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# A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Walkthrough:
Star Wars: Knights of the Old Republic
2004-04-12 -Mister V

Contents of this Walkthrough:
Copyright
About this Walktrhough
Things you should know before reading/starting the game (with this tutorial)
A. Members of your party
B. The Ebon Hawk
C. Ideal Party
D. Leveling Up
E. Little useful things to know
F. Pazaak
G. Travel Agency

0. Setting up my character
1. Endar Spire
2. Taris
3. Dantooine
4. Ebon Hawk
5. Manaan
6. Tatooine
7. Korriban
8. Kashyyyk
9. The Leviathan
10. Star Forge System
11. Star Forge
12. Spoilers

This tutorial was written by Kirsten Vandaele for GameSphere.com. This walkthrough may not be distributed on any other webpage under Authors Copyright. You may, however, link to this page assuming the link is clearly labeled to be an outside link to GameSphere.com property.
April 12th, 2004

It's mostly complete. Like I mentioned elsewhere it's not complete, if you want to fill in the blanks feel free to do so. Any errata, suggestions, ... or just a "thanks" "that's great" "you rule" (... as if), direct them to the specific topic in our forum.
This is as good a spot as any to tell you again that this is not the final version of my walkthrough yet, my memory sucks and all the Dark stuff came from that very memory, so I'm going to replay the Dark side. Going to replay with a woman, too curious what happens to the "You and Bastila" love-love relationship. Oops, spoiler.

    Things you should know before reading/starting the game (with this tutorial):
  • I do skip a few things. Not too many, the longest among them being the elite bounty hunter group. I can't remember their name (I'd say Benegesseret but that's from Dune).
  • There are spoilers in this walktrough. There's a nice plot change in the middle that I didn't put in, but I did put in the different endings for each side (Dark or Light). Regardless, there's no substitute for the (especially ending) movies so you really should finish each side at least once.
  • I'm pretty prejudiced towards characters. Out of the 9, I only use 2 for each side, disregarding the ones forced upon you. Three for Light when you can't use Bastila. If you follow my way, you may not find out some stuff (with Light, Carth and Bastila make comments at times, when Bastila's gone I use Juhani, she makes comments as well - with Dark, there's HK-47s usually funny remarks as well as Canderous butting in every once in a while). I can't say I want to replay another time just to find out their comments, especially since I prefer the Dark side and there's really only two Dark side members. Argueably T3-M4 could be used by the Dark side Jedi, but he doesn't ever say anything.
  • If nothing else, read A-F, in particular E. Little useful things to know.
  • I'm a guy, I've finished with a guy twice now. Overall the tutorial's rather clean, but there are a few comments possibly demeaning towards women. And I mean a few, you'll find only... 4 or so in there. Just warning you.
  • I've tried to make this tutorial funny by adding comments here and there. I hope you enjoy them... If you resent that you'd best find a new tutorial... But then... then... then you'd smell like bantha poodoo, bugeyes. I'll have HK-47 insult you while you sleep, you meatbag.
  • There's a few questions here and there, mostly those only the game's designers could answer, but here and there something I couldn't solve or didn't know about, feel free to tell me.
A. Members of your party
(1) Bastila. One of the Light Jedi, you have a special bond with her. Sorry for the spoiler, but you'll find this out after Taris anyway, so it's not much of a spoiler. This will be your primary member of your party for the Light side. If you're Dark, she'll prevent you from doing a lot of fun (read: Dark) stuff, so leave her in the stalls... errm, on the ship. You save her on Taris (although she won't admit it).
(2) Canderous. A Mandalorian soldier, he'll be the primary member of your Dark side party, until near the very end, and even then you might choose him above HK-47 (a personal preference I'd say). He's also self-healing, by the way (I didn't bother to find out much about this though). He'll join you on Taris.
(3) Carth. A republic soldier he'll also be a primary member of your party for Light side, Dark side leave him. He's just like Bastila, without the Force. You'll escape with him from the destruction of the Endar Spire.
(4) HK-47. If you're on the Dark side, this guy is hilarious. You won't want him out of your party at any time. Also, as a droid, he's immune to the Dark Jedi's drain life. You'll buy him in the droid store next to the gate in Tatooine. If you don't buy him, he'll never join your party.
(5) Jolee. An old man I know very little about. He's a Jedi, and claims to be neutral but is really on the Light side. No matter what you do (Light or Dark) he seems to complain. Personally I don't like playing with him, but they make you (twice!). You can find him on the lower level of Kashyyyk.
(6) Juhani. A young Cathar woman, and a Light Jedi. You'll save her from the Dark Side as your last test on Dantooine. You can also kill her (Dark) in which case she'll never join your party. Annoyingly enough, you can't take her on as apprentice of the Dark side. (if you can, PLEASE tell me how, I'd love to know).
(7) Mission. A young scoundrel. Since scoundrels die (errm... faint) too easily, I never play with her except when they make you on Taris. You'll find her on the lower levels of Taris, but she'll join you in the Underworld of Taris.
(8) T3-M4. A neutral bot who won't tell you anything. I've only heard him butt in once, when they were talking about destroying a robot or something. You'll find him in the droid shop in the Taris upper world.
(9) Zaalbar. A Wookie. He swears a lifedebt to you after you save him in the sewers of the Taris Underworld.

B. The Ebon Hawk
Before you ask, you get the Ebon Hawk just before your escape of Taris
Canderous will make you stimuli.
HK-47 will simulate a space battle for you.
Jolee will create health packs.
Mission will create security spikes.
T3-M4 will create computer spikes.
Zaalbar will create grenades.
These are free but they will only create so many in a certain time, also you can only have so many before they say "you have enough already".
In the cargo hold, Sasha is hidden, the spices are hidden, and if you take the return job of the spices guy you'll find a pyramid-like object you have to transport to the Hutt on Tatooine. If you open the pyramid object, you'll have to outwit a Rakata for your own body with riddles. You answer wrong you die (pretty fun).
On Tatooine, Gizka will be dumped on your ship.
On the Star Forge world you'll have to repair your Hyperdrive.

C. Ideal Party
For the Light side I usually pick Bastila and Carth. Towards the end of my Light Side game, I was wondering if it wouldn't be better to switch in Juhani for Carth, I believe so. Anyway, when Bastila's unavailable (Korriban, and later on), use Juhani in her stead. Alternatively you could use Jolee, Mission, Zaalbar or even T3-M4, but they're too weak for me (except Jolee, but he manages to piss me off time and time again).
For the Dark side, no contest, Canderous and HK-47. If Bastila ever turned to the Dark side I'd sub her in for Canderous. Canderous might be stronger than HK-47, but the end is filled with Dark Jedi and their Drain Life, which (hihihehehe) doesn't work on droids. Mwahahaha. Besides, who else would insult those meatbags?

D. Leveling Up
Of course feel free to edit this for your own character, but my suggestion is:
Attributes: give everything to Wisdom.
Skills: everything to treat injury. Leftovers for Light side goto persuade (10-15 I'd guess). Other leftovers for the main character goto Awareness, everyone else and other leftovers... Computer use, or whatever the hell you want.
Feats: My last character ended up with: Master Two-Weapon Fighting, Armor Proficiency: Heavy (Soldier given, is useless for Jedi), Critical Strike, Improved Conditioning, Power Attack (Soldier given), Power Blast (Soldier given, I never use ranged weapons), weapon proficiencies just pick Weapon Focus: Lightsaber, Advanced Jedi Defense (but then, the worst enemies don't have blasters to deflect), Master Toughness, Master Force Focus (Jedi Consular), Master Sense (Jedi Consular), Force Sensitive (Jedi). I thought Critical Strike was the best, but Power Attack's proven very useful against all but the strongest of enemies (which it would miss too much).
Light Powers: Soldier level 6, Jedi Consular 14
Heal, Force Armor, Master Speed, Force Immunity, Stasis Field, Force Wave, Advanced Throw Lightsaber.
Heal's useful (and cheap - less medpacs), Master Speed is invaluable (bonus: you can move twice as fast over vast distances), Stasis Field is also invaluable, and you'll need at least Throw Lightsaber against your final battle against Malak.
Dark Powers: Soldier level 9, Jedi Consular 11
Burst of Speed, Dominate Mind, Kill, Plague, Force Storm, Death Field.
Didn't get Master Speed because I didn't realise it's value, next time I surely will. Dominate Mind is invaluable to get those Dark points (not to mention it's fun fun fun), Kill and Plague are invaluable especially on the Star Forge. Force Storm is useful in all situations but especially so against droids. Death Field was a huge disappointment especially considering how useful it is to the enemy.
NOTE: I'm replaying the Dark Side. Will improve this later.
Leveling other members:
Do whatever you feel best. I'm seriously doubting anyone but your Awareness counts, keep that in mind. Also, if you're Dark, give Bastila Dark Powers. You don't want to play with her while she's Light, and you can only hope for the best (or, from the entire Universe's perspective, the worst. Har har). Also, keep in mind, if you're using them for Blaster Pistols, don't give them another weapon focus, or worse, give them a Melee attack feat. If the character's using two melee weapons, don't get Dueling; if using one melee weapon (Really? Why? How's that not working out for ya?) don't invest in two weapon feats.

E. Little useful things to know
There's only about 8 (if that) tough droids in the entire game. Don't waste skills on anti-droid powers, Light side. If you can't defeat them, keep a few Ion grenades around and start with Force Whirlwind (they're immune to push).
Decide which side you're going to be on before you start the game even. You'll have so much more fun, and battles will probably be sLightly easier.
Once you're level 5 or so, stop leveling up and bear with the yellow arrow on top of your protrait. If you follow my character, you'll be able to deal with enemies at this level (even easily still), and it'll make you so much stronger later on (with more Force Points and Force powers as well). If you do keep leveling up anyway, you could be Level 9 soldier and level 11 Jedi, but if you stop and wait until you've become a Jedi on Dantooine, you'll become Level 5 soldier and level 15 Jedi, 4 more level ups that add Force stuff.
Your first Force power for Dark just HAS to be Dominate Mind. Nearly all its applications are Dark oriented, and it's just too much fun not to have. Besides, if you follow the previous hint, you'll have other powers as well so you won't even have any more difficulty than a normal player without Dominate Mind.
Your first Force power (or second for Dark) should just have to be speed. It halves the traveling time nearly in half, which is especially welcome if it's not your first time playing.
Item to get: store on Dantooine, get the CNS Strength Enhancer (it's a belt). Well worth its price.

F. Pazaak
The ultimate Pazaak deck consists of only +/- cards. According to your preference, here are the ten cards: 1,1,2,2,2,3,3,3,4,4; or 1,1,2,2,3,3,4,4,5,6. Feel free to experiment with what you find best, perhaps you'll prefer 1,1,2,2,2,3,3,4,4,5 or whatever. The second option is probably the best so you don't get stuck with 3 cards of +/- 2 or 3.
Note to the game designers: you bastards, making us always start first! That's a huge strategic disadvantage!

G. Travel Agency
    For Light the recommended route is:
  1. Endar Spire
  2. Taris
  3. Dantooine
  4. Manaan
  5. Dantooine (for Sasha)
  6. Tatooine
  7. Kashyyyk
  8. The Leviathan
  9. Korriban
  10. Tatooine (if smuggling)
  11. Star Forge System
  12. Star Forge
Reasons: Korriban last. There's two terentatek you have to kill by yourself along with another one (or was it two) in a cave. Not only that but since for the last (chosen) planet Bastila's gone and she can't go on Korriban anyway that works out great too.
Kashyyyk second to last: there's also a Terentatek here, plus I don't like Jolee so the less I see of him the better.
Tatooine second: must be second or later to get Helena, Bastila's Mother's quest.
Manaan first: I hate those stuck-up fish so let's get it over with.
    For Dark the recommended route is:
  1. Endar Spire
  2. Taris
  3. Dantooine
  4. Tatooine
  5. Manaan
  6. Korriban
  7. Tatooine (for smuggling and Helena)
  8. The Leviathan
  9. Kashyyyk
  10. Star Forge System
  11. Star Forge
Reasons: Kashyyyk last. A terentatek, and I still don't like Jolee.
Korriban second to last: two terentatek you have to kill by yourself along with another one (or was it two) in a cave.
Manaan second: I hate those stuck-up fish so let's get it over with.
Tatooine first: gots to get HK-47, that guy is hilarious (and evil... and evilly hilarious... Mwahahaha).

0. Setting up my character
Choose your class. I always pick the soldier. Combat is already somewhat repetitive, if you have to re-do too many battles (if any), it becomes too annoying and detracts from the game experience.
Okay, so soldier, you choose your sex. Now, definately pick custom character. As a sidenote, if you plan on playing with other characters (like Bastila) do not EVER auto level-up (that includes yourself). If you don't plan on playing with them much I do auto level-up...

Choices, choices.
(1) Portrait. Here's where you select a damn sexy fu... errm, character.
(2) Attributes. Recommended gives me 16,14,14, 10,12,10.
     14 Strength is important for Lightsaber action (and, before that, vibroblade action).
     12 Dexterity is important not to get hit (and guns, which I never use).
     12 Constitution is important for HP. Sorry, make that VP (it's not health, it's vitality).
      8 Intelligence is important for skills, and I think it influences prices. Skills suck, money's aplenty.
     16 Wisdom gives you more FP (Force Points) as well as saving you from enemies' Force (useless at first, but guarantees an easier ending)
     14 Charisma is important for... errm... Some Force stuff. Also Persuasion, but you won't need that.
NOTE: Light is probably easier to give 12 Int and 14 Wis, then spend extra points on persuade. Should also give more gratifying game experience. If you do this with Dark... I guess give it to repair (not persuade) so you can at least try and fix HK-47.
(3) Skills. 4 Skill points for Treat Injury, so your medpacs do some healing. If you deviated from my character, Awareness is the other most useful skill (so you at least know when you're walking over a mine). You don't need repair or computer use though, since you're a combat machine. No need for demolitions, plenty of HP to walk over mines. Stealth? What's that? Persuasion is unnecessary, a perk at best (EDIT: Persuade is very useful for a Light Jedi). And security's utterly useless. If it's not quest related a locked door can nearly always be broken open (all but two doors, I counted). Treat injury's the way to go, soldier!
(4) Feats. You'll want Two-Weapon fighting. You'll also want Toughness. Conditioning's nice to have too, and Critical Strike might be the best attack. Any leftovers could be given to Empathy, but there shouldn't be any leftovers. Do NOT invest in weapon focus until you're a jedi and can do Lightsaber Focus.
(5) Name. You look like a Chewbacca to me... No? Maybe Captain Pickerd? What? Wrong series? Right. Guess you'll have to stick with Chewie then...
(6) Play. Well, if you want to anyway.

1. Endar Spire
The Endar Spire level is a tutorial, and is really straightforward.
You start off on the Endar Spire. Talk with your bunkmate (that would be Trask), grab your stuff (and equip it), open both doors, and watch the Republic soldier die. Through the next door you'll watch another fight, and see a sith bomb his teammate. The best thing here is to select he middle of the three Sith (rotate the camera, but don't make them see you) and throw a frag grenade at him (killing all three). Clean the rest, pick up the items, go through the door and watch the very first Lightsaber duel. Damn, we could've used a hot jedi. Just continue on your merry way until Carth makes you choose between fixing the robot or overloading the power conduit. Personally, I never have any skills in either one (computer or repair) so I always use the computer. 5 * 100 credits is less than 8 * 80 credits (that's with 8 intelligence, which I suspect changes prices). Take the escape pod and enjoy the movie.

2. Taris
Light side or Dark, breaking into people's homes is a good thing. It gives you free stuff and quests galore. After Carth's done interrogating you, go outside and kill some more Sith. Get thanked by Mr. Coroner, then go off to your right (... why not). The first door has Dia. For Light, if your persuade skill is high enough (really? What a waste) I guess you can make her talk, but it really doesn't matter. For Dark, you might as well kill her now. Or you can wait. You could also help her and then extort her. Go talk to the merchant, and sell off your unwanted stuff. This is especially important for the Light side since you're a generous fella. Make sure you and Carth have equipped all your wanted stuff before you do though, and don't sell healing stuff, you'll need them later (I've always found Antidote useless though). At this point you'll want an as good as possible armor, later you won't since it impairs jedi powers. After you've cleaned your inventory (and gotten some creds) you'll want to clean out the rest of the rooms in this appartment. Talk to the cleaner if you're interested, then take the elevator into town.
Go straight across, at this point Carth'll bug you again. If you're going for the Light side, go into the armory and buy a permacrete detonator (last item). Next, keep going across into the bar. The old man on your right will sell you a pazaak deck if you're interested (50 creds). I always buy it since it's quite fun and money gets more abundant as you get along (especially if you keep cleaning your inventory). Check out the bar starting on your right. If you're male, talk to the first girl (Sarna) you see (no need to persuade her) and get invited to the Sith party. If you're female, talk to Yun Genda, in the first room on the right. Continue on right. In one of these rooms is a rich girl waiting for her order. If you're going for the Dark side, piss her off and she'll run to daddy and get a few (easy) guards to attack you once you go outside. If you're going for the Light side however, don't talk to them it can only lead to trouble. In the left room of the bar is the dueling ring. You might as well watch the fight. If you're feeling crazy you could go for a match but I prefer to wait until I can beat them all in a row. If you're aiming for the Dark side, this is where you'll kill the bounty Bendak Starkiller, the legendary duelist as well. Once you've finished exploring go back outside.
Go past the armory, turn right, across and right again into the infirmary. Talk to the doctor and ask him about the Rakghoul Serum. On your way back out, depending on your alignment, you'll want to reject (Light) or accept (Dark) the offer. Go across and kill Davik's lackeys. Light side you give the old geezer 100 creds, Dark side you extort and threaten him. Funny thing, even with the Light side you break even since the lackeys carry about 100 creds. Now, goto the next area.
Go across into the apartment. Go to your right and clean out the rooms. In one of these rooms is a bounty, if you're Light give him 200 creds if you're Dark kill him. If you're female, the party is in the second room on the right. If male, the last room should hold the party. After they've passed out, collect the Sith uniform and go back down. Go right (where else) and get stopped by some drunks. Light, you buy them a beer; Dark, you kill them. If Dark, go left into the droid store, buy T3-H8, it blows up when you leave the store. Get your money back and persuade twice to get more. Continue and go right (left is the droid store you'll need to get T3-M4 later on). Put on the Sith uniform (you or Carth, doesn't matter) and take the elevator down.

Welcome to the Lower City. Little fact: you'll get different responses as to whether or not you're wearing a Sith uniform. Kill the Vulkars, and take their stuff. Now, go right (from the elevator) and kill the other two Vulkars. You could wait with this, I guess, but why? Anyway, after they're dead (the door's locked) go back and into the apartment (across from the elevator). Again, raid the rooms. If you're Light, you'll use the permacrete detonator here (tell him no first and get the chest's contents), if you're Dark you'll kill another bounty. In one of these rooms you'll have a chest with 6 holo emittors from the Rancor Trio. Light up the emittors in the following order: Elinda, Ujaa, Ujii, Loopa, Fodo, Ashana. Leave the apartment. At this time it's probably a good idea to use the map and return to the hideout. Even if you don't want to "clean your inventory" (read: make money) yet, you'll need the healing (unless you wasted medpacs). Anyway, go right (left seen from the elevator), and enter the bar. The first fella on your right sells some pazaak cards if you're interested. This time, go to your left (doesn't always have to be right), and go watch Mission intimidate some Rodiak. Might as well talk to her... After that, go into the left room. Dance with the girl (choices: 2,2,1) and get some XP. Ruining it didn't get me any Dark points and didn't give any XP, by the way. Now go ask about the bounties. Then ask specific info about each bounty, but if you're aiming for ultimate Light side, don't ask about Bendak Starkiller, or you'll have an unfinished quest for the rest of the game. At this point, you might as well collect on finished bounties. As Dark you might've killed Dia, the merchant, and the snitch. As Light, you lie and claim the snitch is dead (you helped the merchant, and you're about to help Dia). If you're Light, goto the room on the right and go talk about Dia to Davik's man. Pay him 200 creds and he'll let the poor girl (not to mention hot, apparently) off. Leave the bar, goto the hideout, tell Dia the good news, refuse the payment for some extra Light side points and get back to the bar entrance. Next, talk to the Hidden Bek hideout (you know, for Hidden Beks, they don't hide too well), and enter. Go talk to the blind guy straight ahead (after being warned by the purple hottie) and trade your Sith uniform for some papers, as well as being sponsored for the next big swoop race. Leave the Bek base, go right, kill a few Vulkars and see a Mandalorian upfront for the first time. Funny, he doesn't look so intimidating... Enter the apartment complex to your left, kill Selven the assassin (she told me to leave but I wanted the contents of that chest). Wipe out the rest of the Vulkars. There's a special chest inside a room here, answers are HyperDrive, Uncle, Alderaan. Or, in short, answers 2,2,4. Leave the complex, go left, show your papers to the Sith guard and go down.

Hello Undercity. What a wonderful place to live. I wonder why there's no tour buses? For some Dark points threaten the 'welcoming committee', giving them 5 creds didn't get me any Light points. I remember giving 20 creds some way though, and did get Light points. Maybe I was dreaming... Talk to the chick (like you have a choice), then go straight across (past Igear) to the gate. Light you save the man, Dark you don't. Go right, and meet a Sith patrol. If you're Dark, you might as well kill 'em. Clear out the Rakghouls and find a serum on some Sith. You only have one serum, but apparently it has unlimited uses. Go back to the gate, and clear out that area of Rakghouls. You'll find a Republic soldier by Bastila's escape pod (funny, they took Bastila but left him?). Give him the serum for Light, kill him for Dark. Moving on (to the left) you'll encounter your favorite Mandalorian, once again. No need to help him out and get hurt, they'll take care of combat by themselves. I usually help, but last time they did it on their own, they were both near-dead, the rest was dead. Yet still he said "Come on boys, I can't carry this by myself" as if his sole underling had a multiple personality complex. Right, anyway, you gotta keep on keepin' on. Clear out the rest of the Rakghouls. Before you go down, go back to the right side of town. Open the prison gate, kill three more Rakghoul, and Light you give them the serum, or Dark you kill them. Go back out to the town, and go down. Either stairs will do, but the left one's closer.

There's not much to say of this... dungeon, so just clear out the entire place (be sure to get the promised land journals at the least), and find the Wookie slave. Yay, a carpet and an infant. Go past the force field once everything's cleaned, and clear out everything here (go south then north; then north then south). Once you find the arm (right after Mission and Carth's bickering, hehe) get all the items from the pile of corpses. Then put back in a frag grenade and that potion thing that smells like bantha poodoo. Open the doors, kill a pair of Vulkars, and you're in the Vulkar base. See, that wasn't so hard, was it? Clear out the base (but not the elevator yet). If you don't mind wasting some money, overloading the power conduit in the barracks saves you some combat time. Might actually be cheaper than medpacs. Doubt it though... If you do, use Mission, she's got computer skills. Be sure to get the computer card from the lieutenant. Go back to the security station at the elevator, access it, and use the lieutenants card to deactivate the turrets. Take the elevator down. Go right, clear out Vulkars, go back to the center. Go right (or from the first entrance, straight across), walk over the two mines, go right and clear out. Now goto the left side. The first room has some optional combat, the second room contains the accellerator. The way of the Light should be clear, if you're going for the Dark side I do think siding with the Vulkars is the Darkest solution (in which case you'll need to clear out the Hidden Bek base). Whichever base you last cleared, go back to your swoop sponsor and go race. Win Bastila ("Whatever, you're my prize now"), kill Brejik, and find yourself back at the hideout. Equip Bastila with the double Lightsaber, go out, and get ready to kick some ass. But first, clean your inventory (after agreeing to see your favorite Mandalorian). Wow, wish I had a merchant like that in my hideout. Leave the complex, and go back to the bar. Fine fine I'll do your dirty work and break into the Sith base. But first, might as well become the champ duelist. If you're Dark kill Bendak Starkiller as well (if you're Light though, you might want to anyway. Bendak's pistol is pretty good for Carth's first weapon, with Carth's pistol in the off hand). Tip: since it's hard to at level 5, the best thing to do is to use frag grenades and med pacs (about 10 each). Leave the bar (after playing some Pazaak if you feel like it) and go to the infirmary (past armory, right, across, right). If you're Light, give the doc the serum. If not, just leave. Go across into the next area. Go left, across, and left into the droid store. Time to get me a T3-M4, methinks. Talk to Miss Pretty, and tell her Davik sent you. If you're Light, you've got 2000 creds to spare, if you're Dark, you're going to threaten her.

Well, you won't, but you want to. Leave the store, go across, enter the Sith base (using T3-M4). If Light pay the girl 50 creds (if you're Dark, you know what to do). Clear out the room to the left, then move on clearing everything. In the big room you'll want to set all the panels to your right to red if Light, green if Dark. Next clear the middle room, then the rooms to the left. Once that's done go to the right, clear another room, and at the end destroy the bot guarding the elevator (if you can't handle him (really?) you can shutdown his shields with some computer chips at a console). Go down the elevator, and quicksave. Open the door, make an appropriate comment (the Light will save you, or be destroyed by my Dark rage), and kill the bastard. Leave the Sith base, and go to the Lower City. Go into the Undercity, and for Light give the Promised Land journals to Gulik, for Dark sell them to Igear for some insignificant credits - Note: Must have heard everything about the Promised Land and it's journals from Rukil before Igear will offer to buy them. Hah, a small fortune, as if. Go back up and into the bar. After all this running, I bet you wish you had Force Speed already. Tell your new ally you're not ready. After all, you've got to collect those bounties first. If Light, just Selven I guess; If Dark, Selven, Bendak, and of course, sell the Serum. Now, go back and join him to go to Davik's estate. Suck up some (or reject his offer, either way doesn't matter) and find yourself in your room. First, might as well visit the slave quarters. Mwahahahaa... If Light, try and persuade the girl (no use for credits? Wish all girls were as cheap), if Dark, threaten her - Note: if you're female you have to talk to the male slave. Go back and clear the first room on your left. If you're Dark, clear out the other rooms, if Light, they're not worth the trouble. Go into the throne room. Might as well go right and clear out those two rooms first. Go back to the throne room, and go right. Go right into the hall and into the last room. Free him and get the access codes to your new hideout. If Dark, of course, kill him (what, that's not a reward! Now this is a reward! (pulls out knife)). Clean out the other rooms (save the hangar for last). Use the passcard from "the guard near the torture room" on the console and disable hangar security. Beat them (sort of, the Sith do most of the work), get Davik's stuff and use his ship to escape. Bye bye Taris, you stupid planet.

3. Dantooine
Party:
- Light: You (duh), Bastila, Carth. Without Bastila, use T3-M4, or another if you don't mind outfitting them.
- Dark:  You (duh), Canderous, T3-M4. I like Bastila as much as the next guy, but she's too Light-minded. Hehe.

Meet the Jedi Council. If you're Dark, you'll want to lie several times. First Jedi test: Peace, Knowledge, Serenity, Harmony, the Force. Or in short: 6,3,2,6,4. Next go get your crystal. I prefer the Consular, since as a soldier you have plenty of HP and you'll want plenty of FP as well. Cuz... The Force is cool. Right, that would be the green crystal. Don't worry about the Jedi Master's questionnaire, no matter what you do (Hmm... I'll knock) you can pick anyway. What sucks for the Light side is the Jedi Council is monopolizing Bastila (bastards) so you'll have to do without her for a while. And I do mean a while, the better part of Dantooine in fact. Anyway, time to get your third test and leave. Go out and talk to people (if Light, try to help, if Dark try to piss em off). Tell Jon revenge is wrong (Light) or ask for a reward (Dark). Go right, and talk to the robot-lover-woman. With all that technology you'd expect robots to be (much) prettier and this to be a common thing, but with robots looking as they do... Wow. It's a surprise she doesn't have any cuts or bruises with all that exposed wiring. Enough about that. Time to kill some Kath hounds. At first only the Horned hounds should prove somewhat difficult, but easy enough to handle a pack of up to... say 6 hounds. Clear out the area (west to east), and take the second entrance south. At this point you need the experience, so stick with it and keep killing those hounds (one of the few areas it gets monotonous). Note: In the center of the east block of the Matale Grounds (maybe slightly east of center - just about where you are now) is Casus' body. I found it after finishing part one of the Star Forge quest. Should be no difference for Dark, but probably is in Light. I KNEW I'd found it before... Anyway, once south kill some more hounds and head west, past the Matale estate (good to know where it is), over the bridge and kill a Mandalorian and his Duros allies. "Take the wife and kids... hahaha, okay". Where is the Dark response I wanted? ("Sorry, they're mine... Mwahahahaha"). What? Oh right. Don't miss the backpack inbetween the swoop, and head south to the Grove.

After wacking some more hounds head east to Bolook and help solve the killing. It may be a little annoying but it's good easy XP. I'll let you do the running around (talk to the droid, both men and the droid, Bolook, rinse and repeat), just come out with "They both did it". Rickard shot Handon thinking it was Calder, and Handon shot Calder. On a sidenote, why can't WE hunt Iriaz? First Bolook discussion: Rickard lied - Cloudy, no sun glare. Second Bolook discussion: Handon lied - cheating wife. Third Bolook discussion: Handon lied - Blaster wasn't stolen. Fourth Bolook discussion: Handon's blood - clutching side; They are both guilty - Calder was cheating Rickard. Can't tell you what happens if you choose other solutions, got this the first time I played. Continue over the bridge to find a pack of Kath hounds. After your fight get healed (without going to your safehouse if possible - or you'll return to find the hounds revamped), go a little south (just past the trees) and quicksave. Get ready for a fight (full HP & FP). Once you're ready, go south and do a wackjob on some Mandalorians. This is not a big big fight, but it's somewhat more dangerous than most. If you feel you're up to it, go east and fight Juhani. This is a fight between just you (not your party) and her. You should be able to handle her though, especially with that mad Wisdom skill, she can hardly ward off any of your powers. Whirlwind or Choke are especially nice to have here. If you're Dark, kill her, if Light, tell her to return to the Jedi enclave. If you're Dark but feel you can't live without Juhani I think you'll have to get some Light points but so be it. Last time I played Dark I did save her, but never used her anyway (she's too Light, I was a fool to think I could turn her back to the Dark side - Note: game designers, you fools, why not?). If you're Light, this is where you go back to the enclave (use the map) and re-add Bastila to your party. For the sake of Coherence, if you're Dark just go back as well and talk to the Jedi. Either way you'll get a level for completing your third test. Talk to Master Zhar, then to Master Vandar, get some info, a quest for the Star Forge, and the "Matale-Sandral feud" quest.

The Star Forge. Head east of the courtyard and enter the suspicious building. Errm, the strange ruins. Talk to the droid, and enter the left room. Kill the droid, open the interface and "talk, enter your datapad, talk". The Life Planets are the following: Oceanic, Grassland, Arboreal (1,1,3). Go into the room across, do the same except select the other three planets (3,3,4), then go into the unopened room and get ready for a show. The droid on the left has fire, while the droid on the right has petrification (worse). If you do happen to have any grenades, use them on the droid to the right. Now go back to where you beat (and possibly killed) Juhani.

Head south to the next area, and immediately head east to help out the droid. "Whaaa? Help the droid? But I'm a Dark Jedi" - Yes, help him out. After all, you can't kill him if he's already dead. So, the Dark option is obvious, kill him and tell her she's still alive... Mwahahaha, aren't I evil. So what's the right thing to do? Well, actually, not the right thing, the Light thing? Not sure. Killing him (and, of course, telling her) is probably the best. Anyway, head east into the caves and get some crystals. Yeahea, finally, some Lightsaber upgrades. Clear out the caves, kill the eggs, go back out, head west and kill some more Mandalorians. Wow, before you got here they made up about half the population here... Head west again and clean up the Albino Kath hound. Be prepared, this can be one of the harder fights. Head west again until you're in front of the Sandral estate. The front door (north) not the sidedoor (east). Since this is a place without kath hounds to revamp, it's also a good spot to return to the Ebon Hawk for a free healing. Besides, you might need it before invading the estate. But first, enter peacefully.

Note: Make sure at this point you've found Casus' body (east of Matale grounds).
Talk to the droid. Since the quest's been started (Matale running in on your conversation when you completed your third test), he'll let you in.
Light: Get insulted by the father, and wait for his daughter, who will give you the key to the side entrance.
Dark: Tell the father about Casus' death. Ask 200 for the datapad (didn't get it, but did get Dark Points). When Rahasia comes out, tell her to mind her own business, more Dark points. At this point you should go to the Matale and ask for 2000 (he'll tell you for 2000 he could buy enough droids to destroy the Sandral Estate - so why did T3-M4 alone cost that much?). Now you have two choices, you can leave it at that, or you can finish it (but you'll get a few Light side points - and plenty of Dark to go with it). If you don't want to finish it, head to the Courtyard, and skip a paragraph. To finish it: Go back to the Sandral estate. Apologize to Rahasia and agree to help her, once you've said that line, act as if you don't care (twice if I remember right). Follow the rest of the walkthrough. Note: Despite having told Sandral that Kath Hounds killed his son Casus, the line "[Lie] You know, Ahlan Matale killed your son" still worked.

Once in the side entrance, go ahead and clear the left room, security room. Go through into the hall, and clear room by room. Actually, just clear all the rooms until you find Shen Matale. Be sure not to miss the Large Lockers, the ones standing up. I did the first time I played. Offer to bring Rahasia with you. Talk to Rahasia, tell her to leave to, go back to Shen, tell him she's going, and finally leave as well. As always, Light deserves no reward, Dark has greed beyond that of a Hutt. Once the fathers arrive, Light you try to calm them down and help the happy couple escape to the enclave, Dark you instigate a fight and kill everyone. Remember, the Matale's did kill Casus (Dark). Head north to the grove, and east to the mandalorians. Remember, quicksave just past the trees. You'll actually get to talk to this one. Before you kill him, that is. This is a good place to use some Advanced Medpacs, despite their value (but then, that's what they're there for isn't it...). Also, you can finally get rid of that Prototype Vibroblade and switch to dual Lightsaber mode. Still one short of giving Bastila that, but she'll do fine with the double Lightsaber for now. Head north to the Matale grounds, and north to the Courtyard.

Back in Courtyard, all the way to the west until you see Elise (the droid lady). Light he's back, Dark you lie and tell her he's still out there. A little more to the west is Jon. Dark you threaten/extort him, Light you refuse the reward (yet for once, you actually get it anyway). Go back into the Jedi Enclave, and turn right. Explore these rooms (first has Pazaak player/salesman, second has Elise). Go talk to the Jedi Council and you're ready to leave. Well, almost anyway. Head back to the ship and you'll be stopped by Deesra who warns you of the Terentatek. Moving on, speak to Lur Arka Sulas if you wish about the stowaway you're about to find on your ship. Before leaving it might also be good to visit the store here, there's some rather unique items you might find useful. Crattis Yurkal has Infiltrator Gloves for sale (Comp +4, Sec +4, Dex +1), effectively taking a computer chip off of every slice job you attempt (if you do this often it could be worth it, but with my char it's rather useless). Of bigger interest is the CNS Strength Enhancer, +2 Strength and +2 to all saves. Pricey, but worth it (money's a plenty, and best to get it now, you may not return to Dantooine - if Light only for Sasha) - IMHO the best belt in the game, if you're using Melee (Lightsaber) weapons that is. Also, before you're leaving, might as well clean the inventory and make some more creds. Once you've sorted things out, go back into the Ebon Hawk. Before you go into the cockpit, onto the map and select your next destination, you may want to upgrade your Lightsabers. As a sidenote, you can now ask your crewmates for favours, like Zaalbar makes grenades, T3-M4 makes computer spikes, Mission makes security spikes, Calderous makes Adrenal things, ...

4. Ebon Hawk
Zaalbar will approach you. You have a stowaway. Check the cargo hold. In the cargo hold, check the food supply. Next, check every room on the ship until you hear a noise from the cargo hold, and go back there. Talk to the Sasha. If you're Dark, eject her anywhere, if you're Light return her to Dantooine to Lur Arka Sulas.
Note: If you don't do anything about Sasha (which last time, apparently, I did) she'll leave the Ebon Hawk before you get pulled in by the Leviathan, after finishing your third planet.

5. Manaan
Generally the first planet I visit when I'm playing Light (and the second when Dark), and only because I want to get it over with. There's enough quests as well as story development here as not to get annoying, and it's really not all that bad, it's just... The Selkath are so damn stuck-up and full of themselves it's beyond my patience. If they'd let me I'd wipe them all out... Anyway, onto the walktrough.

Exit the hangar, goto the right. On your left just before the Manaan city entrance is Nubassa. He's mostly useless, except if you're Dark and have Gizka to spare (see Tatooine) you can Force Persuade them on him. Just go past him, turn left, and enter the West Central Courtyard. Go ahead, if you're up for a game of Pazaak, this player will take on 200 cred bets. Keep on going into the Visitor Center and talk to the Selkath Port Official. If you're Dark, you'll want to Force Persuade him you don't need to pay. Go ahead into Ahto City. Goto your right. The first thing you'll see is the Kolto Distribution Center. Feel free to explore, but everyone there's too busy for you. After that just continue West into the West Courtyard. On your left is the prison. I never figured out how to get in there but I'm pretty sure it's there for that "bountyhunter league" mission. If you go ahead past the prison and then to your left you'll see the trial between the Sith and the Republic. 10,000 credits fined each. Ha! I can even pay that (... so why won't they let me start a fight?). Coming back from the court, you'll overhear a conversation between a merc and a Republic Negotiator. Apparently the Republic's hiring every mercenary they can get their hands on. Needless to say, you're not good enough. Just keep on going into the bar and speak to Nilko Bwaas. He's curious about the mercs, like the one you just saw hired. Light you'll help him out, Dark you're greedy. Yay, another quest. Keep going further into the bar and talk to Shaelas. Another stuck-up Selkath that needs your help. His daughter is being trained by the Sith (woops did I say that out loud?) which he doesn't know but wants you to find out. Dark or Light, help him out. As Dark you'll end up killing the lot of Selkath youth though, but it can't hurt to rub it in his face.

You're done here, out the bar, left and left again, and back to West Central. Go straight through to the East Central Courtyard. Go ahead, and see 3 Republics and 3 Siths pathetically attempt to intimidate each other. Any other world and I'd wipe them out, but thanks to the Selkath security whatcha-ma-call-it just let em go. If you go left there's a store there. Come back out and go north. The door to your left is a hotel, where a murder is under investigation. I suspect somehow you can become an Arbiter (errm... A cop, I think) and solve it, but I've never found out how.

Anyway, go right into the Republic Embassy. Talk to Roland. He'll let you into the base and give you a quest to enter the Sith base and retrieve a droid datapad. There's three ways to get into the base: interrogate the prisoner, decrypt the passcard or raid the Sith landing port. Either way, same result. I think I once succeeded in interrogating the prisoner, but I don't remember how and now can't do it anymore. Who cares, so good luck on that one. For the passcard you'll want to go into the room on the right. Log onto the Large Computer and Decrypt Sith passcard. If you have loads (like 60-100) computer spikes you can even not do the mission and just open the submersible dock doors. Never did have that many though, even if I did have some proper computer skills I'd use them up before I got here. Anyway, decrypt the Sith passcard. The solutions are 22, 18, 64, 2, 6, 7; or 2,2,3,1,3,3. If you want to raid the Sith docking bay, go back to where you landed. It's the bay most to the west. I'll be doing the passcard since it's the closest and most straightforward, for the docking bay, it's faster to use the transit system from your map. There'll be some Dark apprentices in there, be warned. Go out of the Republic Embassy and all the way south to the east. There's the Rodian Hulas. If you've been to Korriban, and you're alone he'll talk to you about his ultimate bounty hunter club, one of the few quests I didn't bother with (did a few once but then got banned from Selkath and was all too happy not to return). More to the east is the Shady Rodian who'll sell you some Pazaak cards. When you're done, go through the door to the east, and into the East Courtyard. You'll run into Sith trying to extort you. If you're Light, this is a public street, if you're Dark, threaten them then Force Persuade the Arbiter that she was the wrong one. Mwahaha... Go to your right. into the door, and into the Swoop Registration. Errm... Swoop Registration... Room. I guess.

Vek's there for one of those "ultimate bounty hunter league" quests (boy I wish I'd remembered their name), so unless you're doing those don't talk to him. If you're Light, talk to Queedle, and give him the 500 creds. He says to come back in a day, so leave East to East Central and come on back. Talk to Queedle again, and refuse the money (you get it anyway *gasp*). Now it's time for you to race. If you're Dark, Force Persuade Sslamoth that you don't need to pay for the first race. After the first for Dark, and all races for Light, pay the 100 creds. If Light, win all races, if Dark win the first two, go talk to Hukta Jax, and win the final race. Welcome new Sector Champion. Well hello there Zeena, wanna go back to my place? What, you just want an autoprint? Awwww... Forget it. Leave the bar, go across through the door, further north still (there's a droid parts store on your left if you're interested), go left past the Sith Diplomat, into the Sith Embassy (... well, Sith Base would be more accurate... Why doesn't the Republic have a base like this?), and get interrogated. Actually, before you enter if you like using computer spikes you might want to switch in T3-M4. Also, there's some harder droids here so having a Force power that works on droids at this point is very welcome. Force Lightning (Dark) and Force Whirlwind (Light) would be the recommended powers against said droids.

Now go east and walk over the mine (if only so Bastila and Carth won't). The door on your left is the door you came in through when you took the path via the private Sith docking bay. If you did, just go west, clear the room and come back, you can follow the walkthrough again from here (don't forget the swoop races and other stuff tho). Head northwest into the flow control room. Once the room is clear, head to the left pressure door (on the right side of the room) and use the door control. Walk in, and use the flow control. Note: Flow control and Door control are different things. Now all three rooms on the left (the three northern rooms) are empty. Not that it's incredibly useful, I just couldn't figure it out the first few times I played... Anyway, go through, then south. Best quicksave, it's not that hard but three apprentices can be fatal. Especially their drain life is annoying. Go into the next room. Clear it, and go back north. Clear the room. If you did bring T3-M4, here's a good place to use him to disable the droids. Shouldn't be a need to, but why not. Go into the hall, clear the first room on your left. Follow the hall further, pass the next room, and kill a Selkath apprentice. Finally! You measily little Selkath, who's the top dog now? Ahem... Right. Enter the room, then the plus-shaped hallway, and turn right. Go into the southeastern room, the medical room. Meet the Selkath that wanted to leave the Sith training. Anyway, back into the hallway, now visit the northwestern room. Dark you kill them, Light you help them realize the Sith are evil. Either way, to the training room (northeast). Clear it, and go through the next door, but quicksave before you enter the next room. After defeating the Jedi Master, get the goodies in this room, go to the east to the next room and get the datapad. Next, go out of the Selkath training center, follow the hall until the first room on your right.

There's two bots in this room. While it takes a long time to kill them (without Lightning), you're not really in any danger. Good XP, as well. If you've disabled the force field before (using, I imagine, T3-M4's computer skills) you could go through here, if not do like I do, follow the hall and enter into the flow control room again, and head west through the unopened door. Three Dark Jedi await you here. If you go through the two doors on your right you'll see the force field again (unless you disabled it) but nothing's there. Back to the room where you found the three Dark Jedi, and head west (southwest actually) until your first door west. Go through it, follow the hallway until the door to the south. Go through, and find a disabled droid. Go through, clean the room, and be sure to get the datapad from the big droid. Or should I say, the big Republican droid. Back north, go west. Beyond this door is optional, you can leave the Sith Base if you'd like. The next room contains two droids like before (with the force field) except these puppies pack some serious heat! Literally, they'll burn you up with their flamethrowers. Okay, enough puns. Head through the next two doors heading west and find two more droids, but these are way easier than the others. There's a door to the north. If you open it you'll see an oven (basically). You could turn on solo mode, head through it (with full health, that is) reach the end, turn off the flames and have your party rejoin you, but all there is is a computer console, and now that you've killed everyone in the level that's pretty much useless. So, instead, just go east and exit the Sith Base (the room you killed the secretary and the diplomat - just keep heading south). Exit Sith Base.

Apparently the Selkath were monitoring the Sith Base (pesky little rodents... errr... I mean fishy people), and are blaming you for disturbing the peace. As if the Sith were having peaceful intentions. Anyway, you get assigned an Arbiter (even Star Wars has lawyers) who will represent you. Each time I've played (in the end) I resorted to explaining it myself though. Also, if you've been following my walkthrough so far, you've foiled the plans of the Sith to control Selkath youth, so that's an easy solution to blame them (give them the datapad). If you admit guilt they end up killing you (what? why not the 10,000 credits fine you gave the republic and the sith?), so don't do that. Head north into the main square, further north into the mercenary enclave, and tell Shaelas about his daughter. Light you refuse the reward, Dark you extort and threaten him. Once again, it pays to be on the Dark Side... Head out of the Mercenary Enclave, take two lefts and into West Central. Head east into East Central. Now head into the Republic Enclave (north then east) and talk to Roland Wann. Give him the datapad and he'll tell you about his little problem. Surprise surprise, more work. Dark you go talk to Nilko Bwaas in the Mercenary Enclave in Ahto West now, you won't have another chance. Head north into the base, take the (now unlocked) door west and enter the submersible.

Welcome to Hrakert Station, the one and only Selkath amusement park. It is filled with patrol droids (easy) and Selkath (here fishy fishy). Later on you'll also get to kill a few sharks but that's with a special weapon and not really combat. Clear both footlockers, then head south through the door. If you're Dark you get to kill this mercenary, if Light just calm him down (... well, try to anyway). Take the door east, snivel at the Firaxa Sharks unable to break through the glass *hihihi hehehe* and open the next door. Down the hall get the footlocker, and use the security panel if you feel like wasting a few computer chips. Back west and through the door to the north that you just passed. Go through the first door on your right (heading west). Kill your first Insane Selkath (feels good doesn't it). Notice the (dead) Dark Jedi. Funny, I thought you took the datapad before the Sith found out about this place. Designer glitch? Anyway, head into the next room (west again), and west again. Clear the room on your left (go south), return to the previous room and head further west into an empty hall. The next room contains a Heavy Sentry Droid tough enough to warrant another quicksave. West again and kill the droid. By the way he's immune to Force Whirlwind while his shield is still on. Head into the next room, raid the three Large Lockers and take the Environmental Suit, then investigate the Whimpering Locker. If you're Light, and you have enough Persuade (not my favorite) you can get him out and probably get some Light points. If you're Dark, just pierce your Lightsaber through the locker. Head further west. Interestingly enough, these Insane Selkath are killing each other (while you still get the XPs). Once I was so curious I let them fight it out, in the end I only had to kill two (just open the door and wait). Clear this room then head south into the hallway. There's nothing really special here, just go left (east), clear the hallway and the three rooms on the right, then head back west to the end of the hallway and turn left (south) through the unopened door. Use the pressure door to go outside. Now this part is the most annoying part of the game, if only because you move at half speed (or so). Anyway, head left and talk to the Survivor. Follow the Survivor (head right) until he... 'disappears' (how's that for an anti-spoiler). Don't worry, you've got sonic emitters. Funny, I have two, I bet that Survivor sure coulda used one. Head left, and at the split take the right side (after killing both sharks).

Enter using the pressure door. Clear the room then head north. Clear the room on your right (east). If you hate Selkath as much as I do, head west and clear that room too. Watch out, there's several mines in the middle of this room, which can be especially dangerous during combat. A good strategy is using force to pick them off at a distance (in addition to Lightsaber blaster returns) since they don't seem to want to leave this room. Head back to the room with the force field (in the center) and talk to two freaked out scientists. You can use the console with computer spikes to disable the force field, but cheapest way is to just cut it down. Light you ask about the way to destroy the plant, Dark you insist on the poison, then "I'll do what I want... and kill both of you as well!". Mwahahaha... Right. Anyway, if you're Dark but you like this planet and want to return later, you can't poison the shark. Personally I hate this planet but you might want to return, specifically if you're going for those ultimate bounty hunter guild thing quests (guess I won't remember the name till I get to Korriban). Head further north and use this pressure door to go outside again. Watch out for the sharks, then head right (east) and access the Kolto Control Panel. Dark you feed toxin into the vents, Light (or Dark and you like the planet) you access the fuel tank pressure control. (Light only) Fill injector, transfer, fill injector, transfer, dump container, transfer, fill injector, and transfer again.

With the Progenitor (... I mean, giant firaxa shark) calmed down (or killed... which is also calm) it's time to go get a look at a Starmap. Head back west and this time take the north pressure door. Quicksave (when playing with Dark before, this being the third (I think, or second) planet, this is where Malak's apprentice ambushed me. With Light, (first planet) this is where Calo Nord attacked me (odd, if he used a submersible to get here, where is it?). Head west, all the way north, west and north again, use the submersible and talk to Roland Wann about your findings. Head out of the embassy and get intercepted by Selkath again. Arrrgh, what did I do this time? I seriously doubt I couldn't take on the entire Selkath droid army, but since that's not an option just go with them. If you poisoned the fish you'll be banned from the planet (what, I can't have a little fun of my own?), if you destroyed the machinery you'll be heralded a hero for discovering the progenitor. Well, not a hero but they'll let you off the hook. For Selkath, that's quite a big deal. I've tried lying (for Dark), and while they believed it in the end it didn't matter. Just be honest and get it over with. If you didn't get banned from the planet you'll want to talk to Nilko Bwaas in the Mercenary Enclave (head north). Head back to the Ebon Hawk (walk over there or use the map), and get off this godawful planet. Let's go clear the others!

6. Tatooine
Ah, Taooine. The first place you should visit if you're Dark, to complete your Dark team. Go go Power Ra... errm... Right. Anyway, how about a riddle? What do you get if you drop some water on Tatooine? The universe's smallest ocean with the largest beach. Har har. First thing off your ship and you're already hassled for money. Dark you Force Persuade that, surely, a man (or woman) of your caliber is above such pityful fees (... well I did rephrase that a bit...), Light you just pay the man. Now, go talk to Mic'Tunan'Jus Orgu. Buy the Gizka Poison. Try to enter the city, get stopped by bugeyes and find out you've got some free cargo. Wow, isn't that great? Go back onto the Ebon Hawk and inspect your cargo. I guess they don't do anything bad so if you love adorable little critters and don't care if they're in your way, I guess just playing with em is an option too. Or, just give the gizka the poison get some free XPs and go back out. Problem solved, cheaply at that. Head back out and enter Anchorhead. Time to get a suntan. Head southeast past the Ronto, look left and talk to Sharina Fizark. Dark you take her plate and give her nothing (hey I helped you, I made sure nobody else would want to rob you!), Light you pay what she wants and an extra 200. Face north and enter the Hunting Lodge. To the south is a Pazaak player if you're interested in a game. If you're Dark, you can threaten nearly everyone in here. If you're Light, there's not much to do here. When you're finished head back out.

Head south a little then east into the Czerka Office. Talk to the Protocol Officer. She'll give you a hunting license if you agree to hunt Sand People as well. Although it sounds Dark, there's also a Light solution, so agree. If you don't, you simply can't exit the town. Feel free to talk to Greeta Holda if you want some more info (or a shop). Exit the Czerka Office. Dark you ignore the guy, Light you get some useful information I'll tell you later on anyway. Head further south and into the Swoop Registration (if you're Dark, intimidate everyone in here using Force Persuade). Talk to Yuka Rill. Dark you extort him, Light you find out some stuff about the other racers. Feel free to hear out Zoriis Bafka as well. Talk to Motta. Dark you Force Persuade him to let you not pay (just once), Light just pay each time. Let's race first and become champion. Once you humiliated his pathetic excuse of a race track (... sorry, it's just so easy to give in to the Dark Side... har har), talk to him about the business he needs help with. If you're Dark, keep asking for more money, if you're Light tell him you should give him a better deal, then tell him you'll bury him under the track. At that point Bastila'll Force Persuade him to give Nico a better contract. Go talk to Nico and inform him (Light) or Force Persuade him to take the bad contract (Dark). If Dark go talk to Motta and get your reward. Exit the Swoop Registration. Dark you tell him to go away, Light just give him the autoprint. Go ahead/right and kill some Dark Jedi.

Head east, into the Cantina. If you're Dark, talk to the Cerka Officer on your right. You'll get to do a Force Choke on him. Now how cool is that! This is as good a place as any to sell those race bonds, so train that index finger (100+ mouseclicks) and sell those bonds (to Junix Nard, the bartender). There's also a Pazaak player here (Furko Nellis). Also if you're Dark, go intimidate Gandroff. Then leave the Cantina, and head north into the Droid Shop. Go talk to HK-47. Next talk to Yuka Laka. If you're Dark, keep intimidating him, I believe he'll go as low as 2500. If you're Light, ask him to lower the price once. I paid 5000 (like I need the money), but I think he'll go to 4000 no problem, and giving 5000 won't get you any Light points anyway. Go talk to HK-47 and ask him to travel with you. If you're Dark, add him to your party, if you're Light, you can wait a bit longer. Head out, turn left and go talk to Iziz, the Jawa in front of the gate. I'm not entirely sure on the Darkest way to go about this, but asking for money, saving them and extorting him further is also Dark. Light, of course, you just help and refuse payments. Once you're done not understanding what he's talking about talk to Gate Guard Billan and get out of town.

Talk to Marlena. Once finished, look to the left of the Sand Crawler and you'll see 5 objects, 4 droids and Marlena's husband in the middle. Head towards it. Talk to Tanis. Dark you let him die, Light you help him out. Disabling the droids (Light): I started with the western droid: 4*14*11-14*31-14*13-21-14*?*?. I couldn't figure it out, but a lucky guess was 3: 31-13-12-14 and 23-41-12-14. Next the southern unit: 300 small = 180 big. 100 small are gone, how many big are left? 300-100=200. If 300s=180b, then 200s=120b. Adhering to the counter-clockwise motion I did the eastern droid next. The missing prime value is 7 (choice 3). Lastly, the northern droid. 1 says 2 is broken. 2 says 3, 3 says 2. Two statements are wrong. Node 2 is reporting accurately: since Node 2 is working, Node 1's statement that 2 is broken is false. Node 3's statement that 2 is broken is false. Also, since node 3's statement is false, it is broken, and Node 2's statement is right. Before I head on, there's various Sand People 'hot spots' here, between the crawler and the gate. Just head for a junk pile and you'll be ambushed by a few Sand People. I'll leave that to you, if you're interested. Head towards the Sand Crawler, and prepare for an ambush. Talk to the Mining Team Captain and, if possible, try to keep him alive. Head to the back of the Sand Crawler (go on the left side - the north side), kill some Wraid. Go towards the big junkpile and hear a woman's plea for help. Check out all three junkpiles, kill Gurke's group (Light you persuade him - and I failed to, so what; Dark you insult/provoke him), then head for the group of Sand People. If Light, switch HK-47 into your party at this point. Ironically, he's the only one who can bring this to a Light conclusion. After you've picked all the remains (Bantha Fodder? Hey, guess we didn't have to buy some after all), head south through the mines into The Sand People Territory. At this point you could disarm (no weapons) yourself and put on Sand People Clothing on all non-droids in your party. Or, you can kill all the sand people here, and before entering in range of the turrets put on the Sand People Clothing and disarm yourselves. Although the first seems Light and the second Dark, neither has an effect on your Dark Side or Light Side points, so feel free to do whatever feels best. If Dark, just clear the Sand People Camp, and deal with the Jawa's as you please, and head to the next paragraph. If Light use HK-47 to negotiate with the leader (he says he wants proof of our intentions... Shall I blast him now, Master? lol). Head back south, into the Dune Sea, and into Anchorhead (come to think of it, using the map to goto the port and going that way is probably shorter). In the Czerka Office, talk to Greeta Holda about getting the moisture thingies. If you want, you can also sell your gaffi sticks to the protocol officer at this time. Return to the Sand People Camp. While talking to the Chieftain, also inquire about the Jawa. After getting the Chieftain's Gaffi Stick, you're free to explore his enclave. Beware: don't open any containers. Apparently, in this case, that's thievery. Go free the Jawa, then head out of the camp. Since you're Light, feel free to switch out HK-47 at this point.

Since I can't ever remember how to get into the Eastern Dune Sea, head back to the Ebon Hawk (map). I forgot when I got here, but there's two Footlockers here waiting to be cleaned. Next (make sure Bastila's in your group), talk to the Docking Bay Mechanic next to the Anchorage entrance. I KNEW I'd met Bastila's mother in the cantina before, just couldn't figure out why she wasn't there now. Anyway, time to go settle a few things. In the hunting lodge you can now sell your Wraid Skulls to Fazza. Head back out and this time you'll meet someone talking about Helena, Bastila's mother - NOTE: To have Bastila's mother come out, she must've spoken to you about her; If Tatooine is your first planet, you won't be at that point yet. In the Czerka Office, sell your Gaffi Sticks to the Protocol Officer (once again, Dark you extort her). We're all done in Swoop Registration, so head over to the Cantina. Talk to Helena (for being a Light Jedi, Bastila sure carries a lot of grudge against her mother). Note: Bastila's mom won't get you any Dark or Light points, nevertheless, the Dark option is to leave at once, the Light to have them talk it out. Go talk to Iziz (near the gate) and get your reward. Also talk to him about the Starmap, and he'll give you a map to the Eastern Dune Sea (ooooooooh, so this is how). If you're Dark, of course, you'll want to extort him. Head out of town, and into the Eastern Dune Sea. Go east and meet Komad. Komad the Barbarian? No, Komad Fortuna. Son of Lady Fortuna, perhaps? Talk to him, then go talk to a Bantha. Kill the Sand People (they really shouldn't open a zoo, eh), talk to the Bantha, and talk to Komad. Wow, that's one big lizard. If Light you accept or refuse the dragon pearl (either way, no Light points and you get one), if Dark you kill him and take both. Head inside (you know, for a beast in hibernation he sure eats a lot of people), be sure to take the Holocron (NOTE: Holocron isn't there if you haven't spoken to Helena (Bastila's mother)), and open (... open? read? use? watch? ... okay, open) the Star Map. NOTE: Just outside Krayt Dragon's cave Calo Nord (1st Star Forge Map) is waiting. Head back to Anchorhead (again I took the long way... *sigh* I'm an idiot), and into the Cantina. Talk to Helena. Light you help them make things up, Dark you make things worse. Unless you have any more Wraid skulls to sell in the hunting lodge, this is it for Tantooine. So... Exit Tantooine.

7. Korriban
Welcome to Korriban. Bad news for Light, Bastila's so famous she can't join you here. When chosing your replacement keep in mind you won't need computer skills, repair or security. Personally I switch in Juhani, an eye for an eye and a Jedi for a Jedi, I always say. Always? Well... Always when... errm... Right. Dark, this is no problem, just head out with your usual party, and crash the party. Use your party to crash the party, get it? Wait... that's not funny. Anyway, equip whichever new member (if any) with at least some decent stuff. If you're paranoid about it you can switch Bastila's stuff to your new member (especially Juhani, since she's also a Jedi), but I'm too lazy for that, and your own strength is what really matters, especially on this planet.

Once you're ready, exit the Ebon Hawk and talk to the port authority. If Light, pay the man, if Dark, Force Persuade him the Ebon Hawk is unworthy of such pityful requests. Continue on. Light he should let them go, it's wrong to kill them. Dark let him kill them, or offer to do it yourself. Turn left. B'ree is the store. Continue and be interrupted. Light you avoid a fight, Dark you try to get one (but won't until later). Go southeast, turn right into the Czerka... Errm... the Czerka Booth? Talk to the Czerka Representative for another store. Head back out and continue going southeast. You'll see Lurze Kesh. Talk to him and find out about the hidden storage compartment on your ship. It's hard to find out what the right thing to do is (... the Light thing to do... har har), so this may not be the ideal solution for Light. Anyway, go get the spices (in the cargo hold of the Ebon Hawk, hidden compartment where you found Sasha, way in the back). Open it with your new code, grab the spices and go back to talk to Lurze Kesh. Dark you extort him, Light you accept the credits (I told him I didn't want them, but nooo, no Light points). As for what happens next, for Light I said I didn't wanna be involved (again, no Light points... what the hell?), for Dark obviously you're looking for some quick illegal smuggling creds (just head to Tatooine and drop it off in the Swoop racers room - if you open it, you'll need to answer some riddles). To the left is the local cantina containing Toll Apkar the Pazaak player, and a few pilots you might (and should if this is your first time playing) want to talk to. Adds a little to the story. Anyway, head outside through the Exit from Dreshdae door.

There's a Metal Box on either side of the stairs, then head across the bridge. If you're Dark (and killed Juhani), you'll be attacked by Belaya here. Too bad she won't take Juhani's place in your group, it'd be nice to get another Dark teammate... Go talk to the first prospective student (bugeyes) and find out Mekel's been torturing them without their knowing it. Well, actually, find out he's been testing them, then go talk to Mekel and find out. Ah, this is a great place to be a Dark Jedi. Anyway, talk to Mekel. If you have persuade you can persuade the two outer students they're being tricked, but if you're Dark you'll tell the bugeyed one his final test is to attack the guard. MWahahaha... Anyway, talk to the guard about getting into the Academy and go back into the city (as in, away from the guard). Head northeast (towards the Ebon Hawk). If Dark, get ready to earn your medallion - aka your entrance ticket into the Sith Academy. If Light, bribe them (100creds) and get some Light points. Go back to the cantina and on your right talk to Yuthura Ban. Or as I call her, Yum Yum Ban. Okay, not really (surely, if I did, Mission would be in my party). If Dark you persuade her you're interested. (Light) If I refused it nothing happened, so I went back and lied to say I wanted to be accepted. She didn't believe me so I went back towards the ship, saved the woman (finally, some Light points) and got my medallion that way. Back to Yuthura Ban. Juhani didn't seem to like being called a slave though...

Now you're in the Sith Academy. After a lot of talking, head south and talk to Yum Yum. ... I mean Yuthura. Be sure to ask how to gain prestige (go on, go on). Also ask about the Code of the Sith. Head further south across the hallway. If you have persuade, you can talk to Kel Algwinn, or for Dark you can Force Persuade him he's a pathetic Sith. Go further south and open a footlocker. Head back north and turn east into the hallway. Turn north at the next intersection and talk to Lashowe. If you can, get her to work together with you. It doesn't really matter, but if you're Dark you can then betray her and kill her as well. Anyway, this time with Light that didn't work and I don't remember well enough so I'll have to leave that possibility out. Further north you'll find Shaardan. Besides Lashowe, the best you can do with the other students is pick a fight if you're Dark, and ignore them if you're Light. To the south is Mekel. Head back east and talk to Uthar. Finish the Code of the Sith: 3. Passion, 2. Strength, 3. Power, 4. Victory, 4. ...my chains are broken. False. Also ell Uthar of Yum Yum... err... Yuthura's betrayal. Free XP's as well as weakening Yuthura (which will be useful later on). Head east and then south into the training room. Needless to say, if you're Dark you have fun killing some prisoners. If you're Light there's not much you can do here. If you have high persuade you could persuade the duelist they have to be released. Head north into the interrogation room. If Dark you can Force Persuade (by torture if Dark) the Mandalorian to tell you where the weapon cache is, if Light I couldn't get him to talk (my persuade skill wasn't high enough). Head back to the central room (Uthar), and head north into the next room. Raid the few (two) real containers here, and talk to Adrenas about the poison before heading into the Valley of the Dark Lords (north).

Last time, Kalo Nord was waiting on this spot when I returned from the last Sith Trial (read: way later), now Malak's Apprentice was waiting here for me now. Follow the... Road? No... Trail, until you see the cave on your left. Enter the caves. At the split, go right. At the next split, go right again. Here you'll find the escaped rebel Sith students. Dark you kill them, Light you help them. Once you're at the end of the tunnel head left. If you feel you're ready head over the bridge on the right. Hint: The Terentatek's very resistant to the Force. After the Terentatek's down, head north on the other side of the bridge (the east side) and raid the corpses there. For an interesting story, read the newly acquired datapad. If Light, go back to the students and tell them the road's clear, then come back to the bridge. At any rate just clear the rest of the cave and return to the valley of the Dark Lords.

Head north, the left into the first tomb on your left: the Tomb of Marka Ragnos. There are a lot of droids here but it's all too easy, I doubt you'll even use the Force if not for an accidental keypress (except maybe passive Force). When you're up, go through the door. After you're done, open the Tomb Door, and get Marka Ragnos' Gauntlets. Head back to the valley, and go all the way across to the first tomb on the right: the Tomb of Ajunta Pall. Kill the beasts, get the datapads from the body and the severed arm, and place a grenade in the Rune covered Obelisk in the middle of the bridge (I used a plasma grenade, the datapads mentioned it needed heat). For killing the droids Lightning is ideal, as for Light you'll have to make do with Saber Throw, grenades, or if all else fails your party. Head across the bridge. I don't know what it does but I'm too curious not to, so just pull the Lever. Head to the next room into the tomb room. Open the tomb and Ajunta Pall himself will appear. Place the steel sword into the hands of the statue. If you're Dark, piss him off and kill him, if you're Light try to persuade him (I failed). Either way, leave the tomb (Does anyone know what on earth that Lever's for?). On your way out you'll be stopped by Shaardan. Dark side you kill him, Light... Not sure, I just gave him the Vibroblade (in other words, the wrong sword). I'm sure Master Uthar will be most pleased... Mwahahaha.

Head north to the second tomb on the right: the Tomb of Tulak Hord. If you persuaded Lashowe, you'll have to kill the queen here. If Light just let her go (I guess), if Dark of course you kill her. Head east, then south. Clear the room (and the corpse) and head north. Head east, then activate the Ancient Console, and have it open the door. At this point you faint. If you're Dark, you let (... let? make) him torture Mekel. If you're Light, refuse to answer all the questions, and kill Jorak. Clear the rest of the room, then head back out of the tomb into the valley and into the academy, straight to Master Uthar. (Light) when you see Master Uthar you'll see Shaardan die because you gave him the false sword. Talk to Uthar. Tell him the students are gone (Light: Lie: they are... gone). Next give him the tablet from Jorak Uln. Next tell him you've dealt with the droid. Next give him the sword of Ajunta Pall (I use Lightsaber's anyway). Go to Master Ulthar and tell him you're ready to go.

A day passes in preparation... Funny, I don't feel a day older. Head south, then east. Go to the computer terminal. I won't write out the entire procedure, but start by moving to the middle column (can't really go wrong beyond that). Okay, you talked me into it. L = Left, M = Middle, R = Right. L2M, L2R, M2R, L2M, R2L, R2M, L2M, L2R. At this point the blue circle is right, the rest is middle. M2R, M2L, R2L, M2R, L2M, L2R, M2R. Head to the next room, get the blade from the monument, and head all the way to the west. Friendly warning: the next room contains two Terentatek and you are all alone. Find part two of 'the Terentatek Journals' as I like to call them. An interesting read if you read the first one (from the caves with the Rebel Students). Again I pulled the Lever (why? What do they do anyway? Aaaaaarrgh!!! It keeps me up at night). Then enter the room, get the two special grenades and head all the way west again and this time head south at the intersection. At the acid pool, use the special cold grenade to freeze it over. Sidenote: As I thought, the fire grenade evaporates the acid and kills you with poison. Nothing spectacular though. Head across and watch the Star Map. Also access the statue for your Sith Lightsaber. Before you head out, quicksave. Light: Sith scum die, Dark: I choose me.

Head back to the Sith Academy. Just before you enter there might be an encounter with Calo Nord. There will also be three Sith. Switch in T3-M4 at this point (to get into Uthar's room). Enter the academy and a true massacre begins. Just clear the entire academy, and when you get to the westmost point enter Uthar's room. Head back to the Ebon Hawk, and take off. Exit Korriban. Note: on your last planet you get approached by someone claiming they wish to help you (... help you get them credits that is). Anyway, they talk of an awesome store here at the bartender in Korriban. Before I belittled it but it's actually quite good: only bought 3 items (mask, belt, gloves) but set me back 50,000 creds. I gave the belt to Bastila (later on) though, since the CNS enhancer belt from Dantooine still beats this one IMHO.

8. Kashyyyk
Welcome to Kashyyyk, home of the carpet people... errm, Wookies. Your ship's barely landed and already there's someone asking you for a docking fee. Light you pay him, Dark you Force Persuade him to let you stay for free. To your left are two containers. Follow the path until you see Eli Gand, talk to him, and find out about Matton's situation. Follow the path east. At the split, go south if you wish to talk to Janos. Follow the trail north. I was stopped here by someone trying to sell me weapons, telling me to go to Korriban. I said not interested and got some Light Points (so I guess agreeing would mean Dark points). Just keep heading north. Since Carth kept bugging me, at this point I traded in Zaalbar for Carth. So, right or wrong Carth'd stop complaining, eh. Would only do it for the Light Side though. Get some info from the Czerka Guard Captain if you like, and go through to The Great Walkway. Kill some spiders, and follow the trail. Talk to the Patrol Captain. Light you persuade them (if possible) or keep insisting they're doing the wrong thing, Dark you kill them or extort them (or both). Found a new thing here: If you're Dark you can probably get Zaalbar to attack them (but then, you, Zaalbar, what's the difference?). Follow the trail, kill more Kinrath. At the juncture, go north. Kill some Dark Jedi, and keep following the path. Talk to the Wookie Guard. Before you leave town by going north, speak to Jaarak and Woorwill in Home of Woorwill, and Worrroznor in Holder of the Laws. Now leave the village (why'd I bother to switch in Zaalbar anyway?), and at the juncture go south this time. Keep going until you meet Chorrawl, another charming little carpetman. If you're Dark you can probably get some Dark points here, if you're Light it's useless without persuade. Keep following the path until you see Gorwooken. Persuade him to tell you of the other Wookies. He'll tell you about Rorworr. Then go down.

Head north (like, where else) and find an old man. Meet Jolee. Jolee Bindo. Follow the old man (at the split go south). Hear him out about everything (especially if you're Light). South there's a droid head: listen to it and take the head. You need to have talked to the mechanic (Matton) and thus Eli upstairs first though. Then go southwest. There's a single corpse there, nothing else. Go back to the broken droid, then go southeast. Clear this area, there's also a body here. Back to the broken droid, go northeast this time. Back to Jolee, northwest then northeast. Keep following the path until you see Commander Dern. After speaking to him, it's obvious you'll have to shut down the sonic emitters and possibly make a few guards go away. Dark side is easy, just kill them all. Light side is a bit more tricky. (Light) The southeastern guard I could just persuade to give me the codes. (Light) Same with the southern guard. (still Light) After shutting those two off, a freaking Terentatek showed up. lol. I mean a predator sure, but that's a little overboard... lol. Guess it gets the job done though. Now go back to Jolee. Once he's in your party, go back to the poacher's camp, and keep following the trail. Once you get there, ... open (use?) the force field, and Jolee will disable it. "A few surprises wait for us" amongst which a Terentatek. Oops did I say that out loud? Follow the path west and you'll see a Mandalorian die at the hands of Grrrwahrr (... honestly now, my dog could've made up THAT name). Kill the mandalorians. Talk to the Wookie, if Light you help him out (funny, I thought revenge was a Dark emotion), if Dark you can't kill him, but don't help him. Head southwest. At the split head west, and at the next split west again (wow this is like a maze...). To make sure you're still in the right spot you'll see Mandalorian Swoops here. If Dark, one of the swoops should have an alarm, activate it. If Light, disarm yourself (is it necessary? Dunno, but the Wookie said so), and head southeast. Head south, southeast and talk to the computer. Find out Jolee is a reject. Mwahahaha... Now, head all the way back to Grrrwahrr. Wai... errm... not done? Head back southwest, and at the split this time head east. After killing the kinrath, take it's body. At the intersection, the west side has more bodies if you wish. Go south and read the ritual marker. Then use the dangling vine right next to it and tie the viper kinrath corpse to the vine. Enjoy. Head back north to the junction and go east this time. Go east and talk to Freyrr. Dark you kill him, Light you try and convince him you're not Czerka filth out to destroy the planet and his whole race with it. Dark just return to the upworld (and goto the next paragraph), Light follow the rest. Back to Grrrwahr's quest. Go back to him, disarm yourselves and head southwest. At the first juncture you'll be overrun and from the corpses you'll get the signaling device for the swoop bike. Get back to it (all the way west) and activate the signal device. Once they're dead head back to Grrrwahrr. Go to the upworld (west, then northwest). If Light you'll kill a few Wookies here.

If you're Light, a battle will ensue. Ask Zaalbar to prevent bloodshed, and Chuundar will die. Dark, you just try to be as demeaning as possible. Speak to Woorwill about the shell you found on Rorworr's body, then speak with Jaarak. I'll have to check on this but the Dark thing to do is probably tell Jaarak you'll kill him "you murderer". Go to the Holder of the Laws and speak with Worrroznor. Dark (I guess) you let him die and ask for a reward, Light you ask for alternative punishment and bring forth the evidence (the datapad that shows Rorworr was dealing with slavers). Time to leave town. When you're back at the Czerka landing port... Well if you're Light, you'll see Czerka being slaughtered, if you're Dark, there's just one more thing for you to do. Speak with the mechanic serving the merchant (don't remember the names), and tell him his buddies were killed and his starship sold. Convince him to kill the merchant and then abandone the store. I'm not sure but I suppose if right after you get off the elevator and travel to the Ebon Hawk (using the map) you can do this with Light too (but then ask him to forgive the merchant and whatnot). Exit Kashyyyk.

9. The Leviathan
You can choose anyone to help you, just not yourself, Bastila, or Carth. I usually picked HK-47, T3-M4 lacks the firepower and more importantly Life Points for my taste. Mission's also lacking in those areas. I've never used the Wookie (not just this level, any level), and for some reason I never picked Canderous for this level. The old man from Kashyyyk was never in my party when I got tractored in by the Leviathan, and the last time I did pick Juhani. I must say Juhani's a considerable lot easier than Hk-47 and especialy T3-M4. Her Heal along with Stasis Field make you pass like a breeze through this solo part. Anyway, level directions. Clear the entire east part of the level (with Juhani you start at the elevator so just head west), then return to the brig and use the detention terminal to free everyone. Once you get your stuff back (oh great, what exactly was I wearing again?), head east to the elevator, then head to the bridge. Not much to say here, just clear the entire level, going from west to east for the first part, then go from south to north. Be sure to grab the space suit from the Armory, and beware there are three Jedi Masters in the room to the north of the Bridge Corridor. Head north into the Bridge storage. Head outside in your space suit (remind anyone of Manaan? Ugh. Thankfully this time it's a short walk). Head back in when you're east. Before you head into the next room, re-equipping your weapons might be a good idea. I once defeated the entire room with my fists before I noticed, but that's a waste of medpacs. Head east, through the hall and onto the bridge. Light you tell Carth not to give in to the Dark Side, Dark you tell him to take his time and make him suffer. Before you leave don't forget to use the computer and open the Docking Bay Doors, then exit the bridge (just head west and use the door). Head west into the Elevator then down to the Hangar. Nothing special here, clear the room on the left, the room on the right, and the big room with the view. Then go through the Blast Door. After semi-defeating Malak, head north, east, east, south, west. Semi-defeat Malak again, and Bastila will run to your aid. Funny, I didn't need any help. Actually thought I took all his Life Points (all but one I guess). Oh well, it's good for the story. Head all the way east into the Hangar Bay and escape. Exit Leviathan.

10. Star Forge System
After you've 'crash'-landed (didn't see much trouble in that landing, but okay), there's some Light points (or Dark) to be won in this conversation, which is pretty straightforward. Once you step outside, time to kill a few of the locals. Dark you kill the Duros, Light they can stay on your ship (but find out about the Mandalorians before you do). If you're Dark it doesn't really matter, but if you're Light you'll need some info first before you can save some good locals from some bad locals and get some Light points while doing it. So, head east then south into the Temple Exterior. You can clear this area of Wild Rancor now or later. Either way head east then south into South Beach. Head west then go in the middle of the pillars until a computer speaks to you. This is one place not to be arrogant, so "I seek the star forge" is a good answer for both sides. You'll be granted passage into the settlement. Find out about the tribe of the One. Head back out, back to the Temple Exterior, then back to the Central Beach. Head north into North Beach. Head further north and into the The One Settlement. Once you've dealt with the One, get the ship parts from one of the cages (southeast) and go into the northeast cage to talk to the scout. Head out of the settlement and back to the friendly tribe of Rakata. Now that they'll help you, goto the Temple. If you like, there's the Keeper and a computer all the way to the south which will tell you a few interesting things about the last time you were here. There's also an Elder Researcher on the east side, if I remember right he's got a quest for you (especially if you need some more Light points - I won't solve it here, but I'm pretty sure we have to talk to the computer anyway, just don't forget to come tell him about it before you leave). Now go to the Temple. Since you must come alone, kick everybody out of your party. Talk to the Elders. Juhani and Jolee (just Jolee if you've killed Juhani) will come running to your aid refusing to leave. Bug: a speech option still says "They must come with me...".

Well, what can I say? Clear the entire temple before you go down (or if you're in a hurry, clear one half go down clear the other half). When you do get down you get a small puzzle where you have to activate all 9 panels. Frankly, the most annoying part is getting yourself to walk on the panels you want, but even that's not too annoying. While the clue from the datapad say you should walk an H pattern, you should really walk an n (not N) or u pattern, then fill in the two missing blocks from the H. After that, it should be somewhat obvious, walk on the middle block of both the left and right side. Ask the computer how to get to the upper levels, along with whatever else you want to know. Head back up, then head to the upper levels (the door across from where you entered the temple). Go meet Bastila and beat her. Dark you become the Sith Lord (again) (to her anyway) and kill Jolee (and Juhani if you didn't before), Light you try and convince her to come back to the Light and she leaves (Noooooo, Bastila, come back baby). Ugh, guess Carth and Juhani will have to do. Leave the Temple go back to the ship. Dark you've killed Juhani and Jolee, and can either kill Mission and Zaalbar or Force Persuade (OMG WOW) Zaalbar to kill Mission; and Carth flees (leaving the two droids, Canderous and Bastila, along with yourself). Light nobody dies (Really? And that's it?). Back on the ship go to the engine room (way south) and fix the Hyperdrive. With that done, travel to the Star Forge.

11. Star Forge
After seeing Carth explain the situation (Carth??? Why not me? Aren't I the star here) for Light, or Bastila lie to the Republic, you're ready to start your assault on the Star Forge itself. "We'll take care of them you go ahead". Unfortunately if you help them out, they just stand there (so much for their assault), so do whatever you like. Head south. After destroying the droids (they destroyed their own doors? Wow, must've really been in a hurry) you have a choice, left or right. I doubt there's a difference but I always pick left. Once on Deck 2 you'll have a somewhat continuous string of pityful enemies, pityful I say but they can wear you out, and if a party member goes down it will take quite a while (if you survive) for him/her to... unfaint. Also, move too fast and enemies you should've defeated before will now show up behind you and reinforce the others. On the east is the computer room where you can create some kickass star forge robes (this time it was Light only, if you're Dark Darth Revan's robe... Just the name alone is cool enough to get one), not that you need them but... well why not?

Then head west through the Elevator Door. After seeing Malak command Bastila (Light) or three of his best apprentices (Dark) to wait for you, head south and east. Follow the path (east then north). Head east after killing the three Dark Jedi who sealed the door. Before you pass through the next door, get ready to battle Bastila or the three Jedi. Note: Bastila you must fight alone. Dark side: Bastila will remain here and aid the soon-to-be-under-your-command Sith with her Battle Meditation. Light Side: presuming you didn't kill her (if you can, I didn't try, she's too much of a babe) Bastila will help the Republic with her Battle Meditation (... and if that wasn't obvious, stop helping the Sith with it). It's likely you could've killed Bastila though because the movie said "Bastila is no longer using her Battle Meditation against us", rather than something along the lines of "Bastila is now using her Battle Meditation to aid us".

Anyway, go south and find Malak killing two Jedi (how'd they get past all the Dark Jedi and Sith??? - I guess, maybe, just maybe, they were from Dantooine - maybe). At this point 6 droids are created. Next to each of the 6 control panels (one for each droid) is a spike bin if you need the computer spikes. There's two things you can do to each droid station, disable it and destroy its droid, or create your own droid. Oooooooh... For each droid you destroy you get a computer spike. Errrm... Or something like that. Man, I wish I hadn't replicated three of those Star Forge Jedi Coats... You lose your party shortly after anyway so if any just one would've been sufficient. This can be a long battle if you don't have many computer spikes left (and -1 for computer skills... lol). Easy, but somewhat long. Once that's done head through the elevator and get ready to battle Malak. Once he... errm... Absorbs the first of the Jedi, kill all the rest (or he'll regenerate each time he absorbs another one creating a nearly endless battle). Dark means you'll use Lightning, Light will have to use Throw Lightsaber. After Malak's been defeated, as Light he just dies but if I recall right as Dark you actually do the finishing blow. Although no substitute for the movies (at all), I'll try to write out the endings for each side in case you're curious but don't want to play it twice. Light you saved The Republic, the Star Forge gets destroyed and you're hero's (including Canderous and HK-47, which is a little surprising given their steadfast inclination towards the Dark side). You even receive a medal (the same I imagine Han Solo got after the 6th Star Wars movie, but my memory sucks so I don't really know). Dark, through Bastila's Battle Meditation the entire Republic fleet is destroyed (by the time they realize Bastila's betrayal it's too late to retreat). You become the new Sith Lord (... again, so really you become the Old Sith Lord... errm... New Old Sith Lo... Old New Si... Right, so you become Sith Lord), with Bastila by your side (curious, is she your partner or your apprentice - You'd say Dark so she'll betray Revan someday, but then "love is an emotion that'll lead to the Dark side" so... well I dunno. It'd be nice if she was the partner). The End (there's nothing following the credits, by the way).

12. Spoilers
Journal entries (most of them) from key NPCs (note: these were taken down from the last time I was playing, with a female Dark Jedi):
    Bastila (Quest descriptions):
  • Because of the bond you and Bastila share, she is extremely interested in learning more about your character. However, you get the sense there is something she isn't telling you.
  • Bastila seems to have taken the role of teacher upon herself, choosing to lecture you about the evils of the dark side. Understandable, considering the bond the two of you share.
  • In order to prepare you for your meeting with Darth Malak, Bastila described her own encounter with the Sith Lord Revan. According to Bastila, the Jedi wanted to capture Revan alive but were foiled when Malak betrayed his own master.
  • Bastila told you something of her life before the Jedi. She was very adamant in her support of the Jedi's policy of severing all familial relationships, as emotional attachments are inherently dangerous to a Jedi.
  • Apparently Bastila is still playing the role of mentor. She has been studying your progress carefully, and had much to say about your actions and the perils of the dark side.
  • Bastila has been captured by Darth Malak, your old apprentice.
  • You have returned to the dark side and embraced your old life. Bastila has joined you so that together you can reclaim the title of Dark Lord of the Sith from Malak, your old apprentice.
    Carth (Quest descriptions):
  • You've discovered that Carth's home world was attacked by the Stih, though he was reluctant to talk about it. Perhaps you can talk more later, after you've gained more experience.
  • Although he has agreed to work with you, you've learned that Carth is suspicious and mistrustful of others. There is probably a reason behind his mistrust, but he was reluctant to discuss it.
  • Despite being impressed with your abilities, Carth is still not willing to fully open up to you. Maybe if you give him some time he'll finally learn to trust you.
  • Carth's revenge is complete, Saul Karath is dead. What Carth will do now is anyone's guess.
    Canderous (Quest descriptions):
  • You have been joined by Canderous Ordo, a skilled Mandalorian mercenary. You know little about him, however.
  • Canderous has told you a little about himself. He told of the great wars and battles his people had fought before, and how he had been reduced to serving Davik on a backwater world He seemed to regret mentioning anything. Perhaps you should speak to him about this again later.
  • Canderous told you about what's it like to drop through the atmosphere in one of the Mandalorian's Basilisk war droids. From what he said, they must have been fearsome weapons. He would probably tell you more stories if you talked to him later.
  • You have heard Canderous' tale of his encounter in an asteroid field on the Outer Rim, but do not know what to make of it. Maybe talking to him later will make things more clear.
  • Canderous described the end of the Mandalorian Wars to you. He seemed to admire you greatly. Maybe he can tell you more later.
    HK-47 (Quest descriptions):
  • Successful tampering with HK-47's memory core has recovered the droid's memory of his most recent owner. The dissolution of the owner's company and auctioning of its assets must be how HK-47 ended up in the droid shop on Tatooine. How the droid got to the executive, however, is unknown.
  • Memories of HK-47's owner prior to the corporate executive have been recovered. The death of that owner shut HK-47 down... and eventually his wife unwittingly sold the droid to the executive. How the senator acquired HK-47 is unknown.
  • It seems the mystery of HK-47 has finally been solved. The person who sent the droid on his original assassination mission was... you. HK-47 was a Sith assassination droid and the personal bodyguard of Darth Revan. Against all odds, HK-47 returned to his master without even knowing it.

This tutorial was written by Kirsten Vandaele for GameSphere.com. This walkthrough may not be distributed on any other webpage under Authors Copyright. You may, however, link to this page assuming the link is clearly labeled to be an outside link to GameSphere.com property.

April 12th, 2004

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