----------------------------------------
Star Wars: Knights of the Old Republic Walkthrough
Platform: X-Box
Version: 1.11a
Last Updated: March 02, 2003
Originally Created: August 5, 2003
Author: David Lam, jhev(at)chibiknights.com
Website: www.chibiknights.com
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NOTE: This FAQ is no longer being updated.  Please do not send any additions
or corrections.

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Table of Contents
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(Titles below are printed EXACTLY as such in the walkthrough)

1. Introduction
2. Updates and Versions
3. General FAQ/Tips/Information
4. Characters
   [4.01] - Trask Ulgo
   [4.02] - Carth Onasi
   [4.03] - Mission Vao
   [4.04] - Zalbaar
   [4.05] - Bastila Shan
   [4.06] - T3-M4
   [4.07] - Canderous Ordo
   [4.08] - Juhani
   [4.09] - HK-47
   [4.10] - Jolee Bindo
5. Walkthrough
   [5.01] - Endar Spire
   [5.02] - Taris
   [5.03] - Dantooine
   [5.04] - Tatooine
   [5.05] - Kashyyyk
   [5.06] - Korriban
   [5.07] - Leviathan
   [5.08] - Manaan
   [5.09] - Mystery World
   [5.10] - Star Forge
   [5.11] - Darth Malak
6. Side Quests
   [6.01] - Taris
   [6.02] - Dantooine
   [6.03] - Tatooine
   [6.04] - Kashyyyk
   [6.05] - Korriban
   [6.06] - Manaan
7. Bugs and Rants
8. `After the Game' Thoughts (-=***SPOILER SECTION***=-)
9. Credits

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1. Introduction
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After playing through Knights of the Old Republic, I found at the
moment there were very few full walkthroughs for the game.  This
walkthrough is not completely perfect.  The Endar Spire, Taris, and
Dantooine areas are somewhat vague because I'd have to play the game to
get to them.  Most importantly to me, and the reason I wrote this FAQ,
was because people are most likely having great difficulties with the
end of the game and right now there aren't any walkthroughs that detail
the entire game.  This FAQ goes into great detail with at least the
last 4/5 of the game.

Except for section 8, this walkthrough is SPOILER-FREE.

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2. Updates and Versions
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Version 1.11a - Since this is an old FAQ and there are so many other ones
that are much longer, this FAQ won't be updated anymore.

Version 1.11 - Added information submitted by Shawn G concerning the Darth
Malak battle as well as some more info on character events.  Thanks!

Version 1.10 - Added Section 8. After the Game Thoughts, which is a spoiler
section and is not to be read unless you've won the game at least once.
* Corrected the `Bug' section concerning Mission's brother (I'm such a dummy,
lol).  Thanks to all that wrote about that!
* Also added in the third way of infiltrating the Sith embassy on Manaan.
Thanks to Ray Samol for that.
* Thanks to my brother and Blue Dragoon77 who confirmed that the creatures that
are loaded onto the Ebon Hawk on Tatooine can be sold to the alien on Manaan.
Blue Dragoon77 also brought the HK-47 side-quests to my attention.  Please
check out the NPC Guide by Reaper511 and Sabermaster to get all the details on
that.
* Stephen Allerti reminded me of a quest that I not only forgot about, but
failed to complete on Korriban/Kashyyyk.  That has been added, and thanks for
that.
* Frank Johnston also submitted information about the Canderous side-quests
that I never saw since I only used him on Taris, and also some info on HK-47
and the rewards of the Assassin Missions on Manaan.  Thank you!
* Thanks to Baron Zemo who gave me info about the Dragon Pearl, as well as
confirmation about character events.
* Added a new bug that was submitted by someone.  If anyone else came across
this and has a solution, let me know.

Version 1.00 - Ironically, the first two areas covered in the
walkthrough are blatent and general.  The second half, where people are
definitely having the most trouble, is the detailed section.  The
entire walkthrough will be completed in total detail the future.

NOTE: Because I'm focusing mostly on the second half or least 2/3 of the
game, there are at the moment no instructions on how to play.  If the
tips on the Endar Spire didn't help you, I'm sure I can't.

------------------------------------
3. General FAQ/Tips/Information
------------------------------------
I chose the path of the goody-Jedi.  In other words, I only said
helpful things, pretended to be patient, etc.  I was also overly
generous whenever possible, although if I had the chance to persuade
for a discount or something, I took it.  So any of the choices and
results I mention came from being overly nice or forgiving.  If you do
not follow the same path, more than likely things will be the same with
a few exceptions.

The order in which I chose to visit the worlds is, to my knowledge,
irrelevant.  However some of the notes I mention only happen because
things happened in the order that I played.  If you are reading this
FAQ because you're stuck in a certain part, do not worry, my sequence
of events will ultimately end up the same as yours.

By the end of the game, I had 37,976 credits and 21 race bonds (which
are worth 60 credits each).  I don't think I ever sold anything.  So
don't skimp on money if you don't have to.  I personally never bought
any weapons or armor, except maybe two or three through the course of
the game.

The level max you can reach is 20.  After that you just get experience
but it never goes anywhere.

As you level up, members not in your party can level up to 1 behind
your current level.  So if you're 11 and switch to someone who is only
4, they can level up instantly to 10 when you put them in your party.
This can happen as many times for all the characters, and can be saved
for as long as you want.

For full story experience, as well as additional quests, be sure to
talk to all of the party members while exploring or while on the ship.
Every so often you can talk to them about their pasts, which usually
unlocks a journal quest at some point in the game.

Some of the side quests I mention may not appear in the game if you do
not bond with the characters as often as you should.  For example,
Mission's brother may not appear in the sand people base at all if you
don't talk to her.  You may also have difficulty completing the quest
if Mission is not in your party.

Submitted by Baron Zemo:
"NPC sidequests: From what I can tell, these can only be triggered after
two conditions are met. First, you have to have reached a certain part in
the character's story through conversations with them. In other words,
Mission's brother sidequest will not be initiated unless you get Mission to
talk about her brother first. Secondly, you have to trigger the encounter
that leads to the sidequest. In some cases, like Mission, it's simply a
matter of having the right character with you at a certain time (99% of the
time the trigger cutscene occurs when you're near the Ebon Hawk). In
others, you need to have accessed a particular sidequest first. For
Bastila, you need to get her to talk about her parents first, then trigger
the Krayyt dragon sidequest either by talking to the Sandpeople Chief or by
talking to the hunter, Komad. Once you have accessed this quest, Bastila's
sidequest will be triggered the next time you approach the Ebon Hawk with
her in your party. By carefully taking the time to speak to each of my
party members at length and returning to the Ebon Hawk between sidequests, I
was able to trigger Mission's, Bastila's and Carth's sidequests all on
Tatooine, my first planet after leaving Dantooine. In addition, by doing
so, I also triggered the assassin missions with Hulas on Manaan and was able
to carry out all the assassinations requested, including the one on
Dantooine."

Submitted by Shawn G:
"When you receive side quests from your party members. It is all level based.
Everytime you level, you'll gain new dialog options when speaking to your party
members. So far the only exception is Canderous Ordo. I can't seem to get Jagi
to appear until after the Leviathan."

Any datapads you find can be read by looking at them in the inventory.
Almost all of them have valuable information to solving a puzzle,
preventing danger, or telling you part of a story.  Make sure to read
any you find.

You can NOT change your armor while you're in the middle of a battle.
If your hero is wearing heavy armor, you can't use most of the Jedi
abilities, so keep this in mind.

Q: What is a buff?
A: A buff is a spell that improves your stats or defenses in someway.
Using an armor spell, speed spell, or resist/immunity spell is an
example of this.  Using stimulants is also considered buffing.

Q: What skills are worth getting?
A: This depends on your base job, but the most helpful skill for any
class is Treat Injury.  While you can use Cure/Heal as a Jedi later in
the game, it only heals 30-40 out of 300+, so you'll be using medpacks
and life support packs sometimes.  Against bosses you will definitely
need the big boost in health sometimes.

Q: What Jedi Powers are worth getting?
A: Force Immunity is a must, because you'll get very angry very quickly
being stunned and immobilized by evil Jedi, and then getting killed
fast because of that.
Throw Lightsaber is helpful and may be essential late in the game if you don't
have Dark Jedi skills.
Heal is useful because it cures all party members, as well as
neutralizes poison.
Droid Damage powers are helpful for their stun, which gives you time to
kill them.
Speed is helpful because you get more attacks.

Things that will more than likely give Light Side points:
- Being generous, not taking a reward when offered
- Saving a life
- Doing "what's morally right"
- Completing a journal task that required a personal favor

Things that will more than likely give Dark Side points:
- Killing without any cause
- Threats, provocation
- Stealing, conning
- Taking a life without a real just cause

Q: Is Pazaak useful?
A: The money rewards on Taris were pitiful.  I never bothered to play
anywhere else, and if there's a reward for playing, I didn't need it.
Someone also said there's a bug with Pazaak where if you play a
particular person 10 times you get a reward, but instead you get a bug.

Q: How do you play Pazaak?
A: You don't want to know, seriously.  It's a huge waste of time.

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4. Characters
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*** 4.01 Trask Ulgo ***
A soldier on the Endar Spire.  He teaches you the basics of the game.

*** 4.02 Carth Onasi ***
Another soldier, Carth is fairly skilled with blaster weapons.  He has
great tactical skills as he has been in hundreds of battles.  You first
meet him on the Endar Spire, but group with him on Taris.

*** 4.03 Mission Vao ***
Scoundrel class, Mission has been living in the Lower City of Taris for
quite some time after being left behind while her brother Griff went in
search of fame and fortune.  She has been hanging around Zaalbar and
the two help each other.

*** 4.04 Zaalbar ***
A wookie, Zaalbar is also a scout and has been paired up with Mission.
His homeworld is Kashyyyk.

*** 4.05 Bastila Shan ***
An important Jedi, Bastila is skillful in her use of the force, as she
possess a great skill called 'Battle Meditation'.  This ability can
turn the tides of war.

*** 4.06 T3-M4 ***
Bought on Taris, this droid was built specifically to crack into the
security systems of a Sith base on Taris.  It's functions can be quite
useful in other places, however.

*** 4.07 Canderous Ordo ***
Works as a mercenary for Davik and soldier for a top member in the
exchange, Canderous is a Mandalorian and has fought in the war.  He
fights for the pride of battle.

*** 4.08 Juhani ***
A Jedi Guardian, Juhani is a Jedi on Dantooine who does not quite trust
herself or understand the powers of the Force.

*** 4.09 HK-47 ***
Like T3-M4, this droid is also bought, but on Tatooine.  It has an
entirely different personality however, and was also created with more
battle-intensive functions.

*** 4.10 Jolee Bindo ***
Jedi Consular, Jolee is a mysterious man and the oldest in the group.
His wisdom and abilities as a Jedi are very useful at times.

------------------------------------
5. Walkthrough
------------------------------------
*** [5.01] - Endar Spire ***

NOTE #1: Because of the over simplistic nature of Endar Spire, the
walkthrough for this area is relatively brief.

You'll start out in your room, hop out of bed, and a soldier (Trask
Ulgo) will enter the room and tell you the ship is under attack.  He
will give you some general advice and tell you to get your clothes from
the footlocker in the room.

After that, battle through the ship and eventually you'll run into a
Sith member.  Trask will take him on, leaving you to find the escape
pods alone.  When you do find them, Carth Onasi will be waiting for you
there and it's time to leave the Endar Spire.

On your way to the pods, you can activate the battle droid if you wish
to help kill the Sith soldiers.

*** [5.02] - Taris ***

You'll have a strange vision before waking up and talking to Carth.
However you talk to him, you'll have to add him to your party, then
head out of the room and into the hall.  You'll see sith officers
assaulting some aliens.

After helping them out, you can walk around opening apartment doors.
Some of them are locked, however, so unless you have the right skill or
another party member, you can't open them.

SIDE QUEST: Head out to the cantina and you can fight in duels after
talking to the Hutt.  Once you beat all the basic opponents, you can
fight a special soldier and collect a bounty on his head, but it is a
fight to the death.  Killing him will cause a Dark side point penalty,
so it's up to you.  Use stimulants to help win the basic fights.

While still in the cantina, you can talk to a girl in the circular
room, closest to the exit.  She's a Sith trooper out of uniform.  Treat
her nicely and you can go to her apartment for a party and steal Sith
uniforms.  Or if you decide to be harsh to her, you can still go to the
same room and kill some Sith soldiers there for the same result.  This
will give you access to the Lower City.

SIDE QUEST: In the Lower City cantina there's a girl there looking for
a dance partner.  This is sort of trial and error, since I can't
remember the choices.

SIDE QUEST: In the Lower City cantina, you can get bounty missions and
look for the people to either kill them (dark side) or help them out
(light side).

To gain access to the Undercity, you need to get papers from the leader
of the 'good' gang in the Lower City.  He'll ask you to get a special
swoop engine from the other gang.

SIDE QUEST: For the Undercity, when you see the sick quarentined
people, do not help them YET.  Go out and look for serum first on a
dead Sith Soldier, then go back up to hospital to get the doctor to
make more.  You'll also encounter an escape pod survivor, who you can
give the serum to, but he'll die like a complete moron regardless - I
think you get light side points if you do give it to him though.

SIDE QUEST: A man in the Undercity village will ask to you to find his
apprentice.  Her body is somewhere in the wild area, go left of the
gates as you leave them and find a broken wall.  You'll also be asked
to find two other books.  Both are located in the sewers.

Make sure when you're in the enemy base that you do not overload the
conduit you are using, or else your party will instantly die.  This
goes for ANY computer in the whole game, so if you see the option to
overload the unit you're using, or if you see yourself on the camera
and get the choice to overload it there, don't.

After finding Bastila, you'll need to purchase T3-M4 from a lady in the
south area of the Upper City.  You can get the money out of the 'bad'
gang base, 2000 credits.  It's in a box near the droid area.  You can
persuade her to cut the price down to 1500, or you can scare her to get
it for free.  Scaring her gives dark side points, however.

*** [5.03] - Dantooine ***

NOTE #1: Whether it's a bug or something, when you become a Jedi, you
lose skill points when leveling.  My scoundrel went from getting 4 or 5
points a level to only getting 2 when he became a Jedi.

NOTE #2 (SIDE QUEST): If you bring Mission with you, you'll come across
Lena, a woman who was close to Mission's brother Griff.  She can give
you some info on his whereabouts for later.

Go into the Jedi council and you can start your Jedi training.  To pass
the trials, talk to the woman in courtyard-tree area who asked about
the Jedi robes.  She will tell you the Jedi code.

When making a lightsaber, do not worry about the color you want, but
rather pick what job you want, you can change the saber's color later.

Go out of the Jedi area and into the wild to look for the problem area
of the grove.  On the way, you'll encounter some people worried about
Mandalorians, and a woman who is looking for her droid.

Out in the wild area somewhere is a spider cave.  It's relatively easy,
and you can find several crystals for your lightsaber, including
colored ones.

SIDE QUEST: Also out in the wild is the missing droid.  Convince him
not to suicide and he will go back to the woman.

SIDE QUEST: Kill any Mandalorians you meet to fulfill the requirements
of the other side quest.

SIDE QUEST: After becoming a Jedi, but before investigating the
mysterious temple, you'll hear of another quest about a missing person.
Go out of the Jedi area into the wild, and you should find a zone close
by for someone's property.  Go there and to the large house to speak
with the owner.  His daughter will tell you where the missing man has
gone.  You can free him by finding and speaking to him, and making sure
he and the daughter leave the manor.  Then try to persuade the two
families to thinking rationally so they work things out.

In the temple, you'll find a strange droid who tells you about how to
get inside.  Go to the side rooms, make sure you ONLY go to one at a
time, since both have attack droids.  Each is a somewhat difficult
fight on their own, so don't trigger both at once.  Kill the droids and
access the computers in each room.  Depending on which room you went to
first, the computer will ask you to identify live and dead worlds.  I
don't remember the answers, but for worlds of life you want to focus on
anything that sounds like water or jungle.  The dead worlds are barren,
desert, and volcanic types.  If you get one of the computers right, the
other computer is the left over answers.

The strange thing you find in the temple will reveal 4 worlds that you
have to visit.  Go back to the Jedi Council, then take off on the Ebon
Hawk.

*** [5.04] - Tatooine ***

NOTE #1 (SIDE QUEST): As you leave the port area, an alien will stop
you and tell you he's loaded some trouble creatures on your ship.  You
can buy poison from the vendor at the port, however if you go to Manaan
(which I didn't do until late in the game so I missed the chance),
there's a guy not far from the docks there that tells you he's looking
for creatures.  My only option was that I had none, but if you
leave them alive and tell him, he'll buy them.

NOTE #2: At some point during your stay in town, you'll meet three Sith
apprentices who will try to kill you.  They shouldn't be too hard, and
you can get purple crystals for your lightsaber, as well as short-
bladed lightsabers for your offhand, and I think another double-bladed
lightsaber.

SIDE QUEST: Talk to a named Jawa in town about his missing friends.

Go to Czerka office to get pass from the woman there in order to leave
town.  If you have Mission with you and saw Lena on Dantooine (though
you may not have to see her to do this), talk to the officer and ask
about Griff.

SIDE QUEST: You can do swoop racing here and win racing bonds 3 times.
Each bond is worth 60 credits, and if you do all three runs you can get
about 70-100 bonds as I recall.  My advice is, as in the instruction
book, don't rapidly press the A-button, it'll actually slow you down if
you press it too soon and such.

Go to droid shop to find HK-47, buy him with Swoop Race money if need
to.

SIDE QUEST: Tell the Hutt in Swoop Race place that you'll spread rumors
if he doesn't give Nico a fair deal in order to satisfy that side-
quest.

SIDE QUEST: When you first leave the city and head into the desert,
you'll meet a woman who tells you about her foolish husband.  In the
desert you'll find a guy trapped by four droids, and you'll have to
disarm each of them by decoding their programs.  I don't remember the
answers, you shouldn't have too tough a time though.  Just save and
load if needed.

Head to the giant transporter to find miners, after you talk to the
lead miner, you'll be attacked by two waves of sand people.  After
killing the sand people, take their clothes.

There's also a small area in the desert that appears to have run down
speeders.  If you inspect something there, a bomb will go off and
you'll be ambushed.  To get out of this without harm, just tell them
you'll spread their reputation and they'll leave.

Take the clothes of any dead sand people and outfit your whole party.
Sometimes one or two will see through it at the zone, you should be
able to kill them without attracting others.  If you don't have the
clothes, there will be what I believe are endless waves of them.  HK-47
does not need to be wearing the clothes (since he can't.  If they give
you problems, take him out of the group and re-add him in the next
area).

Go to the sand people village.  You MUST have HK-47 with you or else
you'll end up leaving the village.  Once you meet with the chief, he'll
ask you to prove yourself by getting humidifiers.  You can find these
in the Czerka office, from the guy at the desk.

Submitted by Baron Zemo (I wasn't sure where this fitted in since I couldn't
quite remember it, but it's related to Tatooine.)
"Dragon pearl: One thing that ticked me off when playing a light side
character was that you were asked to trade in your Krayyt dragon pearl to
the sandpeople in order to learn their history. Since the pearl is unique
in the game (unless you kill Komad, in which case you get another), it
seemed an awful waste to give it up just for some boring story elements.
But here's the catch - once you've given the pearl to the chief and spoken
to the historian, giving you experience points, you can then trigger an
attack by the sandpeople by questioning their history (I think I asked if
they had any pictures of what their ancestors might look like). You get NO
dark side points for this so you can go around and slaughter all the
sandpeople, raid their stores and get your pearl back from the Chief's
corpse. In addition, once you return to Anchorhead, you can go to the
Czerka office and trade in all your gaffi sticks for quite a bit of cash."

NOTE #3: Do NOT open any of the boxes or baskets in the sand people
village.  This will anger them and they will attack you.

Go back to the sand people and give them the humidifiers.  You can ask
them to lessen their attacks, that's the best you can do, and you'll
also get the chief's gaffi stick.

SIDE QUEST: Explore the village and you'll find the missing Jawas, as
well as Griff's brother.  Go back to the chief and ask them to be
released, then tell each of them the good news.

To get to the Star Map, you can ask for a desert map from the named
Jawa back in town after freeing his companions, or you can ask the sand
people chief.  Go into the final area of the desert (it's connected to
the main one, not the sand people area) and learn about a dragon in the
cave from a hunter in front of it.

You MUST follow the plan to lure the banthas to the dragon's lair.  If
you go in otherwise, you will automatically be eaten.  Game over.  Just
get some fodder from the vendor at the port, or find it.  Then go up to
the banthas and they'll follow you in a cinematic sequence.  A small
group of sand people will also attack, but just kill them and go back
to the banthas.

The dragon will die thanks to the hunter, and you have access to the
Star Map.  On your way out, however, Calo Nord and a group of his
lackies will attack you.  Head back to the Ebon Hawk after and on to
the next Star Map.

NOTE #4 (SIDE QUEST): After Kashyyyk, return to the port and leave the
Ebon Hawk with Carth.  Someone will approach you and tell Carth that
he's spotted his son Dustil in the Korriban Sith academy.

*** [5.05] - Kashyyyk ***

NOTE #1: You must take Zaalbar with you.  You could try not to, but for
me, Carth told me we should, and then I think you're forced to anyway,
or else you can't enter the village.  He'll leave as soon as you get to
the village if you dislike him, anyway.

NOTE #2: At some point on your way to the village, you'll meet another
set of three Sith apprentices who will try to kill you like on
Dantooine.  Oddly enough, and this is obviously a bug, if two of your
hero and someone else dies, you can have the remaining party member run
back to a Wookie on another path.  Since only your hero can visually
have conversations, you will automatically come back to life with 1
health.

When you get to the village, you will meet Zaalbar's brother, Chuundar.
You get permission to go into the Shadowlands.  To get there, go back
out of the village and down a different path from the

Go down to Shadowlands and you'll come across Jolee.  He'll ask you to
get rid of the Czerka people in the area.  Find them, and persuade two
workers to shut field off.  Then go back and Jolee will join your
party.  You must have him with you, because if you go further from
where you meet the Czerka group, you'll find an unpassable force field.
Jolee can shut it down though.

NOTE #3: The rest of the guide for this area is rather vague since I
don't have maps of the game in front of me.  Just go everywhere you can
and you'll find what you need.

SIDE QUEST: Look for a body with bow and datapad on it.  The datapad
concerns slaving.  This is for a quest in the village concerning the
disappearance of a Wookie.  The house of interest has two Wookies in it
and is next to Chuundar's place.  You'll also need to find the judge in
the village, which is just a little farther ahead.

SIDE QUEST: You'll come across a single Wookie under attack by
Mandalorians in the Shadowlands. He'll tell you he wants you to kill
them.  You can only find them by unequipping your weapons in areas
where there are Wookie bodies (walk around those areas a little and
they'll show up).  The final area to find them will have three
swoopbikes.  Put a datapad in one of them (you'll find the pad on one
of the Mandalorian bodies as I recall) to make them appear.  You do NOT
need to unequip your weapons for that part.

SIDE QUEST: As you search through things down in the Shadowlands,
you'll come across an item that Griff requested in order to make
Tarisian ale.  Take it back to him on Tatooine and later talk to the alien
behind the desk of the Czerka office, and inquire about Griff to finish the
quest.

SIDE QUEST: Submitted by Stephen Allerti
"In Korriban, there is a item seller with a man that owes him money. Later,
when you go down to the Shadow Lands, you'll find 3 or 4 bodies and a broken
down droid. Take the droid's head, and the stuff you get from the bodies and
bring it to the item trader. You MUST DO THIS BEFORE THE WOOKIE'S TAKE OVER or
the seller will be gone (not sure what happens when you bring him the items)."

While exploring the forest, you'll find a group of three spider-type
monsters.  Kill them and loot them, and use their one of the corpses on
an unusual vine that you'll also come across in the Shadowlands.  This
will spawn a creature that has a blade in it's body when you loot it.

Look for a Wookie in the Shadowlands.  This will be Zaalbar's father.
To get him to go back to the village, give him the blade that you found
on the creature in the last step.

Before going back to the village, continue to look for the Star Map.
You'll come across a strange computer that questions you before
granting you access to the map.  If you answer the just and defensive
answers, you get light side points after, but you will be attacked by
two battle droids.  If you answer tyrant/selfish kind of answers, you
SHOULD be given the Star Map with no hassle.

Go back to the elevator and you'll have to fight Wookies there for
siding with Zaalbar's father.  They should be no problem.  Once you're
up, on your way to the village you'll run into a Wookie who will ask
you to go to Zaalbar's side.  Doing so sends you there instantly.
You'll have to fight once you get there.

After this has been done, make sure to complete the rest of the quests
you have, then head to the Ebon Hawk and on to the next planet.

*** [5.06] - Korriban ***

NOTE #1: Bastila is automatically out of party when you come to this
planet.

NOTE #2 (SIDE QUEST): If you bring Jolee with you when you first leave
the Ebon Hawk, he'll meet someone who tells you that their friend Sunry
is on trial on Manaan.  You can go there now or later, I chose to wait
and it doesn't change anything.

IMPORTANT NOTE #3 (SIDE QUEST): You MUST do this quest BEFORE
completing Korriban, or else you can't do it ever.  If you head back to
Dantooine with Bastila in the party when you leave the Ebon Hawk,
you'll come across a woman that recognizes her.  She'll tell you
Bastila's mother, Helena, is looking for her on Tatooine.  Go to
Tatooine and find her in the cantina, then you'll be given the quest to
find a holocron.  Go out to the dragon's cave where you found the Star
Map and in the corner next to it is the holocron.  As you go out,
however, be careful, as Malak's current apprentice and two Sith attack
you as you try to leave.  Take the holocron back and try to resolve
things between Bastila and her mother.

When you first reach the planet, you'll be bothered by some Sith in
various places.  Just ignore their threats as always.  Later you can
also tell a decent joke to one of them to get out of fighting.

SIDE QUEST: On your way to the academy, you'll meet an alien outside
the cantina in Dreshdae that asks about some spices that are on the
Ebon Hawk.  You can retrieve these for him from the storage room of the
ship, and get another delivery quest, explained below.

SIDE QUEST: If you take the other delivery quest, you're probably as
curious as I was to what's in the mystery package.  Watch out, because
inside you'll meet an alien that will give you riddles.  If you get one
wrong, I assume you lose the game.  The riddles aren't so terribly
hard. I remember the answer to one was 'Tomorrow'.  Otherwise, the
riddle you give back to him that he'll lose on (which appears after
you've answered two riddles) is a question that involves numbers.  I
don't remember it correctly, it's mostly about how many passengers are
on the ship.  Then you'll leave after that and can complete the quest.

Leave Dreshdae and head outside, and talk to guard at academy gates
about how to get in.  He'll tell you to meet a woman, who I will refer
to as Yuri because I can't remember her name.

Go back to Cantina where Yuri is in Dreshdae and lie to her about
wanting to join the Sith.  After getting inside, you'll be left with
the task of earning prestige to get into the tomb that contains the
Star Map.  There's no way around this.

To gain prestige:
* Talk to Yuri and learn the Sith code.  Make sure to ask in detail,
because the head guy (who I will refer to as Uthar for the same reason)
will give you a pop question.
* Torture a man in the cage in the academy about information of
weapons.  You can set him free and still get prestige.  Be warned that
if you put him out to save him, you get both dark side and light
points, the dark more than light, but it's very minor.
* Talk to Ashelowe about a Jedi Holocron and agree to help her.
* Go to any of the 2 ruins and get an artifact.
* Find renegades outside of the academy, in the cave outside the
academy in the valley.
* Do the backstab operation for Yuri and Uthar, and go through it all
the way, making sure to poison Uthar in the end.

While you can do all of them, you don't HAVE to.  I only did the code,
the tortured prisoner, the renegade Siths, and one of the tombs.  If
you do more, you're doing them for yourself.

NOTE #4: If you kill any of the Sith (with exception to the one in
front of the Ajunta tomb maybe), you will not lose Dark Jedi points.
By this time my light side points were also pretty maxed out as well.

SIDE QUEST: Whether or not you talked to the man on Tatooine with
Carth, you should find his son Dustil in the area.  After you do the
backstabbing operation with Yuri and Uther, you will get the key to
Uthar's room, and in there you can find a datapad that will turn Dustil
away from the dark side. The following are descriptive methods of
getting prestige.

As mentioned earlier, you can find the renegades in cave near the
academy.  To help them escape, you must also kill a beast in the cave,
one which the alien on Dantooine warned you about before leaving.  This
monster was pretty darn easy.  After killing the beast, make sure to
look around.  There are some helpful Jedi robes called 'Quel...
something Robes', and they give the same defense and dex as Jedi Knight
robes, as well as a +2 wisdom bonus.  After freeing the renegades, you
can still tell Uthar you killed them to get prestige.

Go on to Ajunta Pall's tomb.  Inside you'll find bodies, and eventually
a large pit room with two bridges.  The right one is totally blocked
and has 4 droids on it.  The left has a pillar in the center.  Place a
sonic grenade in it (press X while inspecting the pillar to put the
grenade in).  If you need a grenade you can get one from a nearby body.

The explosion will activate the droids.  You can use Throw Lightsaber
to attack them, or blasters, but there's no way to get close to them
otherwise.  Before you exit the room after crossing the bridge, there's
a lever.  I pulled it and nothing happened, but maybe something would
have if I had opened the door first, so pull the lever.

Inside, if memory serves me, you'll see a tomb, which you can loot for
three swords.  Then you'll see the ghost of Ajunta Pall.  He'll tell
you to place his sword (which is the double bladed one - you can tell
by inspecting it and from the hint Ajunta gives you) in the statue in
the back.  Do so, and you get to take all three swords back with you.
You can turn Ajunta's in for prestige, although Carth says "you
could've used it for..." and then stops.  I saved it, never used it or
sold it, so it didn't matter.

The other tomb has a robot sensative to sound.  If you walk in too far
without a Sound Dampening Stealth Device, you will upset them all and
you'll get a minor alert on the top left of the screen, but ignore it.
You can kill the first three or so droids with a blaster or Throw
Lightsaber, then stealth and walk in past them, however to open the
door at the end you have to kill everything, so just go in full force.
Ignore anyone who tells you they should've been saved.

If you go into the far back area of the tombs (outside, where all the
archeologists are), you should find Ashelowe who told you about the
holocron, if you agreed to help her.  Help her kill the monsters, then
after she'll tell you she's taking it back.  Question her trust, and
eventually she'll just get angry and attack you.  Kill her for the
holocron.

NOTE #5 (SIDE QUEST WARNING): If you did not do the Bastila quest as
mentioned in Note #3, this is your last chance to do so.

After you get accepted for the test, you'll go on to the tomb with the
Star Map.  You must go in alone, and you'll have to pass three trials.
First start by going through the left door to a strange room with three
pillars.  Use the computer and it will tell you to move all the rings
to the left pillar.  If you want to do this yourself, but don't
understand what the instructions mean, here's the run down:

You can only move the top ring of any pillar, and only one ring can
move at a time per turn.  Red can move without worry of losing.  The
higher blue can move ONLY as long as it doesn't move underneath a red
(you can move red ABOVE it, but you can't move blue BELOW it).  Yellow
can be moved onto a pillar that has ONLY the lower blue ring (I call
this the BASE-ring) on it.  And the BASE-blue can ONLY move on an empty
pillar.

So here's the solution (keep in mind throughout the entire process, you
only move the bottom blue ring once, and again it's labeled 'BASE-
blue'):

Move red to middle, blue to right, red to right, yellow to middle, red
to left, blue to middle, red to middle, BASE-blue to right, red to
right, blue to left, red to left, yellow to right, red to middle, blue
to right, red to right.

Now grab whatever you need in that room, then head back to the center
and to the room across from it (the room on the right, as you're coming
in).  There are two tough monsters here, but killing them is quite easy
thanks to what may be a bug.  When you first see them, run to lever
that's next to them.  This will open the door nearby (and I think the
exit as well).  Run into the room and they can't follow you, but you
can still attack them with blasters or Throw Lightsaber.  After they're
dead, take the bombs from the pillars in the room and go back to the
center and in the final direction.

Use the freeze bomb on the acid river (fire kills you), then cross and
claim the lightsaber.  If you come back out, you'll find Uthar and Yuri
waiting for you.  You can choose to betray one or both of them.  I did
both first, and had a heck of a time. Yuri is fairly easy to kill, but
Uthar was a pain in the butt for me, even with the poison.  On top of
that, Yuri dropped junk, so it wasn't worth it going against her.  If
you choose to side with her, she'll fight you and kill Uthar, then you
have to fight her anyway, but when she's near death she'll yield.  I
chose to let her go, though I suppose you can kill her.  That more than
likely gives Dark points though.  Otherwise I got no Light points for
turning on both of them.

Head out and back toward the academy.  You'll see a Sith officer ask
you where Uthar and Yuri are.  I told them I killed them for the fun of
screwing with the Sith's minds.  Doing this gets all the Sith in the
academy as well as in the archeology area to attack you.  Be careful
though!  As you go in, pause and switch through all your members.  I
found Carth was in an entirely different room on his own inside the
academy, surrounded by 8 or so Sith soldiers that would kill him if he
didn't run.  If this happens to you, have the stray member run to the
exit where the others are while they're still fighting, and you should
be able to zone out back into the tomb area safely so that you can heal
and regroup.  After this, head to the Ebon Hawk and take off.

*** [5.07] - Leviathan ***

Select a person who you want to save the group.  You can't use
yourself, Carth, or Bastila.  I used Mission here for her stealth
abilities.

While you're getting tortured, you can choose to tell or not tell about
the mission you're on.  If you tell, Bastila gets angry.  If you don't
tell, Bastila says she wishes you had said something, but in the end it
doesn't matter.

After the interrogation, you'll switch to whomever you chose.  I chose
Mission, so I only know about her experiences.  She'll start by
unlocking herself from her cell.  Talk to the guy in the cell across
from hers and ask about his trade to get a computer card in exchange
for releasing him.  Do NOT release the prisoners in the cell next to
his, or else they will attack you and without weapons you'll lose.

Go down the hall and watch out for the guard.  When he's going in the
other direction, you should be able to go across and open some boxes.
One should include a Stealth Field Generator.  You can use this to
sneak past the guard in the hallway.  As you go down the hall, open the
door on the left and you should see a room with guards and a computer.
You can access the computer and use the card you received before to
slice it.  You should have an infinite number of spikes to use with the
card, and it can only be used once, so go crazy.

Continue down the hall and go left.  Down a ways you should find a door
on the right with a deactivated robot in it.  Try to activate the robot
(you should not need to use shields, I didn't and it barely took
damage), and then you can unstealth fairly safely.  The robot can kill
just about everything on it's own.  Use this to your advantage by
attacking enemies and pulling them down the hall toward it on the
robot's patrol route.

Go on again until you get to an area with a computer console,
surrounded by closed doors.

NOTE: MAKE SURE MISSION IS UNCLOAKED BEFORE ACTIVATING THE COMPUTER.
Some say there's a bug that occurs if Mission is invisible and can't
speak otherwise.  Then you'll have control of you, Carth, and Bastila
again.  I don't think it matters what you choose, you have to go with
them instead of with the other party members to the Ebon Hawk.

You'll automatically go to a room with your belongings after being
released from the cell.  Check all the boxes and lockers and re-equip
your things.  Then go back down the hall, and instead of turning right
to go back to where you came from, go straight and you should reach the
elevator.

Once you use the elevator, you'll have to go to the Bridge.  Run around
through all the rooms until you get to the Armory, and check for the
space suits.  You can use these in the Air Locker to go outside, which
you'll have to do since the main door to the Bridge is sealed.  Go out
the Air Lock and eventually you'll end up on the bridge, where you'll
fight Saul and several Sith soldiers.

After you beat the soldiers, you can use the computer in the room to
open the docking bay doors.  There's also an option to change the
destination of the Leviathan, but my skill was either not high enough
(gave a failure message, though that might happen for everyone).  I
don't think it matters if you do or don't.

Head for the Docking Bay and on the way you'll run into Darth Malak.
After a long conversation, you'll have to fight him alone down to about
half his health, then he'll flee.  Go around until you get to the back
door of the room he fled into, and you'll fight him one more time.
Beat him again and afterward you'll have to continue on to the docking
bay.  Then you'll escape from the Leviathan and move on to the final
Star Map.  If you've been following this guide so far, that leaves
Manaan.

*** [5.08] - Manaan ***

NOTE #1A (SIDE QUEST): If you've been through Tatooine lately, you'll
come across a guy somewhere in town who says you dropped a datapad.  If
you take it, it will tell you to go see a guy alone on Manaan.  If you
follow these directions (just dump your party members when you find
him), he'll tell you about an assassin guild.  If you've waited this
long to go to Manaan, the first task he gives you is to kill a guy on
Dantooine, which you can no longer go to, and so you get another quest
to kill a guy in the Republic Embassy.  Doing so will give you Dark
Jedi points, and the tasks he gives later just get even harder, so if
you're a Light Jedi, don't even bother with this quest.

NOTE #1B: Because I chose to be a good Jedi, I did not opt to go through with
any of the assassination quests except for the first, and loaded up another
game immediately after since it gave dark side points, so I can't go into
detail with any of those quests.

When you first reach Manaan, you'll notice there's no docking fee.  The
reason is that when you go to the city area later, you'll have to pay
100 credits to get in, and if you leave you have to pay it again.  This
is even worse than the one-time docking fee, so be careful.  Exit the
dock and you'll see a Republic and Sith soldier arguing, and learn how
fighting on Manaan is forbidden.

SIDE QUEST: There are 3 more rounds of swoop racing you can participate
in on Manaan.  After completing the first two rounds, you'll be
threatened by the top pilot.  If you win, he'll tell you you're going
to get hassled, but I never actually came across any trouble, so just
ignore him.

SIDE QUEST: In one area of the city, you should see Sunry's wife, who
will tell you about what's happened to her husband.  Head to the
courtroom in the same area and talk to the judges.  Then you need to go
investigate.  You only need to do the following things:
* Go to the hotel, bribe the hotel owner to say that the shooting
occurred after Sunry left, and talk to the two other witnesses to hear
a confession from one of them.
* Talk to Sunry's wife to clarify about the affair Sunry and Elassa
were having.
* I also talked to the Republic Embassy, and the Sith.  The Sith were
just angry, I don't think you need to talk to them regardless of the
recommendation someone makes.

SIDE QUEST: After the trial, there are two other quests you should take
up before advancing.  One is for finding information about why the
Republic is hiring mercenaries.  The other is to find out if the Sith
are kidnapping the Selkath.

Go to the Republic Embassy and tell Roland you're searching for the
Star Map.  He'll tell you about how you need to do a favor for him
first, that's breaking into the Sith base.  You can do this in one of
three ways.
 1) Make the prisoner talk about how to get in.
 2) Decode one of the Sith cards
 3) Get a key from the hangar of the docking port (details below)
I opted for option 2, it seemed less complicated just hearing about it
than playing with the drugs.  The method for option 3 follows.

As far as I remember, here's how you get past option 2.  Use the
computer in the room:
* There are 6 codes you need to break.  The first one you get by
following the adding pattern, which should be to add 6 to the last
number and get the answer 22.
* The next pattern, you're subtracting 1 each time until you get to 15,
then you subtract 0, next is 16 (subtract -1 from 15 is adding 1 to 15,
so 16), then subtract -2 from 16 to get the answer 18.
* The next set of numbers is multiples.  I think for this one you just
multiply the last number by 2, giving the answer 128.  Check the
pattern to make sure.
* The next set of numbers you divide them by 2 to get the answer of 2.
* The formula for the exponents is to add 1 for the base and subtract 1
from the exponent each time.  Eventually you'll end up with 6 to the
power of 1, which gives the answer 6.
* Last is a set of three pairs of numbers.  I didn't quite get the
pattern of the second pair of numbers.  I recall that the answer came
out to be strange to me, I think the answer was 7.

Info submitted by Ray Samol for the third method of getting into the Sith
embassy:
"the third way of entry is probably the easiest and most straight-forward, and
that is to get the key to the locked hanger at the end of the docking port. you
go in, fight some really wimpy sith, and use the transport to get into the sith
base. this saves a lot of time, as you dont have to solve the puzzles or
interrogate the prisoner."

Now you should have the card.  Go over to the Sith Embassy, but keep in
mind that once you go in, you cannot leave until you've cleared the
entire base.  A breathing mask is helpful for a short area in the base,
so get one before you go in if you want.  You can talk to the guard at
the desk, if you want, it doesn't matter.  When you go in, you'll have
no choice but to fight.  If you leave now, you'll be accused of
breaking the neutrality laws and without evidence, you'll be executed.

Go through the base until you find a large busted droid and check it to
retrieve the data the Republic wants.  If you keep going to the left
side of the base, you should find a corridor filled with red gas.  Make
sure you're full on health, or a breathing mask SHOULD do the trick.  I
didn't have one, and took about 70 points of damage as I recall running
through.  On the other end you can access a computer as well as turn
off the gas in the hall for your run back.

Continue on through the base until you get to a set of water doors.
The trick to getting through is to filter all the water into the right
side, because the final right door is permanently sealed, so you'll
have to go out through the left door.  Use the switches next to the
doors to move the water, and eventually you should end up before the
final door on the left side, then use the switch on the side wall to
filter the water again.  The door should open after that.

SIDE QUEST: Keep exploring until you find a group of Selkath, or the
medical room.  Either way, you must prove to the Selkath the Sith are
evil.  Do so by taking a pin from a dying Selkath in the medical room.
Talk to the Selkath recruits again and they'll see the truth and leave.

NOTE #2: As a humorous note, try telling people about who you are,
they'll all laugh at you.

Continue on and you'll end up fighting 2 droids and a Selkath recruit
in one room, then after that in the next room you'll see 2 Selkath
recruits and a Dark Sith.

Go on to the room past that and you should find something that looks
like a control room.  You need to find a datapad in here that tells
about the Sith's plan to convert young Selkath.  This will be your
proof for the court when you leave the base, which you can do now.

Once you leave you'll be taken to court.  If you talk to your arbitor, </pre><pre id="faqspan-2">
he seems fairly stupid.  Choose to represent yourself instead.  At the
court, tell them you're innocent (yes, you killed people so you are
guilty of the crime, but that's irrelevant when you're saving the
galaxy. :P).  Tell them about how you went to investigate the missing
Selkath, and then give them the datapad.  They'll let you go after.

Go back to the Republic Embassy and he'll tell you why the Republic is
hiring so many mercs.  You can go to the Selkath in the mercenary
enclave after to complete this quest, as well as the missing Selkath
quest.  Back to the embassy, go down in the submercible to the lab on
the sea floor.

Once you're in the lab, open the first door and you'll see a panicked
merc.  Talk to him and then press on through the rest of the place
(disregard what the guy says about the diving suits, they're harmless).
In the room with the diving suit, you'll also find a guy who is hiding
in a locker.  I had full persuasive skill I believe, and I couldn't get
him to come out.  So just ignore him.

WARNING: Be absolutely sure you find at least 1 sonic emitter in the
lab before going underwater.  Without it, you're shark bait.  You will find one
in the first zone, the same place where your submersible docks, so it's BEFORE
you ever need to go out an airlock.  I found two down there, and they have
infinite charges.  Just check all the boxes and bodies, and you should come
across at least one.  My best guess is to try the equipment room where you get
the diving suit or one of the rooms close to it.

Use any of the two airlocks on the bottom left of the map.  The one in
the far right is locked, but can be used at the very end of the
underwater experience.  Go down and you'll find a mercenary there, whom
you can follow, or you can also explore, but all you'll find are two
grenades.  At the rate you move, it's a waste of time, so just follow
the man.

When you get out to the ocean floor, your mercenary friend will get
eaten (should've had an emitter, tsk tsk...).  Proceed to the left, and
every time a shark gets very close to you, use the sonic emitter (the
range is unusually small) for an instant kill and a measly 40 exp.

Eventually you'll find another airlock and a hall with a force field
and two other doors as exits.  Talk to the two people behind the force
field and they'll go crazy and try to kill you by using the room's
defenses.  Talk to them again immediately and convince them you're not
bad, and they'll stop.  They'll tell you they're scientists and warn
you of the oversized shark outside, then give you two options to stop
it.

The first option is to use poison, and this method is the easy way out.
It is also COMPLETELY wrong as far as I'm concerned.  If you do this,
not only will the kelto turn black, but you'll kill the oversized
shark, which is a bad no-no for Selkaths.  Instead, go to the machine
and choose to play around with the fuel pressure.

The machine consists of two tubes, one that holds three units (3) of
pressure on the left, while the one on the right holds five (5).
You're looking to fill the right tube with only four (4) units of
pressure.  Here's what you do to fulfill that:

Fill the left tube, transfer them to the right tube, fill the left tube
again, transfer to the right again which leaves 1 unit in the left
tank, empty the right tube, transfer the 1 unit to the right tube, fill
the left tube again, and make one final transfer to the right tube to
make 4.

The machine will explode (don't worry about getting killed by it), and
the giant shark will not attack you now.  Go across the bridge nearby
to find the Star Map.  Now you can go back afterward and you should
notice there are two airlock doors.  The left goes back to the
scientists you saw before (the woman praises you, while the man scolds
you, that's all), but the door on the right leads back to the locked
airlock in the main lab, so you can get back to the sub really quickly
through that door.

When you get back to the surface, Roland will ask you what happened.
Just tell him the truth, he'll seem upset, but that's okay.  Once you
leave the embassy, you'll be confronted for yet another crime and taken
to court.

Tell the truth in court about the machine, and most importantly tell
them about how you saved the giant shark.  This will give you your
innocence.  And now you can move on to the Star Forge.

*** [5.09] - Mystery World ***

After crash landing, you'll get off the ship and you'll fight three
strange creatures called the Rakata.  Once you kill them, you'll be
approached by two familiar alien-types that tell you about the strange
world you're on.  Be warned, there are large and young rancors on this
planet, and they can do over 40 damage to you, even with heavy armor.
With that and the fact that they always work in pairs, you can die
quite easily, so be careful and have whoever's taking hits run back if
necessary.

From there, go north to the closest camp, where you'll be approached by
a large group of warriors.  They recognize you, and take you to see
'The One'.  Meeting with him, he'll tell you of the situation and of
your previous visit, and ask you to go kill the elders in another camp.
Leave the regular Rakata and set out toward the temple.

NOTE: 'The One' tells you you can check with the camp for ship parts,
but in reality, you can't.  You have to get them later.

At the temple you'll see LOTS of rancors.  Also, as you approach the
southeast corner of the map, you'll suddenly be surrounded by a large
group of Mandalorians (about 8 to 10).  They're pretty easy to take
down, more or less.  This is the only place on the strange world they
appear.

Continue on to the elders.  On the way you'll see one of those familiar
creatures set off mine next to a ship.  This ship contains a ship part,
but be careful of the mines scattered there.  They do about 40 damage
each, but there aren't too many there.  You can also skip this and wait
to find ship parts later without taking this damage.

When you get to the Elder Rakata village, you'll see some pillars with
bolts around them.  Ignore them, they're not harmful.  Talk to elders
and they'll tell you they also recognize you, and ask you to prove your
motives by freeing some of their captured units from the camp of 'The
One'.

SIDE QUEST: Check with one of the named researchers in the camp about
their genes before leaving, then head back to the regular Rakatas.

The Rakatas will attack you, as they believe you're a traitor.  There's
no way around this, so kill them all, both inside and outside of the
camp.  You'll have to fight and kill 'The One', ignoring what the elder
researcher mentioned (there's nothing you can do about this, it will
become irrelevant later anyway).  Afterward, check all of the cells
where the rancors were held.  One has a ship part in it, the other has
a remaining elder prisoner.  He'll go back to the elders, and you will
also have to make the run back there one more time.

After talking with the elders, they'll tell you they agree to unseal
the temple, but you must go in alone.  Agree to this, and when you're
ready (though it's not like you have anywhere else to go), go to the
temple to meet them.

The elder Rakatas will start chanting, but will be interrupted.  Jolee
and Juhani will appear and tell you they want to come with you.  If you
tell the priest they must come in with you, he will allow it.  Now
you'll enter the temple.

The first door you see when you enter is locked, so ignore it for now.
Just go around opening doors, using computers, and killing the Sith and
droids you meet.  Droid damaging Jedi skills are extremely helpful
here.  Eventually you'll head downstairs and find a strange puzzle with
10 orange tiles.  The important ones are the 9 adjacent ones that make
up a square.  The extra tile is used to reset the puzzle.  A datapad on
the same floor mentions walking in a H-pattern, although this didn't
work for me.  Try starting off with the H, and then fiddle around till
you get it.

You'll find a computer in the last room, which also recognizes you.
Ask him about the gene history of the elder Rakatas.  You can give this
to the researcher later.  Then ask about the disrupter field, and
you'll be granted access to the locked door from the first floor.  Then
go back up to it and advance to the upper levels of the temple.

Eventually you'll end up on the roof, and you'll also see a familiar
face.  No matter how you talk, you have to fight.  After more talking,
the person will flee and take off.  There's no way around this.  Find
the computer to turn off the disrupter field, then you can head to the
elder Rakata camp to talk to the researcher for some experience.

After that, head back to the ship, inspect the circular generator thing
in the room next to the storage room.  The ship parts will repair the
ship, and you'll be read to fly to the Star Forge.

*** [5.10] - Star Forge ***

You'll start in the dock area and meet several Jedi.  Advance through
the doors (it doesn't matter which way you go, they'll end in the same
place), and you'll come across droids at the start.  When you advance
to the next area, it will be Dark Jedis and Sith soldiers, and
eventually some turrets as well.  If you're using a ranged fighter like
Carth, be careful that he doesn't get attacked from behind since
enemies start coming out of the woodwork, often with multiple waves of
attackers.

At some point you'll come across three Jedi fighting three Sith.  The
Jedi will fall, after you watch them fight for ten seconds.  Then the
Sith will be already half dead so it's easy work.

Eventually you'll see a short clip of Malak talking to the familiar
face again.  When you do, you'll know this is the floor where you'll
fight.  You'll have to fight the person 3 times alone, the first time
to about 50% of health, then 75%, then to nothing.

Afterward you'll continue on alone again (you can't convince the person
to come with you, and unless I'm mistaken, you can't bring anyone else
with you).  You'll see Darth Malak again with two Jedi, which he'll
eliminate.  Then Malak will send 6 droids after you.

There's only one way I know about when facing the six droids.  You have
to use the computers besides the generators, which are located against
the walls (three per sidewall).  There are also boxes with computer
spikes next to them, although I needed 7 for each and the boxes only
had 2 each.  So if you have no skill or not enough parts, I assume you
have to keep killing or something, though I don't know how well that
works.  You can also create an ally droid, which doesn't last very
long, for 15 parts.  You can disable maybe one or two computers with
the help of one droid though.  Once you destroy a computer, I believe
the corresponding droid will either go dead, and the others will
destory it, or you'll have to kill it yourself.

*** [5.11] - Darth Malak ***

NOTE: I made this a separate heading because I'm sure many people have
questions about this (and the lack of information available about this
battle is why I wrote this FAQ).

Last is the fight with Dark Malak.  This fight is a little tricky,
because you don't know what's going on until it's too late if you're
not using a walkthrough.  Once you get his health fairly low, you'll
see him run away toward one of the strange tubes with people in them.
You may not have even noticed they were there until he does it.  Using
the Captive Jedi, he can draw 300 health out of each one of them, and
there are 8 of them in the room.

Waiting it out is a big no-no if you're low on Treat Injury skill like
I was.  If you check a tube, you'll get a hint that only a Jedi power
can help you use them.  Stun and any of the healing or buffing powers
do NOT work.  I thought I was screwed, but Throw Lightsaber DOES work.
I assume that dark Jedi skills also work, though Throw Lightsaber,
Stun, and buffs were the only things I had.  I don't believe there was
an option to throw a grenade, and that's not a Jedi power anyway.

Submitted by Shawn G:
"In the fight with Darth Malak. You may pull the same stunt that he does with
the captive jedi *If* you possess the drain life/death field power (Drain
life if the yellow-orange ray that he zaps the captive jedi with). When
using this power on the captive jedi. You not only kill them, but gain full
health, AND force. Just like Malak does!! A fun tactic that I found was
that Death Field works on the captive jedi, just as it would any other
character in the game. That is, if they are within 10 meters of the target.
They get hit with the effect. So both Force Lightening/Force Storm, and
Death Field can kill 2 captive jedi at a time(seeing as how at the most they
are in pairs). I just ran around the station with Master speed, and used
death field on all of captive jedi. So that Malak wouldn't be able to repeat
his "free refill" again."

As a tip, you should try to buff with stimulants and Jedi powers before
you enter the room, speed through the text, and take him down as best
as you can before the buffs wear off.  Then destroy the Captive Jedis
before he can use them to heal.  So you'll have him about half dead and
taken very little damage with the buffs, then cut him off from healing.

Once the tubes are all destroyed, fight Darth Malak to the death.

------------------------------------
6. Side Quests
------------------------------------
The titles for these quests are not the official journal names, they're
just short descriptions for easy reference.

*** [6.01] - Taris ***
Collect a Bounty: Bounty missions from the Hutt.

Dancing Favor: Dance with a girl in the cantina in Lower City to get
her a job.

Dueling: Fight in the dueling arena in the Upper City cantina.

Rakghoul Serum: Find the rakghoul serum in the Undercity, bring it to
the clinic in Uppercity.

Promised Land: A man in the Undercity village will ask to you to find
his apprentice.  Her body is somewhere in the wild area, go left of the
gates as you leave them and find a broken wall.  You'll also be asked
to find two others books.  Both are located in the sewers.

Pazaak Rules: Learn how to play Pazaak from a guy that sells you his
deck.

*** [6.02] Dantooine ***

Clearing Mandalorians: Rid the area of Mandalorians

Missing Droid: Meet the woman in front of the swoop bike outside the
Jedi area.  She's looking for her missing droid.  Look for it being
under attack out in the wild area, and convince him not to suicide and
to go back to the woman.

Family Feud: After becoming a Jedi, but before investigating the
mysterious temple, you'll hear of another quest about a missing person.
Go out of the Jedi area into the wild, and you should find a zone close
by for someone's property.  Go there and to the large house to speak
with the owner.  His daughter will tell you where the missing man has
gone.  You can free him by finding and speaking to him, and making sure
he and the daughter leave the manor.  Then try to persuade the two
families to thinking rationally so they work things out.

Search for Griff: If you bring Mission with you the first time you go
to Dantooine, you'll come across Lena, a woman who was close to
Mission's brother Griff.  She can give you some info on his whereabouts
for later.

Word to Bastila: Later in the game, before heading to the third planet
with a Star Map, bring Bastila and she'll meet someone who talks about
her mother, Helena, on Tatooine.

*** [6.03] - Tatooine ***

Trouble in a Box: As you leave the port area, an alien will stop you
and tell you he's loaded some trouble creatures on your ship.  You can
buy poison from the vendor at the port, however if you go to Manaan
(which I didn't do until late in the game so I missed the chance),
there's a guy not far from the docks there that tells you he's looking
for creatures.  My only option was that I had none, but if you
leave them alive and tell him, he'll buy them with some persuasion.

Submitted by Blue Dragoon77:
The first thing I want to mention is the gizka; I just wanted to confirm your
suspicions that you mentioned. When you first land on Manaan, there's a Selkath
that wants to "privately purchase" exotic species. If you mention that you have
gizka on board he will relate to you a short horror story of sorts about the
last time they had gizka on Manaan and tell you he isn't interested. There's
several ways to handle this, but I only took one. The first is regular
persuade, (which I took) he'll still tell you "no way" in so many words, and
add that they aren't worth the trouble. The second is Force persuade, I didn't
use this because I'm on the light side and didn't want to risk any Dark Side
points. The third option is a threat, for my reasons see the above. And the
fourth option is to give up on the conversation. When you use persuade once,
the option will change to bribe after the selkath's response. If you choose
bribe, you will offer the selkath 100 credits to take the gizka off your hands,
which he will accept. When you return to your ship after this, all of the gizka
will have been removed. You don't receive any light or dark side points for
doing it this way, but you do gain a little bit of exp. (But that's it) If
there's another way, then I don't know, I'm still on my first game. I'll keep
my ears open.

Missing Jawas: Talk to a named Jawa in town about his missing friends.
When you reach the sand people village, you can have them freed once
you give the chief the humidifiers.

Swoop Race #1: You can do swoop racing here and win racing bonds 3
times.  Each bond is worth 60 credits, and if you do all three runs you
can get about 70-100 bonds as I recall.  My advice is, as in the
instruction book, don't rapidly press the A-button, it'll actually slow
you down if you press it too soon and such.

Fair Deals: Tell the Hutt in Swoop Race place that you'll spread rumors
if he doesn't give Nico a fair deal in order to satisfy that side-
quest.

Rigged Droids: When you first leave the city and head into the desert,
you'll meet a woman who tells you about her foolish husband.  In the
desert you'll find a guy trapped by four droids, and you'll have to
disarm each of them by decoding their programs.  I don't remember the
answers, you shouldn't have too tough a time though.  Just save and
load if needed.

Griff Found: Ask about Griff in the Czerka office, or just find him out
in the sand people village.  You can have him freed once you give the
chief the humidifiers.

Griff's Money Maker: Once saved, Griff will be in the Czerka office and will
ask you to get an item to make Tarisian Ale.  The item is found on Kashyyyk in
the Shadowlands.  Once you find this, take it back to him, then some point
after he leaves, talk to the alien at the desk, asking about Griff.  He'll tell
you Griff failed and went into hiding, ending the quest.

Word of Dustil: After Kashyyyk, if Carth is in your party when you
leave the Ebon Hawk at the Tatooine port, a man will approach him
telling Carth that he's seen Dustil on Korriban in the Sith academy.

Canderous' Battle: Submitted by Frank Johnston
"There's also a Canderous side quest you can unlock. Another Mandalorian, named
Jagi (or something like that) approached me on Manaan. He challenged Canderous
to a duel on Tatooine (I found him to the right of the big Harvester in the
Dune Sea."

*** [6.04] - Kashyyyk ***

Revealing the Slaver: Look for a body with bow and datapad on it.  The
datapad concerns slaving.  This is for a quest in the village
concerning the disappearance of a Wookie.  The house of interest has
two Wookies in it and is next to Chuundar's place.  You'll also need to
find the judge in the village, which is just a little farther ahead.

Wookie's Revenge: You'll come across a single Wookie under attack by
Mandalorians in the Shadowlands. He'll tell you he wants you to kill
them.  You can only find them by unequipping your weapons in areas
where there are Wookie bodies (walk around those areas a little and
they'll show up).  The final area to find them will have three
swoopbikes.  Put a datapad in one of them (you'll find the pad on one
of the Mandalorian bodies as I recall) to make them appear.  You do NOT
need to unequip your weapons for that part.

Tarisian Ale: As you search through things down in the Shadowlands,
you'll come across an item that Griff requested in order to make
Tarisian ale.

Head of a Droid: Part of a Korriban quest, find a droid's head in the
Shadowlands and return it to an item trader.  See `Head for Trade' for more
details.

*** [6.05] - Korriban ***

Word of Sunry: If you bring Jolee with you when you first leave the
Ebon Hawk, he'll meet someone who tells you that their friend Sunry is
on trial on Manaan.  You can go there now or later, I chose to wait and it
doesn't change anything.

Head for Trade: Submitted by Stephen Allerti
In Korriban, there is a item seller with a man that owes him money. Later, when
you go down to the Shadow Lands, you'll find 3 or 4 bodies and a broken down
droid. Take the droid's head, and the stuff you get from the bodies and bring
it to the item trader. You MUST DO THIS BEFORE THE WOOKIE'S TAKE OVER or the
seller will be gone (not sure what happens when you bring him the items).

Bastila's Mother: You MUST do this quest BEFORE completing Korriban, or
else you can't do it ever.  If you head back to Dantooine with Bastila
in the party when you leave the Ebon Hawk, you'll come across a woman
that recognizes her.  She'll tell you Bastila's mother, Helena, is
looking for her on Tatooine.  Go to Tatooine and find her in the
cantina, then you'll be given the quest to find a holocron.  Go out to
the dragon's cave where you found the Star Map and in the corner next
to it is the holocron.  As you go out, however, be careful, as Malak's
current apprentice and two Sith attack you as you try to leave.  Take
the holocron back and try to resolve things between Bastila and her
mother.

Spice Trade: On your way to the academy, you'll meet an alien outside
the cantina that asks about some spices that are on the Ebon Hawk.  You
can retrieve these for him from the storage room of the ship, and get
another delivery quest, explained below.

Dangerous Package: If you take the other delivery quest, you're
probably as curious as I was to what's in the mystery package.  Watch
out, because inside you'll meet an alien that will give you riddles.
If you get one wrong, I assume you lose the game.  The riddles aren't
so terribly hard. I remember the answer to one was 'Tomorrow'.
Otherwise, the riddle you give back to him that he'll lose on (which
appears after you've answered two riddles) is a question that involves
numbers.  I don't remember it correctly, it's mostly about how many
passengers are on the ship.  Then you'll leave after that and can
complete the quest.

Father and Son Reunion: Whether or not you talked to the man on
Tatooine with Carth, you should find his son Dustil in the area.  After
you do the backstabbing operation with Yuri and Uther, you will get the
key to Uthar's room, and in there you can find a datapad that will turn
Dustil away from the dark side.

*** [6.06] - Manaan ***

Assassin For Hire: If you've been through Tatooine lately, you'll come
across a guy somewhere in town who says you dropped a datapad.  If you
take it, it will tell you to go see a guy alone on Manaan.  If you
follow these directions (just dump your party members when you find
him), he'll tell you about an assassin guild.  If you've waited this
long to go to Manaan, the first task he gives you is to kill a guy on
Dantooine, which you can no longer go to, and so you get another quest
to kill a guy in the Republic Embassy.  Doing so will give you Dark
Jedi points, and the tasks he gives later just get even harder, so if
you're a Light Jedi, don't even bother with this quest.

Frank Johnston wrote the following about the Assassin missions:
"Doing missions for the Assassins guild will get you Darkside points, but the
rewards are pretty good. I got a set of +4 Strength Gauntlets, a +8 Stealth
Belt, and a set of goggles (I forget what they gave me)."

Swoop Race #2: There are 3 more rounds of swoop racing you can
participate in on Manaan.  After completing the first two rounds,
you'll be threatened by the top pilot.  If you win, he'll tell you
you're going to get hassled, but I never actually came across any
trouble, so just ignore him.

Sunry's Trial: In one area of the city, you should see Sunry's wife,
who will tell you about what's happened to her husband.  Head to the
courtroom in the same area and talk to the judges.  Then you need to go
investigate.  You only need to do the following things:
* Go to the hotel, bribe the hotel owner to say that the shooting
occurred after Sunry left, and talk to the two other witnesses to hear
a confession from one of them.
* Talk to Sunry's wife to clarify about the affair Sunry and Elassa
were having.
* I also talked to the Republic Embassy, and the Sith.  The Sith were
just angry, I don't think you need to talk to them regardless of the
recommendation someone makes.

Mercenary Information: Talk to someone in the mercenary enclave about a
quest for why the Republic is hiring mercenaries.  After raiding the
Sith base and talking to Roland, you will receive this information.

Disappearing Selkath: Another person in the mercenary enclave will ask
you to investigate the disappearance of his daughter, believing the
Sith are behind it.  While in the Sith base, explore until you find a
group of Selkath, or the medical room.  Either way, you must prove to
the Selkath the Sith are evil.  Do so by taking a pin from a dying
Selkath in the medical room.  Talk to the Selkath recruits again and
they'll see the truth and leave.

------------------------------------
7. Bugs and Rants
------------------------------------
Submitted by DMBand:
"Hey, I just got past Darth Malak on the sith ship...beat him went to the
hanger bay and as carth tells jolee what happens it freezes...no talking but it
is still focused on (I'm assuming you left out someone's name here, and a .)
any ideas as to what happened..im emailing you becuase u are the on carth...im
emailing you becuase u are the only one with a complete walktrhough..thanks"
* When I played, it was Carth (without any of his armor since I brought him
with me to Bastila, that's kind of a bug too) and Bastila who talked.  I'm not
sure what you did to her.  My suggestion would be to do something different to
Bastila or bring different characters with you on the Star Forge. If anyone has
any information on this, please let me know.

The only rant is that I'm an idiot for not checking with the guy at the desk in
the Czerka office about Griff.  Thanks to ALL the people who wrote to me, lol!

------------------------------------
8. `After the Game' Thoughts (-=***SPOILER SECTION***=-)
------------------------------------
This section is for people who have played through the entire game at least
once.  IF YOU HAVE NOT WON THE GAME, DO NOT READ THIS SECTION.

**********************************************************************
**********************************************************************
**********************************************************************
Here are some general things that I noted throughout the game up to and
including the ending:

I had my light side points maxed out.  I can tell because by about the third or
fourth planet, my bar just stopped going any higher.  Besides the reduction of
force points for light side skills and such, there does not seem to be any sort
of reward otherwise.  No weapons, extra skills, etc.  So as far as I can say,
you can go wild sometimes with dark side points, and it doesn't really matter
all that much.  I'm sure this works the same for the dark side.  Why did I
consider this a spoiler?  I had to suffer through being good without knowing
that I didn't have to be all the time, so why shouldn't you? :P

As a male scoundrel, I decided to steer my hero toward the path of love with
Bastila and see where that would go.  Besides the embarrassment and such that
she goes through concerning the matter, and the confessions that were exchanged
at the Star Forge, nothing actually happened.  The ending was, from what I can
say since I only went through once, the same.  She didn't kiss him, hug him,
run away with him, or anything like that.  Just, nothing.

That's all of the important stuff.

To hopefully prevent anyone reading the credits from unintentionally reading
something in this section, I'll just fill up some space by talking about the
characters I used and didn't use, since that's not really a spoiler.

I used Carth for mostly the entire game just because he seemed to have the most
to say and was pretty handy with a blaster.  He also had higher preference for
me than some other characters.  I personally never used Zalbaar.  Don't get me
wrong, it's not that I don't like Chewbacca or anything, but Zalbaar isn't
exactly the most talkative person, especially since all his voice was just a
lot of grunting.

I used Mission when I first got her and for the Leviathan breakout.  While I
appreciated her skills as a scoundrel, since my own character was the same
class, I didn't really find her all that useful.  She was basically blaster
support, and for that I could've used Carth who was a soldier and therefore had
more health.

When I wasn't using Bastila for my third, I was using either Jolee or toward
the end I also started using Juhani.  Jedis are lots of fun, especially when
you see all three members of your group twirling all different colored
lightsabers.

Canderous was evil and unless you're into the war and conquest thing, he's not
all that interesting either.  He's also pretty much on the same level as Carth
in terms of abilities, but T3-M4 was similarly boring to Zalbaar, so I only
used him on Taris.  And HK-47 was funny, but I had been using Carth for so long
that I just stuck with him.
**********************************************************************
**********************************************************************
**********************************************************************
------------------------------------
9. Credits
------------------------------------
This walkthrough was made by David Lam, copyright 2003.

For any feedback/questions/etc., please send an e-mail to
jhev(at)chibiknights.com.

NOTE: This FAQ is no longer being updated.  Please do not send any additions
or corrections.

Thanks to LucasArts and Bioware for making this excellent game, Star
Wars: Knights of the Old Republic.

All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.

Thanks to Ray Samol for filling in the gap for the third way to infiltrate the
Sith embassy on Manaan.

Thanks to Frank Johnston for the Canderous side-quest and the rewards from the
assassin quests.

Thanks to Baron Zemo for the information on character events and the Dragon
Pearl.

Thanks to ALL the people who e-mailed me about the Mission/Griff thing.  I had
so many e-mails about this (I got 11-15 alone on the first day the FAQ came
out, what an audience!).

Thanks to my brother and moreso to Blue Dragoon77 for confirming in detail that
the creatures (gizka) that are loaded onto the ship on Tatooine are indeed
sellable to the alien on Manaan.

Thanks to Shawn G for the additional information about character events, and
especially the Darth Malak/Jedi skill info.

This FAQ/walkthrough may be not be reproduced under any circumstances
except for personal, private use. It may not be placed on any web site
or otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright.

The following sites, and only these sites, have been given my permission to
post my FAQ/walkthrough:
GameFAQs (www.gamefaqs.com)
GameSpot (www.gamespot.com)
IGN (faqs.ign.com)