Star Wars Knights of the Old Republic II: The Sith Lords: (xbox, pc)FAQ/Walkthrough

Star Wars Knights of the Old Republic II: The Sith Lords: (xbox, pc)FAQ/Walkthrough

..:: 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:

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 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 like...how do you feel? .
. - A little disoriented...was it your voice I heard in the Kolto tank? .
. > go to K3 .
. - The kolto tank left me a little drained...who are you? > go to K4 .
. - Enough with the false concern -- what do you want? > go to K4 .
. K3: I hoped as much...trained for such things? .
. - Just stay out of my mind in the future. Now what do you want? > K4 .
. - Slept too long? You looked dead when I came in. .
. > go to K2 .
. - So you can touch minds... and feign death. Who are you? > go to K4 .
. K4: I am Kreia, and I am your rescuer...what happened? .
. - Last thing I remember, I was on board a Republic ship...what happened .
. to it? > go to K5 .
. - I'm the one asking the questions. How did I get here? > go to K5 .
. K5: Your ship was attacked...Jedi training, no doubt. .
. - If you think I'm a Jedi, you're mistaken. > go to K6 .
. - I am no longer a member of the Jedi Order. > go to K6 .
. - How do you know I was a Jedi? > go to K6 .
. K6: Your stance, your walk...that weights you down. .
. - The Jedi Order and I have a ... troubled history. > go to K7 .
. - That is no business of yours. > go to K7 .
. - Let's deal with the now. What is this place? > go to K8 .
. K7: So it would seem...let us focus on the now. .
. - What is this place? > go to K8 .
. - All right - what's going on? How did we get here? > go to K8 .
. - Very well. How do we get out of here? > go to K8 .
. K8: I do not know...we should recover it and leave. .
. - Why do we need to leave? > go to K9 .
. - Care to explain why you're in such a hurry? > go to K9 .
. - "We?" Why do you think we are together in this? > go to K9 .
. K9: We were attacked once...find us easy prey indeed. .
. - [Awareness] You seem nervous, worried. Is something wrong? > K9a .
. - We'll see. There's got to be someone left alive around here. > K10 .
. - I'll go look for our ship - and some weapons. > K10 .
. - Is there anything else I should keep an eye out for? > K10 .
. K9a: ...we will need to depart as suddenly as we arrived. > K9 .
. K10: You may wish to extend your search for some clothes... .
. - [Persuade - 2 REQ] The patients in med bay were killed by a lethal .
. dose of sedatives. Any idea how that happened? > go to K10a .
. - [Persuade/Intimidate] The miners in the med bay were murdered. Know .
. why? > K10a .
. - Are you well enough to travel? > go to K11 .
. - LSP - I'll return soon to make sure you're all right. > go to K12 .
. - DSP - Just stay out of my way, or you'll end up like these corpses. .
. > go to K13 .
. K10a: I do not know, why did they spare you? .
. - They didn't. I got the same dose, but survived. >K10b .
. - I am trained to resist poisons of the body. > K10b .
. - Maybe I'll ask the killer when I find him -- or her. > K10 .
. K10b: It would prove lethal to those untrained...most curious. .
. - You seem to know a lot about Jedi techniques. > K10c .
. K10c: ...among them, finding our new enemy. .
. - Maybe when I return you'll actually answer my question. > K10 .
. K11: I'm not offering to help you... > back 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 severed...it's been cut clean. .
. - [Repair - 1 REQ] That wouldn't be standard procedure in an emergency .
. lockdown. > A19 .
. - Is that part of the lockdown? > A19 .
. - Did someone do it on purpose? > A19 (with different Atton line) .
. A19: No, someone tried to lock down...and leave us here. Trapped. .
. - Is there anything else we can do with this console? > A20 .
. - There must be some way to end the lockdown from here. > A20 .
. A20: I doubt it. All we have is communications... .
. - Can we contact the miners? > A21 .
. - Let's see if we can try and reach someone on the comm. > A22 .
. A21: We could try...a friendly call is going to wake them up. .
. - Let's see if we can try and reach someone on the comm. > A22 .
. - Maybe there's something logged in the terminal that can give us some .
. answers. > A22 .
. - Cut the backtalk and let me check the console. > A22 .
. A22: ... the comm's all yours. > END .

Only three things to do in Atton's conversation, besides learn recent
history. Set Revan's sex and alignment and get a Light/Dark side point.
Generally speaking, all lines about "I trust you" give light side points
and eventually positive influence as well. Dark Side points are more elusive.
As you can see on the dialogue tree, you only have the chance for one DSP,
however, you can say a number of mean things. Generally statements of hate
and manipulation are the only ones that lead to DSPs.

As he said, the Comm's yours. Activate it. The logs just show you some
Holovids of the station manager dealing with your arrival. Use the comm
system and talk to hangar 25 and T3. What you say specifically doesn't
matter, you switch to play as T3.

T3's Grand Adventure
| _ | S - Sealed Door (Mine only)
|| || + - Door
|| ||_---___ 1 - T3 begins here
=2_||__+ 1 S_| 2 - to Fuel Depot Sublevel, for Parts and a Mine
|_+_| 3 - Console to open 4
| | 4 - Door to Fuel Depot
__/ ||| 5 - To Fuel Depot
/ 4 3 6 6 - Door we can't open until later
/ /-----
/ /
| | Ebon Hawk
__ +

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, continued...as we continue this pointless... .
. - I'm going to find those miners, and you're going to help me. .
. - Another suggestion like that, and I'll turn you into scrap. > HKHang6 .
. - I'm your Master, and I'm giving you an order to assist me. > HKHang6 .
. HKHang6: Weary Resignation: Very well, master. But there is very... .
. - All right. SO how do I get the code to the airlock? > HKHang7 .
. - This just keeps getting better and better. Who's got the damn code? .
. > HKHang7 .
. HKHang7: Correction: Oh, I already possess the code, Master... .
. - What do you mean? > HKHang8 .
. - I'll be the judge of that. > HKHang8 .
. - If you have the code, then give it to me. .
. HKHang8: Condescending Explanation: Master...as the rest of the organics. .
. - Voiceprinted? > HKHang11 .
. - You said you already have the code? > HKHang9 .
. - But you do know the code. > HKHang9 .
. HKHang9: Condescending Explanation: Oh yes, Master...it is useless. .
. - Then how can I bypass the voiceprint? > HKHang10 .
. - If the maintenance officer is dead, how can I get him to speak the .
. code? > HKHang10 .
. HKHang10: Answer: Master, you cannot. You are trapped here... .
. - You can mimic voices. Can't you speak .
. the code? > HKBody2 .
. HKHang11: Explanation: Yes, Master. many consoles have voice... > HKHang8 .
. HKBody: Answer: That is all that remains...piece of asteroid rock. .
. - Screams? > HKBody1 .
. - Did he say anything at the end? > HKBody1 .
. HKBody1: Recitation: Oh yes, master...to beg for his life. .
. - Wait -- if you can playback .
. his voice, can't you speak the voice code? > HKBody2 .
. HKBody2: Objection: Master! To commit such an act would be in violation....
. - Believed to possess? > HKBody3 .
. - [Persuade] The fact you can mimic voices is pretty impressive. What .
. would it sound like if you did speak the code to the console? .
. > HKBody4 .
. - [Persuade] I understand if your limited functionality prevents you .
. from mimicking the maintenance officer's voice accurately. > HKBody4 .
. HKBody3: Irritated Statement: Master, if you insist on echoing... .
. - > back to HKBody2 .
. HKBody4: Proud Answer: Master...was that sufficient master? .
. - Can you follow me and say that again? > HKBody5 .
. - Tell me again about the voiceprint protocol. > HKHang8 .
. HKBody5: Alarmed Objection: Oh, Master, no...a trait I'm not proud of .
. - Looks like I'll need a to find some way to carry your voice there, .
. or record it. > HKBody6 .
. HKBody6: Confused Query: I am sorry, Master. Were you... .
. - Tell me again about the voiceprint protocol. > HKHang8 .
. HKT3a: Hesitant Answer: Ah. A T3 utility droid...place to look. .
. - The unit was last seen near the hangar. > HKT3b .
. HKT3b: Answer: Ah... then that would explain why such a T3... .
. - Then maybe you can answer something else for me. > HK1 .
. HK2: Answer: I am a survivor...the only organic which I may now serve. .
. - Who was your previous Master? > HK3 .
. - How did you get here from the Harbinger -- and how did I? > HK4 .
. - Tell me everything that happened between the Harbinger and now. > HK4 .
. - I had some other questions I wanted to ask you. > HK1 .
. - I've heard enough. I'll be going now. > END .
. HK2a: Proud Answer:.....from irony to veiled threats. .
. - What's a translation droid doing on Peragus? > HK2c .
. - Veiled threats? > HK2b .
. HK2b: Clarification: Oh, yes, Master...stubborn of negotiations. > HK2a .
. HK2c: Irritated Explanation:... disaster area as quickly as possible .
. - What have you determined? > HK2d .
. HK2d: Answer: It is only a matter of time before a ship or freighter... .
. - Wait all you want, but I'm getting out of here on my own. > HK2e .
. - I never said you were coming with me. .
. HK2e: Condescending Retraction: I believe you will do your best... .
. - Leave "condescending" out of your speech conditionals from now on .
. or else. > HK2f .
. HK2f: Placating Answer: Oh, of course, Master... > basic questions only .
. HK3: Answer: The captain of the Harbinger...we did not arrive... .
. - What happened? > HK4 .
. - other answers from HK2 .
. HK4: Irritated answer: Oh master...to our current situation. .
. - Why don't you tell me anyway? > HK5 .
. - For a droid, you don't take orders too well. Now tell me what .
. happened. > HK5 .
. HK5: Hesistant explanation:... the cascade failure that disabled the ship..
. - How come I don't remember any of this? > HK6 .
. - And where was I when this was taking place? > HK6 .
. HK6: Speculation: It is possible you were...master. .
. - Incapacitated? > removed as an option > HK7 .
. - Locked? > HK9 .
. - But how did I get from the Harbinger to here? > HK10 .
. HK7: Clarification: Yes, master... you could not awaken. Most curious. .
. - Drugged?! What do you mean drugged? > HK8 .
. - Maybe you better explain the "stupor" part. > HK8 .
. HK8: Placation: Merely a turn of phrase...securely in the cargo hold. .
. - Locked? > HK9 .
. - Care you to explain how I was locked in the cargo hold? > HK9 .
. - So I wasn't sealed in the cargo hold -- someone locked me in. > HK9 .
. HK9: Clarification: By locked, I meant "sealed," Master... .
. - Fine -- what happened next? > HK10 .
. - But how did I get from the Harbinger to here? > HK10 .
. HK10: (100 XP) Recitation: Following the...have survived, master. .
. - Any idea what had attacked the small freighter? > HK11 .
. - What was this freighter that the Harbinger brought on board? > HK12 .
. - Why would they take me aboard? > HK12 .
. HK11: (100 XP) Evaluation: Master, I do not know...to be sure. > HK10 .
. HK12: Explanation: I believe it was a smuggler's...rob me of my bounty. .
. - Bounty? > HK13 .
. - And the Ebon Hawk came here? > HK14 .
. HK13: Clarification: By bounty, I refer to your life... .
. - And the Ebon Hawk came here? > HK14 .
. - Why did the Ebon Hawk come here? > HK14 .
. - But why would that ship have taken me off the Harbinger? > HK14 .
. HK14: Apology: My memory core cannot provide... became much clearer. .
. - How so? > HK15 .
. - What happened once the ship arrived? > HK15 .
. HK15: Explanation: Despite my market value...because you were a Jedi. .
. - How did they find out I was a Jedi? > HK16 .
. - Why would someone want me captured? > HK15a .
. HK15a: I do not know, Master. I found it curious as well... > HK15 .
. HK16: Surprised Answer: Why I told them...notoriously spotty. .
. - 'Unpleasantness?' What are you talking about? > HK17 .
. - That information wouldn't have been in coreward databases... only in .
. Jedi archives. > HK16a .
. HK16a: Indignant 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... .
. - 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 well...it 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 one...as 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!
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.

=====================the end=======================