. Your single life changed... .

. - Don't attempt to justify my actions - or yours. > line > END .

. - The Mandalorians deserved it, that is all. > END .


Then there's the normal dialogue, which you get if you aren't Light or Dark,

and any other time you talk to him.

Note: When you ask HK-47 about the HK droids coming after you, it does seem

like you can use the Sonic Sensor to track them back to their hidden

factory. However, this was cut, leaving this dialogue option largely

useless. There is only one particular reason to do it, eventually

HK tells you that some people think of droids as furniture, and with

this line to gain Influence with T3, who apparently was listening in:

> +INF+ Those are typical droid duties, but it doesn't mean they

should be treated as furniture.

Also, you CANNOT gain Influence with HK by talking to him, you only

gain that by doing various malicious things, such as killing innocent

and random civilians, and answering his above dialogue (light or

dark) in the proper way.

When you do get Influence with him (more than just from the dialogue

above) talk to him about his previous Master to get him to start

revealing things. Your eventual goal is to have him teach you how

to kill Jedi.


10. Onderon / Dxun :ONDXN:


If this is your first planet, welcome back to the walkthrough. If it's not

(and it wouldn't be if you followed my order), then you're right where I

expect you to be. If this is your first planet, you'll be building your

lightsaber on the Dxun surface. You already got one piece from

Czerka/Ithorians, and can get the second from Visas on your ship. You should

then find the third piece just around in the jungle.

Your ship is fired on by Onderonian fighters, and you get the option to

"Fight Back" if you want, but this just leads to a mini-game where you have

to shoot out the fighters. Start firing immediately, you can sometimes get

one or two right away (though not so many as you could get in the first game)

then just follow the radar at the bottom to hit all the targets. Get them

before the meter on the bottom right runs out, but this isn't that difficult.

(600 XP for shooting the ships)

Welcome to Dxun, the moon of Onderon. Once again, you've been shot down.

Kreia indicates that there is an outpost here you can get to, and forces

Atton to stay behind and guard the ship.

Influences in Dxun. Most are on the same action, two on light, two on dark.

Remember that only one character can react to any one situation:

Handmaiden (Mandalorian Permacrete)

Bao-Dur (Mandalorian Permacrete)

HK-47 (Mandalorian Permacrete)

Mira (Bounty Hunters)

Hanharr (Mandalorian Permacrete)

Dxun Jungle, Ebon Hawk Area


Let's head out. Be sure that Mira is with you, if you have her, as you can

get an easy Influence with her shortly. If you're light side, also take

Bao-Dur or Handmaiden, whichever you want influence with; and if you're

Dark Side take Hanharr or HK-47 with you.

Note: Not a big deal yet, but soon it will be. Check all corpses for

Remains. That means waiting about 4 seconds after the enemy dies to

see if anything appears. Even monsters can carry credits, and some

have important items on them.

Go up either path, they go to the same place. Once the paths connect, you'll

see some Cannoks beating up another creature. You're on the right path.

Keep going.

Atton gives you a message that someone else has landed nearby.

Take the path to your right (map, down) to an ancient crashed ship. Fight to

clear it out. Go around the ship to find some Salveagable Parts, but you can

also go under the ship for more Salveagable Parts and a Rusted Computer Port.

Repair it (base: 4 parts) (315 XP). Now access the System Commands and use

[Computer] on it (base: 3 spikes) to repair the core. This brings the droids

back online. (315 XP) At this point you can overload the droid power reactor

(base: 5 spikes), but that isn't all you can do.

Note: Remember that "base" cost is for someone with no repair/computer

skill and that for every 4 points you have, you reduce the base cost

by 1.

Leave, and go up the other path. Use the droid, and repair it and its systems

(base: 1 part to reactivate, 4 for weaponry, 4 for targeting, 5 for shields,

and 6 for patrol mode) (1365 XP). The droid will then rush forward and attack

your enemies for you. These droids are pretty good at killing Cannoks, and

there's no risk for you. But they won't go very far.

Head up the path. It widens out to a large open area. There's a Skeletal

Corpse to your right, and another busted droid in the center. Repair it and

let it run. Keep going up the path.

Atton sends another Comms message, but he promises that to be the last one.

Keep going. You'll see them long before they see you.

The Duros Have Landed

There's one last remote droid before you reach the wreckage. Get that up and

running. Then ahead and let the Duros give their speech. If you have Mira

with you, she'll have an exchange with them. To gain Influence, say:

> Who are you?

> You really think you can take on Mira? Good luck, she's a real bounty

hunter. +INF+

This ends in battle anyway. If you're lucky all your remote droids will have

come up with you. If you're not lucky, well, you still have the most recent

one repaired.

Pressing On

We want to go left (map left) along the wreckage of their ship first. Get the

shinies in the plasteel container, then up the path. There's some Wreckage

with shinies up here, with a Skeletal Corpse just behind that. Get the stuff,

then back down, and up the next path on the other side.

Dxun Jungle, Main Area



/ R /

----- MS - Mandalorian Sentries

----- ____ C - Mandalorian Cache

--- - Z - Zakkeg

| C | ---- R - Lost Mandalorian

-- | To Secret | TC - Sealed Cache, Use

| ----- Base /--- | | Thorium Charges from

| --------| |B | | | Dantooine or Korriban

--/ -----| | --. | | K - Kelborn

-. / | | | | '-| | S1 - Onderon Scouts

/ | | / / | |'-. S2 - Onderon Scouts 2

| | / / / / / / '-- B - Boma, for Beast Trick

/ / | | | |

/---/ / / / | | | | |

/ /---/ | | - |

| / ---- ------| |- / /| |

| | / __ / --- | | / / | |

/ /_/ / | --/ MS / | | | |

| / / / ---|| / /

| |-/ / -- |--------/ / /

| | / / |

/ / | |

|- / | | ---

S2| | K | / / --- |

/ / - / |_--TC- | |--

| | | | / |

| | | | / |--____/ / /--/

| | / / / --- /

---------/S1/ | | / ---/

--- -------/ Entance | |

| | -----

--- Z |

| |


After a quick cutscene with Colonel Tobin (the guy who shot you down), you

get control again.

Just up the path, and off to the right is a sealed door, with a Mandalorian

corpse near it. This door will only open with Thorium Charges, and there are

only two places to get that: Korriban and Dantooine (from Akkere). If you

don't have any Thorium, you can't open the door. If you do have it, go up

to the door and use it, blow the door, then check inside for the containers

full of swag.

Back on the path and head up. Not far from here, the path opens out to a

clearing, and you meet up with more Mandalorians. I can save you the trouble,

you'll eventually go with them. However, if you absolutely want to get into

a fight, go ahead and keep antagonizing them, you get a DSP and a battle.

The Mandalorians are actually fairly tough, but tend towards a standard

Ranged First > Melee Second attitude. Easily defeated with Energy Resistance.

But after the battle, the results are the same, and you're taken to meet

with Mandalore. (doesn't he just seem familiar, especially that voice?)



Mandalore will help you get to Onderon if you impress him. He says that you

should just find ways to "make yourself useful" around camp. But he will, if

pressed, mention the weapon's caches, such as the one we went by earlier.

Once you've impressed him, he'll take you to Onderon. Sounds simple. (250 XP)

You can't get to Mandalore's secret room yet, but you can later, so ignore

it. Leave his room.

There are a number of ways to impress Mandalore, and since it's all worth

XP and credits, you should do all of them:

Blow the Weapons Cache

Rescue the Mandalorian

Win in the Battle Circle

Help Kelborn Wipe out the Intruders

Kill the Zakkeg

Repair the Navigational Telemetry

Note: If you want to return to your ship, for any reason, talk to the

Mandalorian Guide, who will take you right there (and back again


These are all covered as SIDEQUESTS below. Once you've completed any one of

these, return to Mandalore, and he'll take you (plus himself, plus one other)

out to Onderon. Who you choose to take is important, as there are many good

Influence decisions on Onderon and you don't go there again (well, you do,

but Onderon is vastly different the second time). Good people to take are

Mira (if you're Light side) or HK-47/Hanharr (if you're Dark Side).

When you return to Mandalore, he gives you a random lightsaber, and 350 XP.

After a Kreia cutscene, and a Sith Assassin attack (that Mandalore may pull

you out from before it is over; also don't forget the lower camp), it's off

to Onderon.

Note: There is a way to exploit this fight into an infinite XP situation.

So long as you avoid the Sith Assassins near Mandalore, you can do

it. See the Cheats section for more information.

SIDEQUEST: Build your Own Lightsaber

If you haven't built a lightsaber yet, when you kill a Cannok, there is a

random chance that he'll have the final part you need. Then talk to Bao-Dur

to build your lightsaber.

If you already have a lightsaber you get a random lightsaber upgrade part.

SIDEQUEST: Repair the Navigational Telemetry

Talk to Zuka, who is near the camp entrance, and just across from

Mandalore's room. He immediately blows out his system. Tell him that you

will help him, and he says that if you can he'll put a good word in with

Mandalore for you. Good. Beyond simply repairing the two systems (the

wires, and the dish at the top of the camp) he also needs a Phase Pulse

Converter, which is found in the Remains of Cannoks in the jungle main


First, go to the "Broken Wires" and repair them (base: 4 parts). You don't

have to do this yourself, you can have a party member do it. (315 XP)

Next go up to the upper camp, then into the telemetry room (up the ramp

and to the room with the big glowing blue computer). Use the telemetry

computer and [Computer] Reprogram it (base: 8 spikes). (525 XP)

When the telemetry and wires are fixed, return to Zuka for a reward:

250 XP, Computer Spike, Parts and a promise to tell Mandalore that you


Next out in the Dxun jungle, kill all the Cannoks and search them for the

three Phase Pulse parts you need. (100 XP each part found) Yes, you must

kill them all (at least, until you find what you're looking for), then go

back to Zuka. If you say: "I'm just glad I could help out" you get a LSP.

If you refuse his reward you get another LSP. (450 XP, components, 1000

credits, unless you refused it)

SIDEQUEST: Kill the Zakkeg

Near the exit to camp, find the Red Mandalorian Guard Captain and talk to

him. Ask about the "larger beasts" to learn of the Zakkeg. Tell him that

you'll kill it to pick up the quest.

Exit the base, then at the sentry camp turn left (map right) and follow

this path to the end. At the T intersection turn right (map down) and

follow this, it turns (map left) keep going. You'll get a Vision of things

to come. Keep going. If you got Davrel to join you (from the Battle Circle)

he'll appear right before you reach the clearing. Attack!

Search it to get the Zakkeg ear. There are also a couple skeletal corpses

behind it with some shinies. Return to the guard captain to get your

reward: 500 XP, random item.

SIDEQUEST: Find the Missing Mandalorian

Talk to Xarga in the lower combat circle, just across from Mandalore's

room. He will tell you to find Kumus, a missing scout, in the jungle. But

he really just wants the stuff he had.

You find him by turning left at the sentry camp (map right), then taking

the turn to your left (map up), follow that as it turns, then take the

next turn to your left (map up again). This winds around and up to a ridge

with a Mandalorian on top. He got stuck there when he ran out of Ammo.

(100 XP for finding him)

Listen to his story, then either agree to help him or not. You can ask for

a reward, then either [Force Persuade] or [Persuade] him to give one to

you. If you tell him that he can "rot up there" you earn a DSP. Then your

major decision is whether to go around the ridge and clear out the

monsters, or to use the Permacrete detonator and blow him up. (DSP, HK-47

and Hanharr influence gains) If you help him out, you can then kill him

(DSP), or accept his thanks and send him on his way. (LSP, Handmaiden,

Bao-Dur, Disciple influence gains) (250 XP for dealing with him)

You can detonate the Permacrete Detonator after that if you want, but it

doesn't really do anything.

Back in the Base, if you saved Kumus and asked for a reward, you can get

that from him now (1000 credits), then talk to Xarga for your reward. If

you don't tell him about what happened you get (LSP, 750 XP, random item),

but if you do tell him about the Cannoks you get the same, but with a DSP

instead of the Light Side Point.

If you killed Kumus, you can return to Xarga and tell him about it, but

since you couldn't recover anything, he gives you nothing.

SIDEQUEST: Win in the Battle Circle

Up at the top part of the camp is the Battle Circle. To participate, talk

to the Mandalorian Sergeant. Battles are one-on-one, and have rules

associated with them. Ask about the battle circle, then say you want to


Fight 1 - Davrel - No weapons, no force powers (100 XP)**

Fight 2 - Kex - You set the rules (150 XP)

Fight 3 - Tagren - No weapons, no force powers (200 XP)

**Note: After beating Davrel, you'll find him waiting for you outside of

camp with the Sentries. He will attack you. You can fight him,

refuse, or tell him about the Zakkeg and have him help you kill


Tip: Although you can't use force powers (and any powers you use will be

removed), Kreia can. Have her buff up, and you get those benefits

as well.

After that, you need to prove yourself to a Champion, which you can only

gain by solving the "Help Kelborn Wipe Out the Intruders" SIDEQUEST below.

Fight 4 - Kelborn - Dueling Vibroblade, no force, no lightsabers (250 XP)

Fight 5 - Bralor - No rules (750 XP)

Once all that is done, you're given an item (I got a Tehk'la blade) and you

are declared the Champion. Mandlore will be impressed.

SIDEQUEST: Help Kelborn Wipe Out the Intruders

From the Mandalorian sentries, turn right (map left) and take that path,

follow it down, ignoring the two turns, and you'll see Kelborn. (listed on

the map as "Mandalorian Scout") He has killed a scout from Onderon, and

wants your help in making sure that none of them survive. There is no

Light/Dark option here, just help him (or you can't finish the Battle

Circle). He says that he'll go east if you cover west. Sounds good.

Just follow this path immediately down. In the first clearing, you'll see a

cutscene, then the Onderon soldiers (sent by our good friend, the Colonel)

attack you. (150 XP) There's a skeletal corpse in that small path down.

Keep going on the pathway, it curves around and back up. Just around the

turn you'll find the second group. Interestingly, you can actually attack

here before the cutscene and your group will continue firing during it.

(150 XP) Kill the beasts and the scouts. When all the scouts are dead, you

get another 150 XP.

Back to Kelborn to clear this quest. Before he leaves he offers to fight

you in the battle circle (700 XP).

SIDEQUEST: Blow the Weapon's Cache

You will find the Permacrete Detonator by exiting the camp, taking a right

turn (map left), then another right turn (map up), follow this around, then

one more right turn (map up) to a clearing. This should put you in the

upper left corner of the map. When you hit the Detonator, you get rushed

by monsters, so be ready, and hit it. (150 XP) Kill the beasts, search the

remains, and go in the Cache. There's a mine here.

Note: If you want to change the Random items you'll get inside, save it

outside, and if you're disappointed (or just curious) you can


Inside there are mines and droids everywhere. The mines are easy enough to

deal with, just recover them.

Find the Construction Droid Foreman, use, then Examine to find the Datapad.

Then, if your main character has come Computer Use skill, you can use the

Droid Foreman again to control all the droids. This one doesn't care who

uses the thing, only your main character's skills are used. Also, this is

pointless, the commands allow you to make them follow you, then you can

detonate them ("final resort"), but you get no XP for this.

Failing that, you can select Bash it, on any droid. This makes them all

go hostile, but it isn't that difficult a battle, especially if you have

Lightning Storm, or Destroy Droid as a power.

Once the droids are dealt with, search all the containers here for loot.

SIDEQUEST: Learn Beast Trick

If you take a left turn (map right) from the sentries, you can go up, then

up again to find a Boma. Kreia pops in your head (if she's not in your

party) to teach you Beast Trick, which nearly works. In the end, it

attacks, but you learn Beast Trick, probably the most useless power. This

does get you a bonus to your Maximum Force Points.

Onderon Port


Influences: Mira (Bounty Hunter Attack, Side with Anda)

HK-47 (Port Guard Captain, Cantina Attack)

Hanharr (Cantina Attack)

Visas (Cantina Attack, Side with Anda, Side with Vaklu)

Atton (Port Guard Captain, Starport Visa)

Bao-Dur (Starport Visa)

G0-T0 (Droid Merchant)

Kreia (Port Guard Captain, Side with Anda)

Welcome to beautiful Onderon, this time without getting shot at. Hurrah.

Watch a cutscene with our Jedi Master. Start plotting revenge

(or not, you Jedi, you). Mandalore is now in the group.

Note: You can switch out the other party member all you want, but you are

stuck with Mandalore.


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



* 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.

You can keep working on Blaster Rifles if you want, by adding Improved

Close Combat, and working the Precise Shot tree. Unlike HK-47, he gains

a feat every other level, and will easily get enough feats to be a power

house. Or you can switch him to melee and teach him the values of

Vibroblades. Either is fine, but if you're a Lightsaber fighter, it's

better if someone stays back and shoots things, rather than run up with

you, getting in your way.

Since he is always going to be wearing the same armor, increasing DEX

won't gain you DEF, but you still get the bonus to hit. Don't increase

STR unless you want to use melee weapons. The safe bet is CON until you

get 18 (for implants), then DEX for the attack.

Once he's leveled up, equipped up and ready to go, head out. You get

confronted by a guard. He tells you about the situation here, then gives you

your PRICELESS (actually these things have very specific prices) Starport

Visa. You'll be finding two more of these, with the ability to sell it to one

of four different people later. Keep that in mind.

Around town you'll find News Hologram stations. These have no real purpose,

but do show you what's going on around Onderon.

Of note here is Hargar, a merchant who isn't allowed inside. You can check

out his goods.

At the other end of the dock are several beast cages, and a "Beast Rider,"

whom you can talk to. Whatever you say to him, after you walk away, his

Boma will get loose and attack you. When you talk to him afterwards, he will

offer you credits. If you try to refuse the credits, you get a LSP (and 500

credits). No, you can't use Beast Trick to tame it again, I know what you

were thinking. You can also ask for more credits. (1000 credits)

Over to the side is the entrance to Iziz, and the guard captain who guards

it. Now, if you just answer his questions normally, nothing bad nor good

happens to you. You go through fine. However, you can handle this in other

ways. A successful [Persuade] gets you through without the 2 extra questions.

The [Force Persuade] option, is the real treasure here. With either HK-47,

or Kreia you can gain Influence when they react. (Everyone actually

reacts, but only they can gain Influence) Say one of these:


> A valid point, Kreia. But the need for discretion outweighed the risks.



> His little mind has been dealt with. He isn't our concern any more.


> It's inside a city, HK, otherwise... +INF+

Follow that up with whatever you want, then head in to the Iziz Merchant


Iziz Merchant Quarter


Before you take ONE STEP, decide right now who you will support. The Queen or

the General. Light Side or Dark Side. This comes up right away, so decide

now. The "point of no return" comes much later, but it makes some


Journalism = Spying

Right after entering, a group of Vaklu soldiers is hassling a journalist who

they say doesn't support them, and is a Republic Spy. If you want to side

with the Queen, ask to see a Warrant, then ask to see proof of any sort.

Either use Awareness, Force Persuade, or Persuade (automatic success) to get

rid of them. (LSP) Just not getting involved is Neutral. If you're siding

with Vaklu, and want the really dark option...

Dark Path > What's going on?

> Do you think questioning is necessary? He's obviously "guilty."

Then, either

> 2xDSP - If he tried to escape...


> 3xDSP - I'm sure this self-righteous mudlicker could meet with an

accident along the way.

Beggars and Choosers

The next few people you meet on the street beg you for a Open Starport Visa.

This differs from yours in that anyone can use it, while only you can use

yours. Simple. This is dealt with in the SIDEQUEST: Starport Visas below.

Although if you tell Teryln "That's your problem, not mine. Get out of my

way." you get a DSP.

Around the bend, you'll see Captain Riiken, who is important later, but not

so much right now. Beyond that is Gegorran a merchant, be sure to buy

everything you want from him, he won't be around forever, and then farther


The Crowds, Part One

Just before you can turn again to leave this district, you get caught up in

a crowd of people who want to oust the Queen. How you respond to this affects

how things go for the rest of this planet. In fact, this decision seems to

be the one that decides the fate of the entire system. Go with the crowd, and

you start to undermine the queen. Go against the crowd and you start to

support the queen. If you want to support Vaklu, say:

The Queen should listen to the will of her people.

The other lines lead to you supporting the Queen. For now the crowd isn't

doing anything.

Anda (or Not)

If you sided with Vaklu, you'll be approached by a man to go talk to Anda.

Anda is just behind the crowd, and off to the side. Talk to her. Technically

you don't need to get the message to talk to Anda, you just have to side with

Vaklu at least once, and never have sided with the Queen. This is covered in

the SIDEQUEST: Remove the Captains below.

If you didn't side with Anda, keep going.


You'll find a Devaronian and a Twi'lek arguing politics, and you'll be

pulled into their argument. Yet another choice between the Queen and Vaklu.

They want to know where you stand, and after asking them some questions about

the two, you have to respond. If you side with the Queen, you lose -INF- with

Visas, but can get some back by saying:

> Do not judge solely be what is, but by what it may become. Experience can

be gained, integrity is something innate. +INF+

Siding with Vaklu, or even stating that you go where you are best suited,

gains you +INF+ with Visas. This dialogue has no effect on which side you

actually take, so you can what you want.

Beyond that, to your right, is a guarded entrance, that is only useful if

you are following Anda's quests (see below), or later when you have to get

to the palace. But that is later. For now, forward.

SIDEQUEST: The Open Starport Visa Search

You come across 2 extra visas in your time on Onderon. The first from the

first bounty hunter stupid enough to attack you. The second you get when

you have Dhagon out of jail and he wants his Discs back from the gang in

the Cantina, you find it on someone's Remains. The first visa will

require that you get Kiph the Slicer to hack it to make it an "open" visa.

The second is completely open. To get Kiph to slice it, talk to Bahima to

learn that he can, then go talk to Kiph and have him do his thing.

Who you give it to, depends on what you want out of it:

Light Side: Gormo, Xaart, Family by Entrance

Neutral: Guy by Entrance

Dark Side: Sakarie

Here are the rewards of each person:

Gormo - 300 XP plus either

500 Credits (or refuse them for...)


Xaart - 300 XP, LSP, +INF+ with Handmaiden, Disciple or Bao-Dur

Terlyn - 700 XP, LSP, +INF+ with Handmaiden, Disciple or Visas (but only

if you say: "The darkness clouds your mind's eye, Visas.

Compassion can create problems, but it is a source of greater


Tolas - 2000 credits, or [Force Persuade] / [Persuade] for 3000

Sakarie - 2xDSP - 300 XP, +INF+ with Hanharr or G0-T0, plus one of...

Rodian Death Blade

5000 Credits

Qixoni Crystal (powerful, but Dark Side only, unless the "NAME"

Crystal is also in the Lightsaber)

SIDEQUEST: Remove the Captains

If you sided with Vaklu anywhere here, you can get this quest from Anda.

She just wants you to remove some Royalists from their posts, three

captains: Gelesi, Bostuco and Riiken. She needs them gone, and it doesn't

matter how, alive dead, she doesn't care. She offers you the pretty sum of

2500 credits EACH, plus the support of Vaklu followers everywhere. Assuming

you're siding with Vaklu, take her up on it.

Several companions will react here: Visas, Mira, Kreia and Mandalore, but

only one can react. To gain +INF+ you have to say the right thing:

Visas: +INF+ I agree with you, I have no interest in helping their Queen.

Kreia: +INF+ I may see where this quest of hers leads us.

Mira: +INF+ I agree, the credits are hard to ignore.

Mandalore: +INF+ I agree, Vaklu has a lot more to offer us.

She gives you the Iziz Military Security Card, which allows us to use the

Security Terminals in the city. The closest one is just behind the Crowd.

Bostuco - He's the captain of the Sky Ramp, which is just over past Anda,

and near the arguing aliens. There are a couple ways to remove

him from his post. The first one is to use a Security Terminal

(NOT the one next to him, the one by the Crowd is better), check

the Camera near the Sky Ramp, then Overload the power to kill

him. (150 XP, DSP)

If you have Affect Mind, you can also go talk to him directly.

The path:

> Who are you?

> Could you tell me about the Wall?

> Why aren't you on the Wall any more?

> You don't sound too pleased about your post.

> [Force Persuade] Tell me your feelings. (Persuade also works)

> If you're that unhappy, you should request to be reassigned

to the Wall.

> [Force Persuade] You should request reassignment.


Doing it that way also gets you 150 XP. You can still use a

Security Terminal to overload the power there, you won't get any

more XP, but you still get the DSP.

Riiken - He's the captain near the Air Defense Tower closer to the

starport in the Merchant area. He's useful in clearing Dhagon

later, but you can deal with him whenever. Two ways to deal with

Riiken as well.

First you can go talk to him. This REQUIRES Dominate Mind, the

Persuade option will not work, and having just Affect Mind isn't

enough. Here's the path:

> There are a lot of soldiers around.

> Could you tell me about the troubles?

> Why don't you tell me what you really think?

> [Force Persuade] The urge to speak your mind must be

overpowering. Say what you really mean.

For getting rid of him, you get 150 XP. This doesn't change the

Dhagon Ghent section, you still go through Riiken to free him.

The second method requires that you solve the Dhagon Ghent case

first. Then Riiken will start to patrol the Western area. Wait

until he is far away from the people there, talk to him, and

tell him to die. Combat ensues, and you probably win.

(150 XP, DSP)

Gelesi - Gelesi is hiding out in the Cantina. He's pretty easy to convince

to leave, if you have Persuade. Here's a path:

> You seem tired.

> Tell me about Sullio.

> What do you know about the murder?

> You sound nervous.

> [Persuade] That sounds like a good idea. You need to think of

your family first. (technically fails)

> [Persuade / Threat - 9 REQ] You should leave Iziz quickly. If

you don't...

If you succeed on the final Persuade, you get 150 XP and a DSP.

Force Persuade fails on him, and the other final Persuade option

skips the DSP.

If you aren't good enough to get it done that way, enter the

other side room and talk to Panar there about the Captain. He

won't kill him, but for 500 credits he'll frighten/persuade him

to leave Iziz. With a Persuade of 15 you can get it down to 200,

and with a Persuade of 7 you can get it down to 400. They go

over and intimidate him into leaving. (150 XP, DSP)

When they're all dead, get your credits and go. (550 XP)

SIDEQUEST: When Ponlar Attacks

You've talked to Ponlar once, the next time you go by him, you might

trigger his attack. You can try to Persuade him not to fight, or you can

Persuade the crowd to join him. You can't stop this peacefully. If you try

to persuade the crowd to violence, you gain +INF+ with HK-47 or Hanharr.

Conversely, if you use [Force Persuade] to stop Ponlar, then with Affect

Mind only you can gain +INF+ with G0-T0 or T3, with either Affect or

Dominate: Disciple and Handmiaden; or with Dominate Mind only: Bao-Dur.

You either fight against the royalist troops here, or if you tried to stop

it, against the crowd. If you tell the trooper that you won't fight

civilians, all you can do is watch.

Iziz: Western Square


You get attacked, almost immediately by Thugs after your bounty. You can't

even talk to them, so time for battle. Standard group tactics here, use

Energy Resistance, then take out the melee fighters first while your

resistance keeps them from shooting you. Once they're dead, search the bodies

and move on. These ones DO NOT have an open starport visa, but you can get

one (sort of) from the next Bounty Hunters that attack you here later.

Move on. The pile has no significance ... yet. But keep it in mind. The thugs

here won't offer anything, and the droid merchant isn't that important...yet.

However, if you go up to it and try to [Repair] Rewire to be more helpful

with G0-T0 in your party, let him help for some +INF+ (otherwise this does

nothing that I could see).

Move on to the end of the area to find Dhagon Gent's place. You find out that

he has been arrested, and that to find out more, you need to talk to Captain

Riiken back at the first turret tower in the Merchant area.

Ignore the Cantina for now (we'll be back), and return to find Riiken.

The Second Bounty Hunter

When you start to leave this area, you'll get a Precognition that another

group of bounty hunters is going to attack you. Use an Energy Resitance and

go up to them. If you have either Mira, they will interject here, and you can

gain +INF+ by saying:

> I'm not going to let you insult my companion. +INF+

Yes, this ends in violence. Another group battle, but you were warned about

this one so it probably ends quickly. Search the remains for:

Bounty Hunter's Starport Visa

It needs to be Sliced before you can do anything with it, and that is done

in the Cantina by Kiph (see the SIDEQUEST for more information). Keep going

to see Riiken.

Ask about Dhagon, and learn he's in jail for murdering Captain Sullio.

Mandalore needs you to get Dhagon out, and you need that to get into the

palace to see Jedi Master Kavar. Guess we have to help. Ask about how you

can eliminate Dhagon as a suspect, and he tells you to investigate in the

Cantina. Go back to the Cantina, and in.

Iziz Cantina


More people in here want Visas, three in fact, Gormo the captain at the

entrance, Sakarie the Exchange smuggler to the right side, and Xaart the

Republic spy near the top-left of this area (as seen on the map). Check out

the Starport Visas SIDEQUEST for more information on this. You also have

an open Starport Visa which Kiph can decode for you, for a low, low cost of

500 credits, but you have to have heard that he can do it first. You can

ask Gormo about this, tell him you only have your visa and he mentions


You can race your Swoop here, this place actually has a competitive heat

(or you can just cheat, get near a barrier, pause, abort and win) which

is worth some good credits. With a [Persuade - 18 REQ] after the first race

you can talk him into giving you a better cut of the profits, an extra 500

for every race after the first. With a [Persuade - 8 REQ] he'll simply waive

the fee. Otherwise you just get:

First Race - 500 credits (400 after his cut)

Second Race - 500 credits (400, or 1000 with Persuade)

Third Race - 2000 credits (1900, or 2500 with Persuade)

Final Race - 5000 credits (4900, or 5500 with Persuade)

7600 to 9400 Credits can be made there, depending on Persuade.

Nikko, whom you talk to in your investigations later, will play Pazaak with

you. His maximum bet is 250 credits. Beat him three times to get some cards:

+5, +/-1, +/-3.

Murder Most Foul

Once you've done all you want to do, time to start the investigation. Talk

to Panar in the gang's side room. Ask about the murder, then follow that up

with questions about Dhagon and the "reason why Dhagon Ghent would kill

Sullio." (250 XP)

Go talk to Nikko next. Mention what you heard from Panar to Nikko, and he

denies that to be the case. Why, they were good friends. Keep asking

questions about the murder. Where did he find the body. Once Mandalore tells

you to look outside, you're done with Nikko. (500 XP)

Go outside, turn right and go to the garbage pile. Select it, but there's

nothing there. Just behind that, however, is a broken serving droid. Hmmm...

(250 XP) Back to the Cantina, and talk to Nikko about this droid. He doesn't

offer you much. Talk to Panar about the droid, and he mentions 1B-8D sells

droid parts that are scavenged. (250 XP)

Outside again, and go straight ahead to find the droid, 1B-8D. Ask about

parts from Bahima's droids, then buy the parts for 25 credits. (250 XP)

Back to the Cantina, and talk to Kiph, give him the remnants of the droid

and watch the final feed. It's not terribly informative. (250 XP)

Now show it to Nikko, he believes that this counts as conclusive evidence

and takes you over to see Captain Riiken. No matter what you say with him and

his superior, you and Nikko get things done, Dhagon Ghent is a free man.

Riiken will start patrolling the Western Square himself, if you are doing

Anda's SIDEQUEST to remove the captains.

Dhagon Ghent has no real answers to anything except getting you into the

palace. But for that he needs his Discs back from Bakkel's gang, who are in

the Cantina. (1500 XP, random lightsaber)

Prepare for a fight, head to the Cantina, first room on the right side, and

talk to Bakkel. This is just about the shortest conversation ever, she

attacks almost immediately. Clear the room. Be sure to search her body for:

Encrypted Holodisks (Dhagon needs these)

Open Starport Visa (just about everyone wants these)

The Meeting

When you are done with Onderon, and I do mean done, because you won't return

to this place again (although you return to Onderon later, you can't do

any SIDEQUEST, or play Pazaak, or race Swoop, etc. again), go back to

Dhagon's office and talk to him. Tell him you're ready, and the meeting with

Kavar is set up... (300 XP for returning the disks)

You automatically appear in the Cantina and meet with Kavar. His dialogue

goes slightly differently depending on how Light/Dark Sided you are, but at

this point all you can do is ask quesions. He doesn't say much when Colonel

Tobin interrupts. (This happens on both Light/Dark Side)

Get Out of Onderon

This leads to a battle. Visas and HK-47 want to wipe this room out, give them

permission to get +INF+, and a DSP and you lose -INF- if you tell them flat

out NO. But if you tell them to just keep it to the enemy, they have no

reaction. Handmaiden will tell you that you must not harm anyone in the

battle, agree with her for +INF+.

If you have been siding with Vaklu all along, Tobin will run back in and stop

the attack. He wants to make a deal with you, but needs it to look like his

forces are still against you, to keep up appearances with their other Sith


Note: This is the "point of no return" where you must pick one side or the

other. No backing out now.

Either way, you are going to have a fire fight all the way back to

Mandalore's shuttle. The Soldier in the Merchant Quarter can be told

anything, he won't believe you, but goes to check things out. You may have to

fight your way through the Crowd (see SIDEQUEST above) if you haven't

already, but there will be other commoners in your way, and once they get

killed, you can't buy things from Geggoran ever again. When you get back to

near the port, the turrets come online and attack you.

Once you're done, back to port (250 XP), back to your shuttle and back to


Dxun, Finale (For Now)


Now things get set up for our eventual return trip to Onderon. Mandalore

joins you fully, he wants to gather the clans, and figures you're as good an

excuse to leave on that trip as any.

As you go through the base, you might find Remains from your previous battle

here with the Sith. Head out, and go to the lower base.

Note: If you didn't make it down here during the Sith Assassin attack

before you left, there will probably be Sith Assassins down here.

Enter Mandalore's chambers, and talk to Kelborn. He tells you that he'll send

word to you when Onderon is safe to return to (which means whenever he gets

a message from Tobin or Kavar). You can also search Mandalore's secret

back room now, he won't care. There's three metal boxes inside with random


Talk to the Mandalorian Guide near the gates, and have him take you back to

the Ebon Hawk, go in and leave.

If Onderon was your last planet, you might wonder where to go and what to do.

It seems to me that this is based on a timer. After a certain amount of time

(perhaps hours), the game knows that Onderon is ready to go again.

If Onderon isn't your last planet, then you have nothing to worry about.

Later, you'll reboard your ship and have a message from Kelborn to return.

This is covered in the Onderon Finale section below.

You can return to Dxun anytime.


11. Korriban :KRRBN:


I always take Korriban last, for a couple reasons. One, it is a good

diversion while I wait for Onderon to get back to me. Two, in order to enter

the Sith/Shyrack Cave, you need to be at a certain power level, which you

will be if you take it last.

Korriban features only two places to go, the Cave and the Academy, but

features the most famous and useful exploit/cheat in the game, the Infinite

Hssiss Respawn Point (basically, when you find the "Dead Jedi" select it

over and over).

Beyond that, we're looking for the final Jedi Master, and perhaps, some sign

of Revan.

Kreia won't go with you, but you can still lose Influence with her. Before

heading out if you say "Fine. I didn't want your company anyway" you lose


Valley of the Dark Lords


In KotOR 1, this valley led to four tombs, each of them searchable. Now,

however, they're looted and destroyed.

There are corpses littered all around this area, but when you search any of

them, Kreia gets upset at you. She will tell you that Hssiss will be drawn

to you. You can lose -INF- with her if you say: "These creatures shouldn't be

much challenge."

There are four tombs about, you can't enter them, but as you get close to

them (only the ones ahead of you have corpses to search) Kreia will pipe in

with an explanation about this person. You only need to listen to one of

these, that of Ajunta Pall, then if you set Revan to Light Side (waaaaaaay

back), Kreia will tell you that Revan "saved" Ajunta. You can say the


- [Awareness - 11 REQ] You sound like you disapprove.

Then either one,

- LSP - No one is beneath redemption, Kreia. No one.

- DSP - Ajunta Pall was a fool. The dark side sustained him even beyond

death and Revan tricked him into surrendering to oblivion.

Then just go ahead, and up the winding pathway. There's one corpse there,

with its accompanying Hssiss. Halfway up the pathway is the entrance to the

Shyrack Cave. Your party will comment on it, and Kreia tells you to finish

your work at the Academy first. It doesn't matter if you do it now or later.

But we're here now, so go in.

Shyrack Cave


To Sith Cave

/ /

---- /| |_/ /

---/ __________ / | | |


——/ | | |

-/ -/– /—– |__ | | /

———–/ -/ —-/ | | ___ | | |

/ —– $ —/ | | | | |

| | | | |$ | | | / |

// | | |

-// – |$ | ____/ | |$

-/ – — /— | | / ________| /

Entrance – -/ $ ——–/ / —— ___A____ /

— ____________/ / | | |

| /—-/ | | |

A – Sith Ambush | | | | | |

$ – Treasure ___ | | | |

_/ / | |

_——- /—-/ | | /

|$ $ ___—– – —–$ | | /

___-/ —/ | |$ /

|_| |_/

This is the same cave as KotOR I, with one exception, found in the back.

Just ahead is a half-eaten corpse, with a Datapad, and random loot. Just some

information on the enemies we’ll be fighting in here. At this point, you

should be OK to fight anything. Unless this is your first planet, that is.

Ahead, at the first turn, you’ll see Shyracks and Tuk’atas fighting amongst

themselves. You could wait for them to kill each other (you get the XP in

either case), or just wade in there and deal violence to all. Then search

the nearby Sith Corpse and Ceramic Jar for shinies.

At this point, I’d take the turn to your right (map down), follow that until

the next turn to your right (map down) and follow that to a larger room.

Search it for items on the Corpse and Jar, then keep going along the passage

to the Chasm opening. Search the Jar here.

You’ll probably just find yourself being drawn all along this chasm fighting

the Shyracks as you go. Eventually you can stop, and take the middle passage

back towards the entrance. Ignore the passage to your right (map up) for now,

and keep going ahead (map left). This opens up to another larger room, with

a column and water. Take out the monsters, search the corpse and two jars,

then move on.

Backtrack to the beginning, then take a right (map right). Straight ahead.

There’s nothing in the next opened passage, so keep going. When you get to

it, turn right (map down), clear out this passage then search it for a Sith

Corpse and a couple of Jars. Back up.

At the top, turn right and go that way (map right), get the jar, then

continue to reach the chasm. Then it’s just down and across the bridge. As

you cross you get attacked by devious Sith Assassins.

First, take a right (map down), head to the bottom of this area and search

there for a couple of Jars with shinies. Go up, just past the bridge are more

jars with shinies. Continue to the top, through the Hssiss.

Note: Here’s a good place to create a Save. Keep this one, just in case.

When you reach the Forboding Looking Cavern Entrance, Kreia will tell you

whether you are ready or not. If you can’t get in (you’ll be knocked out

by the power of the place), you need two things:

Be very Light or Dark Sided

Be higher level

I’d save it before entering. Seriously. And don’t save over it.

Sith Cavern




| 4 _______5 T Exit

_ | | /

( ) | | |w|

.—. _| |_ | |

——–‘ | |: _ |_____| |

/ ——-.r | | _/ _____ |

/ / `—‘ /—————-‘3/_ | | |

| | | .————–._: _| | |_.—.

| | / |r| |___ X |

| | | | (w) ‘—‘

To Shyrack— 1————–‘

Caves — ————–. 2| 1 to 5 – "Events" (see below)

| | –/ r – rubble, treasures

| | .—. w – wicker, treasures

| –‘ | : – impassable

|—-. w| X – The "Dead Jedi"

`—‘ T – Sarcophagus

Note: Light Side characters CANNOT regain Force here normally. If you’re

Light Side, don’t use the Force unless you really need to. (Although

there is a cheat to regain Force Points, simply get to 0 FP, unequip

a WIS boosting item, then equip it again) That’s not that you can’t

get FP back, just that it isn’t regular.

Danijel points out: It`s enough to have in your hands a lightsabre

as the first set of weapons, upgraded with a chrystal with a WIS

boost (Kaiburr, Kasha, Ruusan). The other set of weapons can be


As soon the FP drops to 0 – pressing the switch weapons button for

changing between the first set of weapons and 2nd set, will get you

also the 40 FP.

Event 1: Malak

You enter, and watch Malak (pre-Chin) preach War to the Jedi. You can cut

this dialogue short by saying: "Enough games, draw your lightsaber and

fight!" Or you can listen to the whole thing, and answer each of his

questions. The answers don’t appear to matter here. When it gets to combat,

you need only defeat Malak to make them all go away. You don’t get XP.

You can no longer get out the way you came in. In fact, you’ll never go that

way again. There are three doors here, one to the left, right and one ahead

of you.

Take the right door first (map down), turn, then through the door. Kill the

Shyracks here, then search the wicker footlocker at the end of the room for

some swag.

Next take the door that leads map up (it would have been to your left when

you first entered), take he passage all the way, through the next door.

Kill the Shyracks, then search the rubble in the corner. Back out.

Last door, and through. Kill the beasties, and ahead. Just before the next

door you’ll find a severed arm with a Datapad (and random loot). Get it, then

open the door. It’s locked.

Event 2: Shyrack Nest

This is an easy fight, just let them mob up to you, then use a group Force

Power (Force Storm works best, or Wave if you’re Light Side). Otherwise just

use your best attacks and work your way through them. Once that’s done, just

open up the top door, and go through.

The next door has a field of Dark Energy in front of it. Must be a sign.

Doesn’t do anything, though, so go to the door and through.

Event 3: The Minefield

The soldiers want your help to get through the Mandalorian lines, but there’s

a minefield in the way. You will have to sort through your memories a bit

first, but eventually you get the option to either send them, or go yourself.

Dark Path > The battle is an invaluable opportunity. We will fight on.

> DSP – War calls for blood. Yours was taken that day. Searching

for meaning is pointless.

> DSP – The only casualties that mattered in that war were Jedi.

Now charge!

There is no Light Path, just avoid saying the above, then offer to deal with

the mines yourself.

There are two ways to deal with mines, either disable/recover or set them

off. You can set them off if you have Stun/Disable/Destroy Droid, or just by

walking over them. These are "Average Frag Mines" and only take a DC 30 to

Recover (you get an automatic 20+Skill Level when you do a skill outside of

combat, meaning you only need a total skill of +10 to recover them).

Once you get to the other side, or eliminate the mines, the Mandalorians

attack and a battle is joined. Help if you want, but you won’t get XP for

killing anything.

Three doors here, one up, one down, and one across. Save that one for last.

Go through the "up" door first. Kill the Shyrack. No treasure. Back down,

then through the "down" door.

This leads to a Shyrack and some rubble and a wicker footlocker with


Back out, then through the last door to your right (map right). Straight

ahead, kill the Hssiss. There are two doors to take here. Take the right

door (map down), through this passage, kill the Shyracks, and through the

next locked.

The Infinite Hssiss Spawnpoint

Well, you found it. Here it is. There’s some rubble just to your right when

you walk in. But that isn’t why we’re here. See that "Dead Jedi" in the

center of the four columns? (200 XP, first time you select it) Yeah, every

time you "Use" that, another batch of Hssiss appear. Every time. Thus, no

matter who you are, light or dark side, you can stay here and level up. Dark

Siders have it easy since they have normal use of Force Powers, and have

Force Storm at their disposal. Light Siders have to just use lightsabers and


You can check out the Cheats section for the main idea on this exploit.

Otherwise we’ll leave it as it is.

Note: You can level up all you want here, but it isn’t necessarily worth

it. Why? Because when you gain levels, your enemies gain levels,

especially the bosses. If you keep up on your items, upgrades and

YOURNAME Crystal upgrades, you will probably be fine either way. But

it won’t make the game any easier to gain 20 levels here.

Back out, and up through the next door.

Event 4: Kreia Betrayed

Up ahead you see "Kreia", who is having some troubles with Atton. And

Bao-Dur. And T3. Basically they all see her as an evil influence and want to

kill her. Until you have to "choose" nothing you say or do matters, however,

once you get the choice, what you say matters quite a lot. The easiest way

past is to say:

> I think I’ll just stand back and watch.


> You are all just visions anyway. It doesn’t matter what I do.

But you have to fight everyone, you can side with either Kreia or Atton.


> LSP > I will protect you, Kreia, so that you may be redeemed later.

(this can be repeated again again, but not forever, she vanishes



> DSP > We are on the same side, you and I.

Atton and friends:

> LSP > You are right Kreia. I will defend you, so that you may live to

pursue redemption.


> DSP > You are beyond redemption, Kreia. Prepare to die!

If you defend Kreia, one attack is all it takes to remove her attackers.

She, however, won’t go anywhere and you have to do it again. And again,

forever if you want, gaining LSPs or DSPs each time. You need to

clear this area, so at some point you have to pick the "I don’t care" type

response to get their Apathy lines. Or take the DSP and attack Kreia. Those

are your only two choices.

Note: If Kreia is still around up here, you can’t open the next door.

Event 5: Revan

Past Kreia, down the hallway, through the door, you will confront Revan.

He/She won’t really talk to you, so fight. Revan isn’t a tough fight, but

can do a fair amount of damage if you don’t finish it quickly.


. Once Revan is dead, Kreia will telepathically contact you. If she does .

. not, then your game is glitched and you need to reload to your previous .

. save. Try again. If that doesn’t work, go back another save. You may .

. (unlikely) have to redo the entire cave. This glitch has never happened .

. to me, but I have heard numerous reports of it. You’ll know it’s .

. happened to you because the door behind the Sarcophagus will be locked, .

. as Kreia unlocks it when she talks to you. .


From Kreia you get 2000 XP, random Lightsaber.

Go forward, open the Sarcophagus, get the loot (Ludo Kressh’s Armband, and

Ludo Kressh’s War Sword), then search the two small side rooms nearby. Once

you’re done, open the last door and leave. You’ll be alone in the Shyrack

Cave, so use the Party Selection to get your people back.

Out and up to the Sith Academy.

The Sith Academy


Entrance J – Jedi Master

| | f – footlocker

/-‘ `- B – Bag

.—–. | | Th – Thorium Charges

|Th | -. .-/ D – Locked Door

‘—. | | | T – Student Access Terminal

_| |_ | | / S – Sealed Door (Thorium)

.—–. .—–. / | | | | f h – Holocron

|f | |f | | | | | | | / L – Library Door

‘–. | ‘–. | _ _/ | | f/

| | | | | | | | /f .–.

.–‘ | .–‘ | | | | | / / | |

| | | | L | | /D/ |J ‘–.

‘–. | ‘–. | -| |-/ / / ‘—. |

____| |_____| |___________’ ‘_____________|D|

|B B Poison Hall |

| —. .—–. .———— ————–. |

| | | | | | / |D|

.—S| | ‘–. | ‘–. . .-/ /–‘ `–

|f h| | f| | T | | | |Training

`—-‘ | ,–‘ | ,–‘ | | | Room |

| ‘–. | ‘–. |D| ——-/

| f| | f| ||

`—–‘ `—–‘

When you enter the Academy, your party members will pipe up with comments

about this. Nothing here, except that you can lose -INF- with Hanharr if you

tell him: "Get in there you big furry oaf. I don’t care what you smell."

Too bad, it’s a good in-joke line.

You see Sion in meditation immediately, so don’t get too comfortable here.

Fight through the monsters who greet you, then ahead into the main area,

where you’ll have to start fighting Sith Assassins. That’s how this area will

go, random beasts and Sith Assassins.

You see 5 new passages leading off from here, however, the passage that leads

diagonal up-left (as seen on the map) can’t be opened by you. The other

diagonal can, however, be opened with Security/Lightsaber. Go up that way,

search the three locked footlockers, and fight off the Sith Assassins when

they show up. Back to the main room.

Now, go slightly leftwards to enter the very bottom passage, open the

locked door and through. What? Nothing here. Oh well, go back… and get

attacked by more Sith Assassins (remember, more fights = more XP). Kill ’em

all. Three passages left to go. Return to the main room.

This time, turn left (map left), and go down the passage. There’s a bag here,

get its things. There’s a datapad here that suggests Stealth fields to sneak

by the Tuk’atas. Not really necessary.

Run first to the end of the hallway. Skip by any monsters you see, then get

the items on the Chewed Twi’lek. Wait for the Sith Assassins and any Tuk’atas

to attack you. The datapad found on the corpse tells you how to open this

big locked door, with Thorium Charges. There are 2 Thorium Charges in the

game, so you may already have some from Dantooine, if you have it, you can

open that big door now. Otherwise, turn around, and go back up the hall.

Take the first right. Search the footlockers in the two rooms here (I got an

Orange Crystal in one), and in the second footlocker you’ll get the datapad

telling you how to log into the system later. (50 XP)

Back to the hall, then up the opposite dorm. There’s only one footlocker here

in the back. Return to the hall.

Go now to what would have been the first set of dorms, turn left (map up),

and go to the top. You’ll get attacked by Sith Assassins here. Kill them and

open the locked footlocker for more swag. Back across, and into the last


Skip the Computer Panel for now, hit the back room for its footlocker full

of shinies, then back to the Computer Panel. Enter ‘New Recruit’ to get

your ID # 3401726-B853S5O0X001. With a Computer Use, you remember this

automatically, otherwise just pick the correct option. Using "Access Learning

Material" will unlock the other "diagonal" room, this one the library. Feel

free to do so, but it’s not that helpful. Take the Level one written test.

Written Test Answer Key—————————————————.

| | |

| Which of the following Sith Lords is | Freedon Nadd. |

| not entombed upon Korriban? | |


| A number of Sith Lords conducted the | |

| burial ritual of the great Marka | |

| Ragnos. The ritual required all Sith | |

| Lords in attendance to be evenly | |

| spaced in a perfect circle. Ludo | Twenty. |

| Kressh led the ritual from the | |

| coveted 6th position, directly | |

| opposite Simus in the 16th position. | |

| How many Sith Lords conducted the | |

| burial ritual? | |


| Which of the following creatures | |

| would be *least* suitable as a pet | Gizka |

| for a Sith Master | |


| Which of the following statements is | I always lie. |

| *not* a paradox | |


| The path to breaking chains is… | passion – strength – |

| | power – victory. |


Get 4 or 5 out of 5 and it allows you access to the Training Room at the end

of the other major hallway. Select "Access Training Room" to open the door.

Log out. (150 XP)

Head out, turn right (map right), back to the main area. Take the sharp turn

left (map diagonal up-left) and into the library. You’ll get attacked by more

Sith Assassins. We don’t care about the computer terminal here, just the

footlocker. Do NOT bash this footlocker (it blows up). Security it open, or

use a mine. Yes, using a mine to explode it won’t destroy the Charges, but

using a lightsaber will. Get the Thorium Charges. The nearby bag just has a


Back to that massive door we couldn’t open earlier in the previous hallway.

Use the Thorium Charges, and blast the door.

If you set Revan to Dark Side, you get to watch a holo of Bastila telling you

what happened to the Sith after Revan ditched them all. If Revan was set to

Light Side, then the holocron is ruined and unusable. No XP, just an

interesting sequence. There’s also a couple footlockers with loot in here.

Last hallway, and it’s straight across (map right) from our current hallway.

Avoid the small lights on the ground, they’re poison mines, but they simply

go off randomly. Turn right into the training room, use the computer to

begin the training sequence, then kill the starving Tuk’atas. Kill them, then

use the computer again. No matter how fast you are in combat, it tells you

that you failed due to time limits, and orders you to report across the hall

for punishment. It opens the last door.

Make sure you’ve done everything you want to do here, you won’t come back.

Go across the hall and into the torture room. There’s the corpse of our Jedi

Master, Vash. If you say "I might have killed her myself…" you get a DSP.

(500 XP either way)

Search her body for a datapad (and a random Lightsaber), then use the

computer terminal. Ignore the Schedule disciplinary action command, and

[Computer] Access System Commands. Enter "Lonna Vash." Open front door. We

can leave again!

Head out, and return to the main room. But be ready for combat.

There’s Darth Sion and his Sith Assassin flunkies. He mocks you a bit. You

can ask questions about Kreia, but this only leads to combat. If you want the

XP out of this battle, kill the Sith Assassins first, then attack Sion. You

can’t kill him, and when he gets wounded Kreia will pull you out of the

battle telepathically. Run away… run away… Sion mocks you again, and you

leave. (200 XP)

Interestingly, if you are male he orders more attacks, but if you are female

he pulls off his troops. This doesn’t affect anything, but it is interesting.

That is that for Korriban.


12. Onderon Finale :ONDFN:


If you’re following the walkthrough, when you return to your ship from

Korriban, T3 tells you that you have a message from Kelborn. (This happens

wherever you are)

Reply to him, with one of these lines.

– A message from Kelborn? What is it?

– +INF+ Thanks T3. Please tell me what Kelborn said.

– -INF- This better be important, droid.

Bottom line, it’s time to return to Dxun. Since this will be the last planet

and you won’t be able to speak to Kreia much longer, make sure to finish up

with any business you have left with her, and be absolutely sure to get your

"YOURNAME" Crystal upgraded. Also, you’ll be splitting into 2 parties soon,

so make sure you have at least 5 other companions equipped up with fully

upgraded arms and armor.

When all is in a state of readiness, return to Dxun. Take the Mandalorian

Guide back to the Base quickly, then Kelborn talks to you. Either Kavar or

Tobin will have contacted him telling you to get to Onderon and quickly.

Now you must choose who to send on your Dxun expedition. For the leader of

the second group you can choose:

Handmaiden / Disciple




Note: If your main character doesn’t have decent Repair skills, this is the

last chance you get to use a Workbench with someone other than


Also, and obviously, anyone sent on this mission won’t be able to go

with you to Onderon.

I would send your best warriors in the Dxun group, you’ll need them there,

it seems to be the harder task. Or maybe it’s just because you aren’t there.

Once that group is decided, you have no choice but to go on. They start


The Dxun Jungle Tomb


To Freedon

Nadd’s Tomb

| |

| |

| | * – Ship

|| / || s – Motion Sensor

.-”–‘ ‘–”-. D – Droid Power Generator

| | St – Security Terminal

`——. .——‘ T – Turret Power Generator

| | " – water

| |

/| | |

/ | | |

D’—-‘ ‘—-.

/ **** /—- Entrance

/ /– ****–| / /—

/""" St| | |

"/"""""| / | |

""""""""" /–‘

"""""""""| ./

""""""""/ / | |

""""""""| /_ | |

"""""""/ |—___ | |

"""""""| T ___ s’——–‘ |

"""""""" / ————–/

""""""""| / ^

"""""""/ | Mines


Xarga is your escort on this mission, and he talks to you occasionally. Like

right now when he tells you to go forward. Hey, that’s my job. Forward! Just

ahead are some Boma beasts. And just past them is a minefield. When you get

past the first two mines, Xarga will point out there is a motion detector.

Someone with a Stealth Field generator, and who doesn’t set off the mines can

get by it. Simple three choices here, destroy it, disable it, ignore it and

set off the alarm anyway.

The third choice is simple enough, and doesn’t seem to change things that

much in the long run. However, if you want to disable/destroy it, you need

to have someone Stealth up to it, use it, disable/destroy it. Mira works

really well for that task as she can walk straight through the mines and not

take the hit, but unless you gave her Stealth, she won’t work for this. If

you want to destroy it, someone in your party will make the Detonation Pack,

provided anyone has Demolitions.

What you can do is Stealth, walk up to the mines, and use the Right Stick to

adjust your view until you see the path between the mines. Walk to the next

set and repeat. You can also disarm mines while stealthed.

Note: In order to get the [Demolitions] option appear, the character using

it must have that skill. Also, if you have Bao-Dur he can

automatically succeed with an override code (but he could probably

also make the Repair check).

I’ve also had success at this by just having Mira run through the

minefield, set off the alarm, but disable it quickly and no one

showed up.

If you set off a mine, or trip the alarm, Sith troopers will show up.

Recover the minefield, then exit the cave. There are going to be Sith

Troopers all around out here, and they won’t present too much difficulty if

you keep your group together, and concentrate your attacks on single foes.

There is also the Turret Power Generator out here. You can either [Repair] it

to explode, or attempt to turn it off (but that doesn’t work). Once you

explode it, the Chain Gun Turrets nearby will be disabled.

Note: If you want the XP from killing the turrets, don’t destroy the

generator. Of course, that makes the battles more difficult…

Head over to the brown water, then look up. You’ll see a ship ahead and

right, and our goal of the stairway ahead and left. Get as close to the

right as you can, and go towards that ship. Nothing but your basic Sith

Troopers here. Kill them, and go forward into their camp. Search their Metal

Box and Footlocker for shinies.

Access the Security Terminal here. With [Computer Use] slice into it, then

access the system commands. Now, you can Upload area schematics (base: 5

spikes), or more usefully use [Computer] Run "Foothold" scenario (base: 10

spikes), as this turns droids and turrets against all humans. (460 XP) Once

that’s done, sit back and wait for the XP from kills to roll in.

Just ahead is the staircase, which is guarded by Turrets (possibly disabled),

Droids (possibly turned on their masters, and dead) and Sith Troopers. Just

behind them to your left is the Droid power generator. Like the Turret

Generator you can [Repair] to blow it up.

Note: If you destroy the generator, all the War Droids will stop, but you

won’t get XP for defeating them. Your call.

Get ready for a large fight with many forces. With Energy Resistance and

Master Speed, you should tear through them like tearing through tissure

paper. Keep your group together and you should be fine. Make sure to search

the two small dead ends up here, before heading into the Tomb.

You’ll have to fight more Sith, and some Dark Jedi/Sith Lords as well. They

are only slightly more tricky to fight than other enemies, as they barely

ever use Force Powers. Forward.

Tomb of Freedon Nadd


__ __

/ C / C

T / /

|| ||

|| ||

|| ___|SS|___ ||

/ ___________ | | ___________/

| ___________d d___________ |

__/ | | __/

. ./



|| d – door

|| SS – Big Sealed Door

|| w – workbench

|| A – Ancient Terminal/Box

__dd__ C – Console that Opens Big Sealed Door

/ __ __ T – Dark Side Energy

/ / ||

_/ / || _

/ || / T

| A | || |w A|

__/ Entrance __/

Xarga gives you some background on this tomb, and Freedon Nadd. He says that

Nadd was worse than Revan or Malak ever were. Really? Malak wiped out Telos

and Taris and buried the Republic in a war that nearly destroyed it, and

this Freedon Nadd was worse? As far as we know, he merely conquered one

planet and made himself king. What’s worse about that? But enough


Go ahead slightly, and you get to "enjoy" a cutscene of Sith at play. They

want to prevent you from interupting their ritual, and deploy out to stop


Go straight ahead to the doors, but don’t go through them yet. Instead,

turn right, take out the Sith Trooper, and continue down that passage. This

room will be guarded by Sith War Droids. Nothing tough.

Just ahead to your left is some Dark Energy on the ground. Ooh, creepy. If

you are going through Dark Sided, this is a great opportunity to revel in

its dark power. Go up and feel your anger to gain a random Dark Side Power,

and a DSP. You can gain the following powers here (1 only):

Slow > Affliction > Plague

Fear > Horror > Insanity

Wound > Choke > Kill

Shock > Force Lightning > Force Storm

If you have all those powers, it gives you a bonus to your Maximum Force


If you resist the Dark Side, you get a 2xLSP and a temporary bonus of +4 to

STR and CON, but you must make a Will save to do it. If you fail your Save,

you gain only a DSP.

Around the other side are a couple Wicker Bins, a Workbench and a Broken

Droid, whom you can repair. (1 part to reactivate) Then you can rebuild all

its systems (base: 4, 4, 5, 6 parts) (1560 XP for all) and it will activate

then run off in search of things to shoot.

Next, go into the little room here. There’s an ancient box and an ancient

terminal. The second opens the first, so use the terminal.

Note: SAVE it before using this thing. Seriously.

Fill in the missing operators:

(6 _ 2) _ 8 _ 9 _ 1 = 13


(6 * 2) – 8 + 9 * 1 = 13


(6 * 2) – 8 + 9 / 1 = 13

Both work, and the game picks one before you do it. If the one you chose

didn’t work, reload and do the other one. Even that isn’t guaranteed, but

it will work eventually.

When it opens, you get 500 XP. Open the Ancient Box to get your reward,

random lightsaber parts.

Head back up, then over to the next pathway down to the room on the other

side. This side is defended by Sith troopers and Grenadiers. At this point

grenades are nuisances, but hardly a problem. Nothing big. Kill them and

search the remains.

Around this room are a couple of wicker bins again, with random items, and a

Broken Medical Droid that you can repair with 1 part (480 XP). It will now

follow you around and heal you if you get wounded. Sweet.

Into the room, and the next Ancient Terminal. You don’t need to save it

before this one. One module is faulty, and all the modules report the faulty

modules as:

A: feb, B: dce, C: eba

D: fac, E: fdc, F: acd

C appears most often, so the answer is C, so select that and power up.

(500 XP) Another lightsaber type upgrade item. Go back to the workbench and

upgrade it.

Then, when you’re ready, go through the main doors. If you repaired the

Broken Droid earlier, he’s probabaly already taken care of the first group of

soldiers here (and if he was damaged, your medical droid might repair him).

But that’s as far as Broken Droid will go, so onward.

Be ready for a fight, then open the Barrier and kill the Dark Jedi that

appear. Our goal is the freaky-large door dead ahead, but it’s locked and

can’t be opened by normal means. So, turn right first (map right), get the

wicker items. Then over to the right doorway, and through.

This is a long passage guarded by Sith Troopers, followed by a guarded turn,

and another long passage. This gets us to a cutscene of Sith troopers mind

controlling some Boma beasts. Who could defeat them with an unstoppable army

of… Boma.

Just go up to the computer (there’s nothing else here) and use it to lower

the lever. That’s it, the door’s opened. You don’t even need to go to the

other side, if you want.

As you go back, you’ll be attacked again. And again. Same group of Sith,

Dark Jedi and beasts. Now, before going through the main doors here, go to

the left hallway (as seen on the map) and go up that guarded passage to the

end. Get the stuff in the Footlocker. But better yet, there’s another of

the Dark Energy patches here. Save it, and use it. Either revel in the Dark

Side, or Willpower to control yourself as before. It works exactly the same

as before, you can gain a power, maximum force points, or the temporary +4

to STR and CON.

You’ll be attacked coming out of this place as well.

We’re finally ready to move on. Head through the now opened massive doorway.

There are several groups to fight through here. The first is Sith Troopers,

followed by some Dark Jedi. Get ready for a fight. You have to fight three

Sith Lords, and they’re pretty strong. So, use Energy Shields or Resistance,

and whatever Stims and other Powers you want.

The Three Sith Masters

When you get close to them, they talk to you. He will attempt to tempt you

to the Dark Side. The conversation leads to a choice, pick one:

– 3xLSP – I will not… be tempted. That path leads to the dark side.

– 3xDSP – I feel it… there is much power here.

Regardless of what you say, this leads to a fight. Manually set the attacks

of all three of your people to concentrate on one of the Sith. They largely

just hit you with Lightsabers, so if you used Energy Shields, you won’t have

much to worry about. Keep on the offensive, let the Medical Droid heal you,

and make sure your people don’t spend any time bumping into each other like

idiots. This shouldn’t take long. When they’re dead, be sure to search them

for treasures, like a Lightsaber, Crystal and other items.

Go forward to the end of the tomb, open the Sarcophagus and search the mummy

to get Freedon Nadd’s Short Lightsaber (can’t upgrade) and some random items.

Go back, talk to Xarga and you’re done.

Onderon Civil War


We now switch back to our main character. Mandalore has given you a Basilisk

War droid for a global insertion into Onderon. You, Kreia and one other will

go to Onderon. I like to take Mandalore to let him shoot things while I

smack things with my lightsaber, but anyone is fine.

No matter what side you’re on, you’ll be fighting people soon. If you took

General Vaklu’s side, Tobin will meet up with you and tell you what to do,

otherwise you simply have to fight your way up to the palace through the

Sky Ramp.

Not much to see or do here, go ahead, then left and up to the Sky Ramp. If

you’re working for the Queen, you meet up with someone at the Sky Ramp then

watch a cutscene as Kavar believes that you can take out an army. Well, we’d

hate to disappoint him. Go on up.

The Sky Ramp



/——————| |–

/ FF To Palace

/ /—————–| |–

/ / | |

/ / ——-|

|—————| /FF/

| |_/ /

—- / T – Turret Control Door

| / FF – Force Field (Use Lightsaber)

—-| / W – Workbench

|W B / B – Barracks

| |—| |_ C – Turrent Control Console

|—| | T C

|—| | |

| |___/

| |

| |

| |

| |


Note: Stay away from all power couplings along the Sky Ramp, they always

explode on you. Not a problem if you’re high level, but if you did

Onderon first, it could be tricky.

Not much to say at the moment. Use Energy Shields/Resistance, and plow

through the hordes of enemies on the Sky Ramp. One shot with Force Storm or

a couple with Force Wave can clear these guys out with little difficulty.

(Unless Onderon was your first planet, at which point it might take more) Be

sure to always check for remains.

At the first platform, just to the right is the first Turret Tower, over to

the left you can see the Barracks (which has a workbench and some searchable

lockers, ignore the guy when he tells you to go away). The force field up

ahead can be removed one of three ways:

1. ) Enter the Turret Tower and deactivate it with the console.

The tower also has a small amount of troops, a locker and a Turret

Defense Mini-Game. (800 XP)

2. ) Go up to the Force Field with a Lightsaber.

3. ) Have Bao-Dur punch the Force Field.

Once through, the Soldier there will talk to you. Doesn’t matter what you say

he’s going to die. Continue up the Sky Ramp, avoid the power coupling on the

left, and take out the Sith Soldier when you see him.

This takes us to the second Force Field. When you get close to it, they

talk to you. Respond with…

Dark Path > Nobody escapes. There’ s nowhere you can hide.

> DSP > Mercy is for the weak.

Take out the Force Field with your Lightsaber, and go to town on these guys.

Show them why you’re the General. Up at the top platform should be some Sith

Lords and more troopers. Take them out as well, then enter the palace.

Onderon Royal Palace


Going ahead, you’ll talk with Tobin (either side). For Queen supporters he

has locked himself in the next room, and mocks you. For General supporters

he’s locked out with you and can’t get in. The beast inside continues to

work on the next force-field, giving you plenty of time to get this door


This door is opened by finding the two consoles in the north and south


Take the south passageway (map down) until it turns to the lowest hallway and

you are attacked by Sith behind a minefield. If you have Mira with you,

switch her to leader and walk right through the mines. Or hold your party

and go around, swtich to ranged weapons, force powers, etc. If you’re doing

this as done in the walkthrough, you have enough Vitality to just walk over

the mines, no problem.

Ahead on your left (map up) will be a small conference room with some

fighting going on. Ignore it until the fighting in there ends, then just pick

up the pieces.

Skip the next door with the console by it and enter through the last door in

this hallway. Large group of enemies here, but almost entirely Energy based

attacks, making them a cinch to defeat.

Through the next door. Four "inactive" droids here… what are the odds that

they’ll go active the second you try to go through the next door? 120%,

that’s the odds. The only problem with these droids is they explode in

electric shocks when you kill them, making a direct lightsaber assault less

preferable to a distance "Force Storm" or "Destroy Droid" assault.

Through the next door, clear out the enemies here, including the

Vaklu/Royalist Captain in the back, then talk to Kiph. Whether you kill him

or not is largely up to you. Whatever you decide, use his Security Console

there, systems commands, unlock all security doors and Disable force cage

(if there’s someone in there, like Riiken for Queen supporters). Then use

the Security Terminal again, systems commands and access the primary access

code and shutdown the terminal. (250 XP)

If you are working for Vaklu, you can just talk to the soldier to get

instantly taken back to the hall where you entered, otherwise you have to

walk all the way up there.

Once there take the north (map up) hallway. Go up, fight through the enemies

here until you see the door to the right (map right), the console by it

does nothing. Open the door and enter the museum. Once you clear out the

bad guys, loot the Museum Treasures in here. You get:

Ossus Keeper Robe

Viridian Crystal

Jal Shey Perception Gloves

Go through to the next room, clear out the bad guys here as well. Take the

things in the Metal box, then go out the last door.

This hallway might be cleared of enemies already, whichever side you are on

has troops of its own, you know. We get the XP for their deaths either way,

so it’s all good.

The next door may have Kavar within, if you’re siding with the Queen. Go

through this room to the next, and through that one as well. If there’s

someone there to talk to, do so, and tell them you already have the Primary

Code, then he can take you insantly back to the beginning. If no one is there

use the console to get the Secondary code. If you haven’t been in the last

room in this hall yet, don’t have him take you to the main room yet.

The last doorway in the hall leads to the Storage room, but will require that

you solve an annoying number puzzle before it lets you in.


Twice first key number exceeds value of its half by 99 —> 66

Reversing second key’s digits increases value by 1/5 —> 45

Third key differs from the reverse of its digits by —> 39

twice the product of its digits

Go in and loot the boxes there. I got a Solari Crystal and some minor

treasures. One metal box in there has a high degree of difficulty, and should

have some lightsaber crystals. Most people report getting a silver crystal


Finally we’re in! Lead the charge! The beast goes berserk, and you are going

to have to kill it before you can move on. Don’t even try to get past it

without killing it. It has energy resistance of some sort, and a pretty

tough DEF in any case. It’s immune to Insanity, but falls to Force Wave just


Enter the Throne Room to find a battle going on in here. General Vaklu and

Queen Talia are slugging it out, whilst their men shoot each other all

around. Time to join the battle. When you cross about 2/3 through the room,

all the opponents will just instantly fall dead. Oh…k.

Go up to the throne. You either fight Kavar and the Queen, or Vaklu and his

soldiers. You only need to "kill" Vaklu to end the fight. Kreia will then

want you to kill Vaklu for the good of Onderon. Here are your options:

– -INF- I can’t do that. Everybody deserves a chance to redeem themselves.

– +INF+ You’re right. If left free, he will bring nothing but suffering.

– +INF+ Although I respect your council, Kreia, the decision is the Queen’s

not mine.

– -INF- Haven’t you had enough blood, Kreia? I will not murder him when

he’s defenseless.

If you kill Vaklu yourself (well, you order it), you also gain +INF+ with

Mandalore. (1000 XP)

If you sided with the Queen, you’ll see Kreia healing Tobin and sending him

to the Sith with a message to destroy Telos.

If you sided with the Queen, talk with Kavar, ask whatever questions you

have, then he’ll teach you another Lightsaber form. At that point, he’ll

head off to Dantooine. Talia thanks you (750 XP) and you slowly walk out…

…and back to Dxun.

Meet up with your other group, get aboard your ship and blast off.


13. Dantooine Again :DNAGN:


Note: If there’s anything left you want to do, say upgrade Geeda’s shop on

Nar Shaddaa, you should do it before going back to Dantooine.

When you have found (or killed) all four Jedi Masters — Master Vrook at

Dantooine, Master Zez-Kai Ell at Nar Shaddaa, Master Vash at Korriban and

Master Kavar at Onderon — return to the Dantooine Enclave. It has been

rebuilt, and the Jedi Order restored. Or so you think.

If you took Kreia with you, she’ll rest in the courtyard, sending you in

alone to meet the last of the Jedi. If you didn’t bring her, she follows you

in later.

The meeting with the Jedi Council won’t go quite the way anyone plans.

Whether you want to or not, you have to listen to their answers and their

explanations for what you are now. Say what you want, there are no Light or

Dark Side Points to be had. Bottom line, they want to cut you off

from the force again, but they never get that far. Kreia whups the council

in a single shot, and leaves you for dead.

When you get up, you gain a new ability, based on your alignment:

Light Side: Force Enlightenment – Activates the best of your Speed, Armor

and Valor abilities at once. You must have these powers

already at some level for this power to do anything.

Dark Side: Force Crush – an instant 100-200 damage to a single foe

Leave the Enclave, to be taken instantly to the Ebon Hawk. If you are Male,

Atton tells you that the Handmaiden (yours, not the other ones) took Kreia

out to Atris believing that Kreia killed you. If you are female, then the

other Handmaiden Sisters pick Kreia up. You’ll get a cutscene with one of

your party members, typically Disciple (for female characters) or Visas

(for male characters), but it can sometimes be others. This is as close you

get to a romance in KotOR2.

Time to go back to Telos.


14. Telos – Hidden Base Again :THBAA:


Watch the cutscene of the meeting of the Darth Trayas, past and present.

Kreia once was as Atris is now.

If you are male, you get the Handmaiden cutscene as well. You have to decide

what to have Handmaiden say, but the results are the same, the Sisters fall.

Then you have to fight Atris with the Handmaiden. Atris is over-dependent on

Drain Life, which isn’t that strong. When you beat her, she cheats and hits

you with Force Lightning that is strangely effective.

Enter, the main character. Atris has some words for you, then runs off.

Follow her up to her "Meditation Chamber", which is mostly just a collection

of Sith Holocrons. This quickly goes to battle. When she is defeated, she

gets talky. Find out that the Sith are striking from Malachor V, then decide

whether you want to kill her or not.

If you are Male, then once that is done, you go back to find the Handmaiden

alive and well. She admits her true name, and swears herself to your service.

Note: Despite how much dialogue there was here, none of it has any Light or

Dark Side Points, nor is there any Influence to be gained with


Time to save the day again.


15. Telos – Citadel Station Again :TCSAN:


You meet with Lt. Grenn here, who apprises you on the situation. Basically,

fight Sith, kill Sith, work your way to the shuttle to get to the Ravager.

Simple, really. Atton is in your party to start, but you can change it if you

want to. You’re in the Ithorian compound, which is currently the acting

headquarters of the militia. As you leave, Mandalore tells you that he is

off to gather some troops for your assault on the Ravager.

If you go the other way, you’ll find the TSF soldiers, as well as Chodo

Habat and Moza. But they aren’t important, go back.

Continue on. Here Zherron (or Azkul, depending on how you did Dantooine) will

lead a charge against the Sith. Also here is Major Riiken, who if you talk to

will tell you that he needs help to defend the Telos fuel supply here.

Head out. Kill the Sith, recover the mines, and exit this area.

To Next

Area SS – Sealed,

| | Unopenable

——-SS—————-‘ `——-SS———| Door

| | _______ _____ _T____ ______ S O – TSF Officer

Entrance | O T S T – Sith Turrets


The TSF Officer begs your assistance to clear out the gun turrets in this

area. You literally have no choice but to agree, then forward to attack.

Take out the turrets and their Sith Masters. Good opportunity to play with

your new Force Power, Enlightenment or Force Crush.

The passage to the next area is just ahead and left (map up).


SS ———

—| |

—- | OndS |

——-| |–| _ |

| || | Entrance

——- |W | d —–

|Cells| | | || |

| | | | || |

—–d| | | || | W – Workbench

|F | ‘—–‘| | SS – Sealed Door, Unopenable

| –| SS | F – Sith for Fuel Sabotage Quest

-|-d-| | | | d – door

| | d | | | M – Mandalore rejoins

| | | | | | OndS – Wounded Onderon Soldier

| –d—— –SS———- |

| | | |

——– | | —————–

| |—— |

| |

— —

| |

Shuttle | M |

to = |

Ravager ——-

There is a wounded Onderon soldier here. With a [Treat Injury] you can tell

him that his wounds aren’t too bad, and that he can continue fighting.

Or you can try to [Persuade] him to stay in the fight. However, if you fail

the Persuade, you can then "put you out of your misery" which is worth a

DSP. Besides that he isn’t important.

Note: Oddly, if he dies after you have him join with you, his death prompts

a Dark Side Influence reaction from your compainons. I noticed this

when Atton suddenly asked about it and actually gained Influence.

Down to the door, and through into what was once the Entertainment Module.

Kill the Sith Trooper, open the Merchant door and clear out the Sith in

there. This gives you access to the workbench. If you have nothing to do with

it, don’t worry, there’s 2 more of these before the end of the game.

Continue to the end of the module, fighting Sith where you find them. Just

before you open the door to the next module, you’ll see a Sith on the next

platform. If you stand back about 3 meters (about 2 steps), and lob a grenade

at him. Again. He can’t hit you from there. Not very useful, but fun.

Through the Module Door and Mandalore rejoins you for your final charge into

the Ravager. Tell him that you aren’t ready yet. Visas will automatically

join you. Take just that as your party for now.

Go up the last module door and into the old TSF offices. Clear out the first

room, gather their remains. There’s nothing in the armory, sad to say.

Hit the next room, and clear it out as well. They have a Dark Jedi with them,

but he’s a pushover. Once all of them are dead, you get 600 XP for solving

the "Bonus Quest: Fuel Sabotage". (not listed as a sidequest because you can

do it on your way, and we got this from Major Riiken back in the Ithorian


Back to Mandalore, and from there to the Ravager.


16. The Ravager :TRVGR:


|| d – Door T – Colonel Tobin

| | M – Missile Bay Vc – Visas’s Cell

| | W – Workbench

| | C – Console for Missile Bay

| | 1,2,3,4 – Bomb Sites

Entrance.-d-| .—-.

/Escape . | | 4 |

|–d. ——–, ,——-d——-

| | / ——‘ ‘- ———-.

.-d–.—-. | | ___ .dd. | |

—–d d | | | | | | | | |

/ .—d d | | | | | | |.—-. | |

| | ‘—-‘—d’ ———–‘ d-‘ | | || T |/| | |

| | | | / .–d——. d-.___| | d d_| | |

| | | | | | |M W C| | | .——dd|’-d–| –‘ ‘-.

.’d’.-. .-‘d’-. | | ‘—–‘_| | | (__ d | __

| d | | |_| |_| ‘——‘ | | |–. |/ |– To

| |-‘ | d_ _ | |d| | d d Bridge

‘-d-‘ | | | | |_______ .——. | __| |.-‘ |__|–

| | ‘-.d.-‘ | | | | | / ( || |

| |-. | | | |–. .–| | ‘——dd|__d—”-. .-‘

| d | | | | d | | | |.—. | –. | |

| | | .—d. |_|–‘ | d d | | d | | |

| .——–‘ | ‘–| | | | |–‘ | |-d–.

—d——. | | | | |__ ____/ | d Vc |

| 1 | ‘—-‘ ‘——2 3—d———‘ /–d|

‘—‘ ——–‘ `———d—– | |

| | ‘–d’

‘—-‘ ||


| |


Your Mandalorian forces begin the fighting for you, blasting the Sith in your

way. Who doesn’t want to lead a charge of Mandalorians, anyway? Mandalore’s

basic strategy here is to plant Proton Mines around the ship at four separate

locations. Of course, you have to be the one to planet the Proton Cores.

Mandalore joins you here, so take him and Visas.

Turn around, go back to the room where the battle took place and search it

for remains. This will be our way out later, once Darth Nihilous is dead and

the four Proton Cores are mined throughout the ship. Return to the other room

and search the locker for shinies. I’d use a Master Energy Resistance here,

and keep it up while you’re on this ship

Ahead through the next door, then take a right through that door. Fight

through the Sith here and take their remains.

Follow this hall down through the next door. More Sith Elite Troopers here,

sweep them up. Open the locked door to the side, then the locked locker on

the inside corner to your right.

Down and through the next door. Enter the first side room on your left (map

right). Kill the Sith, get their remains, search the lockers.

Back to the hallway, follow it as it turns back up, then through the first

door on the right. If you want a more efficient exit, skip this room, and

hit it last. This is the FIRST BOMB site, so place a Proton Core. (250 XP)

Tell the Mandalorians to sit tight.

Back to the hall, and follow it as it goes on (map right). This leads to a

small room with Sith, and a door to your left (map up). Kill the Sith, then

through the door. Before you open the next door, be sure to renew your

Energy Resistance. Open it and go through.

It’s a large group of Sith! Such groupings were made for group effect powers

like Force Storm, Insantiy, Force Wave and so on. Beyond that, just run

around and kill them. Before going through the door to your right (map right)

take the door just ahead (map up).

This takes us to a room with more Sith (and if we kept going this way, back

to where we came in). Kill them, take their things. Then search the Locked

Locker in here. The door to the left (map left) leads back the way we came,

so go back down, turn left and through the door.

You can see straight into the rest of the ship, but turn right first. There

is a locked door here (DC 55 to open… wow) with a locker inside. Back to

the hallway.

Go straight up the hallway, again ignoring the large opening (although we’ll

get there shortly), then around as the hallway turns. Enter the first door

on your right to find the Missile Bay. This is where we pick up the FOURTH

PROTON CORE later. It’s important. Remember it. There is also a workbench in

here if you need it. Search the two lockers in here, then go. (You can’t

use the Missile Bay Control at the end of the room yet, but again, soon)

Go out, back into the hallway, turn right (map right) and follow this hall

to its the intersection. Ignore passages to the left (dead end) and right

(for now) and go straight through the door ahead. Kill the Sith and loot

their corpses. Get the loot in the locker as well.

Now it’s time to head down into the large central passage in the ship. There

is another group of Sithlings here. Kill them, take their stuff. Now take

the lower hallway (map down) and into the locked door on the right (DC 55).

Just a locker in here. Ignore the room across the hall, it’s empty. Although

this hallway dead ends, follow it to the end anyway to find SECOND BOMB site.

(250 XP) Set a core and back to the large passage.

This time take a right (map right) and up the ramp. Kill the Sith Commandos

here and raid their remains. Turn right and go through the bottom door (map

down). This is a huge amount of Sith to go through, but a single Stasis

Field or Insanity and they’ll stand there looking at you. Or a couple Force

Storms and they’re toast. Or Master Speed + Master Flurry on each one. They

won’t last long. Search them when they’re gone. Turn left, (map right) and

open the locked door (DC 55) to the small room. Just a locked locker in here.

(DC 21)

From where we came in, go around to the other door that goes in the same

direction (map up), open it and go up through this, the next door, and

through this area (map up).

And there’s Colonel Tobin. No matter what way you did Onderon, he’s still

right there. Nutty as a loon, and Dark as a Sith. Talking to him won’t reveal

much of what’s going on, except that he was the mysterious Sith Lord that

allied with Vaklu, and that as a price, Tobin was corrupted. Further, Tobin

believes you have absolutely no chance against Darth Nihilous. Eh. If you

aren’t Persuasive enough, you’ll have to kill him. If you kill him, Mandalore

will approve, +INF+. Sometimes Visas reacts here as well.

When he is dealt with, turn right and go over to the Security Door (DC 55).

There’s a couple of lockers in here.

Go across to the door at the opposite side of the room (map left), and

through, then turn right (map up), and go through. Turn right (map right)

and follow the hall until the first room on the left (map up) and in to

get the FOURTH BOMB site (we skipped by the third one, it’s in the lower part

of this hall). (250 XP) Once this proton core is set, the Mandalorians tell

you that they lost the fourth one and that you’ll need to get a new one

before you can finish here.

We could go do that now, but we’ll get it on the way out after dealing with


Almost done on this level. Back to the hallway, and follow it around, then

down, skip past the door to the bridge, and into the lower hallway. When you

get by the "Cell Door" Visas will stop you, and will ask to meditate within

her chambers. Let her, it gives her a bonus to Maximum Force Points and can

allow her to hit Light/Dark Side Mastery if she’s close to it.

Enter her cell, turn left and open the Security Door (DC 55). Just a couple

of lockers. There’s one more room along this hallway, with another locker.

Then this hallway dead ends at the THIRD BOMB site, but we don’t have a


To the bridge! Just have to get through one room of Sith, and we’re there.

Ravager – Bridge


There’s a locked locker here. Get it, then through the door.

Sith to fight in this room. Kill them then search their remains. There’s a

locked locker over to your right and up.

Open the nearby door (map up), it’s locked. Go in and search all the lockers

here. Back out, and across to the next door.

Another room, another group of Sith standing together. Perfect opportunity

for a Force Storm. Take them out, search for remains, then through to the

next door.

This group of enemies has a couple Dark Jedi with them. Kill them, search the

nearby locker, then through the next door.

More Sith and Dark Jedi. Take them out, search the locker, then go up through

the upper doorway. Search the three lockers at the end of this room, then

back the way you came.

Open the last door (map left) and through. There’s one locker in this little

room, then the last door to the ACTUAL bridge. Visas will warn you about

her former master one last time. Open the door and go through.

It is simply a long, long walk over to Darth Nihilous. A long walk. When you

get there, it cutscenes out. Nihilous stuns you instantly. Visas attempts to

exchange her life for yours here. He then attempts to draw energy off you,

which turns out to be a bad idea. Fight time!

BOSS: Darth Nihilous

Nihilous actually uses Dark Side force powers, which means you actually can

put those items that say "Force Resist +??" to good use. His DEF should be

around where you can hit him about half the time. He seems physically weak,

if you gang up on him with four lightsabers (2 for you, and 2 for Visas) —

using either Master Flurry or Master Critical Strike — he will fall


Of course, when he gets around halfway down, Visas stops the fight for a

cutscene. She holds it together, somehow, and the battle starts again. Unlike

Sion, Nihilous doesn’t heal himself, so just keep attacking.

When that is done, Visas takes his mask off to see the man underneath. Be

sure to ask for the Mask, it gives you a small bonus to your Maximum

Force Points to have it. (No, you can’t wear it) (1000 XP)

Nihilous melts, and we’re done. Time to get the last Proton Core, set it and

get off this ship. Run all the way off the bridge, and back to the Missile

Bay, the same room with the Workbench in the previous area. On the map it is

marked as "Maintenance Bay & Workbench."

Once in the Maintenance Bay, go to the end of the room, and use the Missile

Bay Control.

> Activate the launch sequence.

> Override the emergency sequence.

> Log out.

Now go over to the missile and use it. Remove the Proton Core. If you

followed this walkthrough, you now need to go to BOMB SITE 3, which is in

the other hallway, lower section. Go there, drop the last Proton Core, and

go. Get back to your escape (where we came in) and leave. Once off the ship,

it goes "boom."

Your ship leaves Telos station, and flies straight for Malachor V.


17. Malachor V – Endgame :MLCRV:



/ + ____ * – Downed Ship

_| ___ / __*| + – Corpse, with Treasure

>_ / _/ _| / ||

__ | _/ __ __//

Ebon ___| _| ___

Hawk__ _ / | _

____/ | /+

_ |____ __/

/ / /

/ | / |____

|+ / __ /

/| / _ /|__| . /

|+| | ||_/ |+___ |

/ | | || |/ _||

/+ |_/ | | | / // __ |___

|__ _ | | | / || | | |__

|/ || | / |/ __ ____ ___

/ / ___/ / _ _ _ _/

| | |_ | ___| /

__ | | _ |

|__+/ | _ _/

| __

To / | __/ ____ / |

Malachor –‘ | _/|____/ _ + / /

Depths —–. | _/ __/ __ ____/

| _ | / __/ /

| / / ____/

/ / | |

/ / | |

||_/+. __

|_*_/ _ +

| __..__

__/ /

You’re alone. All alone. It’s kinda cheap that you spend a game figuring out

ways to turn your companions into Jedi, leveling them up and giving them

equipment to be ditched by them now.

Note: In general, walking over the glowing green parts of the paths results

in poison mines going off. These are invisible mines that you can’t

disarm, so just avoid the green.

Anyway, leave the Ebon Hawk, and go down the path. There are Storm Beasts

throughout this area, but they’re just big bruiser types. One quick flurry

typically takes them out in a single attack. Or stun them with a Critical

Strike or Force Power. At this point in the game, if you haven’t already, you

should abandon items that improve DEF for items that improve STATS. You’ll

be taking hits, and by this point, there’s almost no way to get your DEF high

enough to make any difference. Now we just want to kill them before they even

attack you.

You don’t have to do anything at all in this area. It’s helpful for later to

kill all the Storm Beasts, so definitely do that, but beyond that you can

just head straight to the Malachor Depths. The "downed ships" you see around

with their damaged consoles are used later, and not by you. (Well, by you

the player, but not your main character)

I have to assume you want it step by step, and gather all the items from the

Corpses littered around. Go forward to the first intersection, then straight

ahead ignoring the turns. Follow this, turn to go up, then slightly right

into the "Buried Republic Ship". Skip the console, and get the items from

the Corpse.

Go out and follow the wall as it curves on your LEFT. Then go down. Kill any

Storm Beasts you find here. There’s a corpse over map left, usually with a

lightsaber crystal. Once they’re all dead, go down.

There might be more Storm Beasts here. Kill them, then take the FIRST turn

to your RIGHT. This will curve around for a while, search the first corpse

just before it narrows in the "V" section.

Down through the narrow bit, then back up. Kill any Storm Beasts around.

Just keep following this passage. The first clearing (the triangle clearing)

has nothing, but the next clearing (the round clearing) has a corpse. Keep

going up and we’re back at the first intersection. This time, keep going up.

Follow this around, and about halfway through you’ll find a corpse with


Follow this passage back to where we were before, but this time take the

SECOND turn to your right. This leads to what is essentially a loop, either

direction will take you to the next pathway we need to go to. Do one quick

circuit to kill the Storm Beasts. Once you’ve cleared the loop, follow the

lower passage. There’s a corpse just before the bridge. Follow this and cross

the bridge.

Once you are across, if you have Mira, then you get a cutscene involving her

and Hanharr. Keep going.

This opens up to a larger clearing. Keep going to hit the bottom of the map.

You don’t have to go into the "pointy" bit at the end. Follow the bottom of

the map, but don’t go down into any of the ends. This just leads along to

the next Buried Republic Ship, with a Corpse just outside it. There’s no need

to enter this one at all.

Out and up. Keep going up, kill the Storm Beasts. Then skip the area to the

right, it’s a pointless dead end, and go left (NOT the left that leaves this

area). There is a small dead-end to your left up there, with a corpse, and

a larger clearing with two corpses in it. Search them, then back, and out

of this area.

Malachor Depths


Go out and fight the Storm Beasts. Don’t let them gang up on you, if possible

fight them in a line. They only really do damage if they surround you and

attack at once before you kill them. Go out and take a right turn (map up).

This then forks, take the right fork first. Go up and kill these Storm

Beasts. There’s then a nearby corpse and another Buried Republican Ship.

Again there’s no point in going inside, so back to the Fork.

Go up the other path of the fork to the very end. You get a nice view of the

Trayus Academy, where we’re going next. For now, though, just search the

Corpse for loot.

Back out to where we came in, then just keep going (map down). Clear out any

Storm Beasts. There’s also a corpse right there. Take the lower path and

follow that along, then along the right hand wall, keep going until you

find the next buried Republican Ship. Go in and get the corpse’s items.

Go out, turn left (map up-left) and go towards the round clearing. Get the

items from that corpse, then turn around and take the upper passage. If you

take this all the way, at the last turn left there’s a corpse. Otherwise take

the first turn left (map up) and through the horrible looking gate. You will

be fighting a Greater Storm Beast in here. Once you get halfway in the doors

in and out will close forcing you to defeat it before moving on.

Tip: If you want to avoid the fight, when you enter, just get as close to

the right wall as possible, and just follow that out.

Once through, just go up and enter Trayus Academy. Sith Assassins now bow to

you. Weird. Don’t get used to it.

Mira vs. Hanharr

If you got Mira, you’ll get her sequence next. She will be fighting against

Hanharr. The absolute easiest way to deal with him is a simple run and gun.

Run, shoot, run, shoot. Etc. You can even "bank" a level-up here for the

healing if you need it, but you probably won’t. Once he is defeated he asks

for Mira to kill him and end his suffering.

Bao-Dur’s Remote

No matter what, you’ll have the Remote sequence next. Bao-Dur asks the Remote

to fix the Mass Shadow Generator. It amounts to just going out to the four

Buried Republican Ships, and using their damaged Consoles to activate it.

You won’t have to fight anything if the Exile cleared this place out, however

if you didn’t kill everything, the remote will face those Storm Beasts. The

remote can’t win against these, upgrades or no, and you can’t change its

equipment or give it levels.

Run to the four Republican ships in the two areas, use the consoles and

you’re done. (250 XP each) G0-T0 arrives after that, and basically holds the

Remote hostage. This means that if you are Light Side, the Remote will win

this confrontation, but if you are Dark Side, then G0-T0 will win it.

The Trayus Academy


You’ll immediately face one "Elite Sith Assassin." The other enemies will

stay in the back for now, so this is an easy fight. These enemies will fight

with melee weapons, however, you’ll soon be fighting Sith Lords and Marauders

who fight with lightsabers. Use whichever Powers/Shields you need.

After that are three groups of 3 assassins. Less of an easy fight. You need

to have Master Speed in order to get through them quickly, otherwise you’ll

be taking hits as you try to work your way through them. The easiest way I’ve

found to take these guys is Force Storm, which can sometimes (level

dependent) clear them out in 2 usages. Or you can use Force Crush on them one

by one.

Both doors will end out the same place in the end, but we’re taking the right

door first. Open it and go through.

Three more assassins wait past the second door. Kill them, then turn right

and run and gun down this curved hallway. They all group together, making

group attack powers like Force Storm and Wave perfect. Work your way to the

bottom, then back up, and through the right door (map right). More enemies

to work on all down this hallway. Ignore the door out for now, and work your

way to the bottom to get a locked Metal Box. Up to the door on the right and

into the Trayus Proving Grounds.

The Trayus Proving Grounds


Note: You can see how Malachor was cut here. When you’ve explored this area

check your map to see "Map Notes" to places you can’t get to called

the "West Cells" and "Meditation Chamber."

In simple terms, we’re working our way through this area, to get back to

the previous area in a different spot so we can face Darth Sion. You can do

this on the other side as well, but I chose this one. Be ready for battle and

open up the first door.

Assassins and troopers. Again in a small tight group, easy for smacking with

a major area effect Force Power, or Master Speed + Flurry your way through

them. The point is to kill as fast and efficient as possible. Kill and move

on through the next door. Kill and move on through the next door. And one

more time, through the door up to your left.

There are a couple more Sith Marauders in this room. Take them out, then turn

right and go down this hallway. Ignore the side doors, and hit the last door.

Kill the 6 Sith Troopers in here. This gets you to the last workbench in the

game, a useful thing to have if you need to upgrade things to take on the

final boss battles. Make sure you have the absolute BEST of what you can

equip and upgrade. There’s nothing left after this so burn up all your

components making things.

5 of these doors go nowhere, you want the middle one on the right. This room

has Sith Marauders and Dark Jedi in it, followed by a room full of Troopers.

Again protect yourself from Energy type attacks, use area effects like Force

Storm, or just Master Speed / Flurry through them one by one. When they’re

good and dead, go up through the next door.

Nothing in this long room, so through to the next room. Heavy Defense Turrets

here. Nothing special. Move on. This last room has Sith Lords and Marauders

in it to complicate things, but if you move fast, they won’t last long

anyway. Work your way through the next room and its Sith, and the next room

and its Sith.

Turn right, and through that door. Sith Commandos and gun Turrets. Nothing

you can’t handle. Through the last door, then out to the left. Back into the

Trayus Academy.

The End Game


Once you’re back, immediately take out the Assassins and Dark Jedi here, then

search the nearby Metal Boxes for loot. Through the next door, take out the

Dark Jedi here. Through the last door, then go right towards that door, and

you meet up with Darth Sion.

BOSS: Darth Sion

You cannot beat Darth Sion in battle without beating him in conversation

first. You basically just have to convince him that he can be defeated.

Each time you talk to him you can chip away at his b