Now it is time for the meat of this guide; the walkthrough. I will try my best to walk you through the game. If you
bought the Prima strategy guide, and found out it was a complete waste of trees, this walkthrough should do you good. I will
attempt to find the easiest way to defeat enemies, as well as the bosses. Quests will be listed IN THIS WALKTHROUGH AS
WELL AS IN THE APPENDICES. This is to help you, the reader,
This walkthrough will cover the light side. It will
tell you to make decisions that will give you light side points, along with how to talk to other people (ei; don't act
elitist to other people, et cetera). These walkthroughs were split because it would be easier. If you want to be on the
light side, read this walkthrough.
===============================================================================
---------------------------
3.1 - Endar Spire
--------------------------- ===============================================================================
You
start off at the character generation class screen. Choose whatever class you want from the three. Scoundrel is a stealth-heavy
character, and does the worst out of the three in battles. It also has low vitality points, and I see no reason at all
to choose the scoundrel unless you want to make the game difficult. Going further along, the scout is the even of the two,
he can go into stealth mode and can fight. This would be a pretty good class if the game played right, but usually,
you want to fight the monsters to level up. This brings us to my favorite class, soldier. As a soldier, you will not be
able to go into stealth mode or open things greatly and whatnot. Of course, your party members are able to things like
that. A soldier is fighting heavy, and is great on his attacks. He is for beginners, hence the game is pretty easy if you
use him correctly. Note that the gender *does* matter. There are romance quests, and if you are a female, you will have
to lug around a pretty useless character to advance. For this, I advise you become a male, and this walkthrough will cover
your male romance.
After picking your race, you will be at the character generation main screen. From there, you
*can* just press quick character and the game will make one. However, it is unadvisable. The computer is not a living human
being, and it makes crappy recommendations sometimes. If you do decide to create your character customly (which I highly
recommend), go through the face you want your character to have. The first time through I picked a face that I did not like,
and restarted the game. After you are done picking, press the A button to accept what you have done.
Now, go to
the attributes screen. You will see 6 attributes, and they will have 8 points each. The game gives you 30 points to deplete
among the 6 attributes. Now, you *could* split it evenly, but some of the attributes are not worth it. You also could
hit the recommend button (Y), and they will give you good numbers for all of the attributes. I also advise you do this,
as the game makes it even for your class (I think).
So, after you get your attributes done press accept and go to
skills. You will see that there are a lot of skills here, but only a handful of points. Just press the recommend
button (Y) and it will through all of your points into treat injury. Likewise, you will almost never use any other skill,
hence your team can do a better job because the game leveled them up to do it. This may sound confusing, but it is correct.
Hit
the A button again to accept and you will go to feats. The game gives you two feats to begin with, but they are just armor.
Please, DO NOT LET THE GAME DECIDE WHAT FEATS YOU GET. It is practically suicide. The game usually gives you feats for
blasters, which does not make any sense at all. It is a very bad idea to go through this game with a blaster, because it
does not compare to a lightsaber. Therefore, I want you to choose this. I will tell you which feats I want for every
level, so do not worry. Pick the toughness feat, it will be one of the ones on the bottom. Press X at this feat then press
A to accept.
After this, you have to think of a name. Now, I have been browsing the boards and there is not "good"
way of doing this. I just put my first and last name in. You can do whatever you want with this, just make it a respectable
name (ie; no slang/cussing) because you will have to stick with it throughout over 60 hours of gameplay, not to mention
if you are slow at RPGs (^_^). Anyways, hit the accept button. If you like everything you choosed, then hit the A button
again to start playing. However, if you are having second thoughts, press the B button to go back to where you want to.
After the class is taken care of, it will be time to play!
The classic Star Wars opening, where the letters are
floating away. Please, READ THIS. The story is beautiful, and you want to understand everything, don't you? In the next
screen, you will see a ship taking a heavy beating by fighters, and you are in that ship. Then, you will wake up and Trask
will walk through the door. He will tell you everything you need to know about Bastila and the story, for now. He will
tell you how to get your gear and equip it; just go over to the footlocker behind you, open it and take all the items.
He will tell you how to equip it.
Equip the shortsword and clothes. You will be the melee man, while Trask shoots his
blaster from behind. Just remember, if you are low on health, heal yourself with a medpac! Then, walk back to Trask again
and there will more tutorial talk. After you learn how to open doors, go up to the only one in this room and attempt
to open it. It will be locked, and you will have to switch to Trask to open it. So, press the black button to be Trask.
Then, walk over to the door. You will see a small blue circle on it. This is what you use to know which object you are
highlighted on. At any rate, this should be the door. If not, then redirect yourself so you are facing the door.
Now,
go to the D pad and press right once. On the bottom the screen you see 6 boxes, the second to last one going right is where
you should be. It will say "security" above these boxes. Press the A button and Trask will unlock the door. From here,
he will tell you to take the lead. Then, walk down the hallway a little ways. The screen with change to Carth, who will
tell all hands to go on deck. He was contacting you via the communicater. If you do not know how to roam about the screen,
say to Trask that you need to know how to get to your journal. Then, walk down this hallway to the following door. Walk
up to it and press A to try'en open it. Trask will say that he does not have the codes to unlock this door, but he might
be able to slice through it. So, switch to Trask, then go to the security box and press A. The door should now be open.
The
screen will change to a republic soldier firing at two sith soldiers. The sith soldiers will fire back and kill him. Then,
Trask will yell "For the republic!" and you will be in fight mode. For your first fight, press A to engage. Then, go
up to one of the sith. Kill him. If you are having trouble doing this, try to use one of your feats. Press the D pad to
the right once and you will be on a red blade. This is a feat and special attack that you can use an infinite of times.
Press A and you will use this special attack, which should take a big chunk of the sith's life. Then, fight the other one
the way you did the first.
Trask will start to talk to you again, so, if you are low on health, use a medpac.
Don't know how? Trask will give you the option to find out how. Afterwards, open to the door to the far end of the hallway.
You will see two sith, and you will lock onto the one of them. The good part about this room is that the other sith
will be to occupied by Trask to fire at you. So, kill the soldier you are dueling with. Then go around behind the others
back. Then, use the special attack to kill the sith from behind. After this, go around the room highlighting things.
You should be able to get items from: A republic soldier, a metal box, and a footlocker. Remember to *always* check the
entire room, looking for things to loot. If you cannot use it then you can definantly sell it.
Go through opposite
door. The screen will change to republic soldiers fighting the sith. The sith will kill all the republic soldiers, which
is bad. The screen wil change to you. Now, heal if you have not already. Then, walk around the corner to the sith. Through
a frag grenade at them. To get to your frags, press the D pad left until you find it. There should be a couple soldiers
left from that blast. The ticket here is to follow Trask over to the soldier he is fighting. Then, use the special feat
to kill the soldier. Trask is good cover (^_^). Kill the remaining two sith soldiers, using the special feat to the fullest
extent. Then, loot all of the remains. You will find a lot of items off these men.
Walk down the north path to the
door. You will see the droid blow up, which is bad. Take some parts to the right on the ground. Then, walk back to the four-way
split. Go to the path to the left. Walk down the hallway to the door. You will start to hear lightsabers. Open the door
to see a Jedi and a dark Jedi battle it out. The light side one will kill the dark, but then die from a explosion. Of
course, you *could* of possible aimed your blaster at the dark Jedi to get him distracted. But, Trask said to get out of
the way. Two sith soldiers will then walk up to where the Jedi were. Kill them both, then loot them, along with the
two Jedi. After this, walk east to a door.
Open it and kill the two sith soldiers. They will be a piece of cake. Then, Trask
will tell you Bastila is not on the bridge, meaning she already escaped to the escape pods. He then tells you that, with
Bastila gone, the sith can destroy the Endar Spire at any time. So, get moving! By the door you walked through will
be a backpack. Look inside to find a blaster pistol. Then, switch to Trask and go to the menu. Switch to the equipment
screen, using the trigger buttons. Then, unequip Trask's blaster for a short sword. Trask will be leaving us shortly,
and we want to sell the blaster for more money!
Walk over and around the control desk. You will see a door. Try to
open it and Trask will tell you to level up. He will tell you how, so do as he says. Press the start button, then toggle
through the menus using the trigger buttons. Once you reach a menu that has your full body in it, stop. You will see all
of your statistics, along with how you are with the light/dark side. You will be at par now, because you have not done
anything to make the game give you points yet. You will see "A LEVEL UP" over your character. Press A and you will be back
to a character generation screen, but, it is now the level up screen. You do not get to choose every option again, hence
the game tries to make it harder. Go to skills and put them in treat injury. Then, go to feats. Scroll down until you find
"empathy." This will boost your persuade, awareness, and treat injury skills by one. Press X and you will now have the
feat. Then go to accept and you will be done!
After this, get out of the menu. Then, open the door ahead of you.
This will bring you to a semi-hallway leading to *another* door. Open it and Trask will run to the door ahead of you.
He will open it, only to see a dark jedi. Trask sacrifices himself for you, going through the door with your short sword
to face a dark jedi. It is basically suicide, and we all know it. After this, go look back and you will see a door.
Open it and go to the starboard section. Carth, talking from the communicator, will tell you that Bastila's escape pod is
away, and that you are the last remaining crew member. Walk down the hallway until you hit a sith. Kill him, using the
special feat power attack to your advantage. Then, take the upper path to a door. Open it to find two sith guards. Kill
them both. Run up to one of them, and before he takes his sword out use the power attack feat on him. This will severely
hurt him. Then, kill him using a regular attack. Go over to the other sith guard and do the same to him, using the power
attack quickly so it inflicts damage while the sith still has his blaster equipped.
Carth will come up on the communicator
again, and tell you that there is a whole sith team on the other side of the door. And that you will have to thin there
numbers somehow. He suggests you reprogram the droid or slice through the computer terminal by the door. I *always* choose
using the droid, because computer spikes are somewhat difficult to come by, and you will not reprogram a droid for a
long time. This droid is combat, which is very good. Before you reprogram him, loot the sith guard and the footlocker.
Then, walk up to the droid, and press A. You will now be at another screen, which has a couple options on it. Choose
droid repair tutorial to find out a little about repairing droids. Then, hit reactivate droid. Then use eight repair parts
to fix the droid. There should be two options, both with four parts. Press A and you will fix them, costing you the
repair part.
The droid will now walk around, so it is time for you to open the door. Open it while the droid is
near the door. You will be asked to engage in the battle, but press the pause button to continue and not fight. The droid
will be at the door. He will take out his blaster rifle and kill all the sith in that room. Walk inside the room and
loot all the remains. There should be four or five troops that have items to give you.
After this, open the door
to the west. You will see Carth, and you guys won't exactly have a chance to chat it up. Instead, he will introduce himself
and tell you there is only one escape pod left. Walk up to it, it should be the second pod when you walk forth. Go up
to it and press A. Then choose that you want to use the escape pod. From here, the escape pod will shoot out and right after
the endar spire will blow. Why does it always have to blow up right after? ^_^
===============================================================================
---------------------
3.2 - Taris
--------------------- ===============================================================================
Main Quests ===========
1.
Getting to the Lower City 2. Gadon's Deal 3. Getting to the Under City 4. Zaalbar in the Sewers 5. Black Vulkar
Base 6. Back to Gadon 7. Swoop Race 8. Rescue 9. Canderous's Deal 10. Sith Base 11. Davik's Mansion 12.
Ebon Hawk
=========== Side Quests ===========
1. Rapid Transit System 2. The Duel Ring 3. Pazaak
Rules 4. Dia's Bounty 5. Largo's Bounty 6. Selven's Bounty 7. Matrik's Bounty 8. Bendak's Bounty 9. Infected
Outcasts 10. Rakghoul Serum 11. Rukil's Apprentice 12. The Promise Land
=================== M a i n
Q u e s t ===================
============================ 1. Getting to the Lower City ============================
The
next time you see your character he will be on a bed and will be thrashing about. He will then change to a dream (which
might be something else, but no spoilers here) of a women and a man fighting with lightsabers. Interesting. Anyways,
Carth will come in and ask you a few questions. Tell him about the "dream," or "vision," and he will tell you that you
took a major blow to the head in the escape pod. He will also tell you that he was conscious, and he took refuge at
this abandoned apartment. Talk to him more, learning more about yourself along with your mission here on Taris. Walk to
the door and apartment door and open it. The game will automatically put Carth into your party.
Once you are outside
you will see three sith soldiers raiding aliens. He kills one of the men with his blaster, and then realizes that you are
behind him. He then tells his troops to attack. Time to fight. Change who are going to attack by pressing the right
or left triggers. This will lock onto one of the sith soldiers, instead of the sith leader. This is better because the
other alien will beat down the leader while you take care of the other two soldiers. Dispatch of the two soldiers, using
your jump attack to kill them. The alien will kill the leader. The alien will then speak to you. Tell him you are glad to
help, and he will respond that he will take care of the bodies.
It is now time to level up. In skills, choose putting
all your points in treat injury. This will only be one point. Next, is feats. Choose to the flurry technique. This is
a great special attack, that will soon override your power attack special. After you choose flurry, accept the changes.
Then, loot the bodies for some blasters. Now it is time to loot every apartment in this area. Start going down the apartment
circle until you see a low security door. Change to Carth and use his security ability to open the door. You should see
a women inside the room. Her name is Dia. If you wish to do Dia's quest, look in the sidequest "Dia's Bounty." Anyways,
loot her apartment. There should be a bag by the entrance of her little room. Open it to find 18 credits, a computer spike, and
a medpac. Take the items, then continue down the apartment circle.
You won't go long before a merchant stops you and
talks about his shop. Be polite, and ask everything you can to him. After this, don't buy anything. His prices are not
the best. Continue going down the apartment circle. You will see another low security door. Change to Carth and have him
open it. There will be a Twi'lek in the room. Just go past her and to a bag on the ground. Take everything that is inside
of it, which should be 16 credits, a part, and a medpac. From here, go down to the next door. This will be the entrance
to the upper city. Do not go through the door, instead go past it and to the next security door.
Open this door
with Carth's security skill. There will be a Ithorian in this room. Loot the bag by the door to find some credits and parts.
Follow this apartment circle more to a little droid room. There will be nothing there, so continue onto the next room.
Again, use Carth's security skill. There will not be anybody in this room but a footlocker at the oppposite end of the
door. Open it, take everything, and continue onto the next room. The next room will be your apartment. Go inside there
to regain all of your health. To the opposite end will be a footlocker that has some medpacs and computer spikes. Take
them, then leave again with Carth.
From here, go down to the upper city door that is the most southern door in the circle.
Now, go to the menu and use the triggers to find a map. This map will have "Return to Hideout" on the bottom. You will
also see the X button by it. This means that if you press X now, you will return to the hideout. Do so, and you will
complete the Rapid Transit System Quest. Then, walk back out to upper city south. Walk straight over past the water fountain
circle. The game will tell you to speak to Carth. Just choose the nice guy options, and learn more about Carth.
After
this, continue north until you find the equipment shop. You should go north until you hit a wall with computer screens
on it. From here, go right and you will see a door. Open it and you will be at the equipment shop. Sell your Prototype
Vibroblade, two regular vibroblades, two blaster pistols, one adrenal stamina, and one of your blaster rifles. You should
now have around 300 credits. Buy one Vibrosword, then leave the shop and go back to the main area where the water fountain
circle is.
Walk down the huge walkway due east. You will come up to another water fount circle. Walk around it to
the northeast to come up to two bounty hunters trying to get money out of a poor old man. They will talk to him, and the
bounty hunters will decide to kill him. Before they do, though, they see you, and see that you are a witness. You can
now talk, and talk you will. Tell them to leave the man alone, or they will have to deal with you. The bounty hunter's
won't like that, and you will be in a battle. Kill both of the bounty hunters using your flurry technique. They are
pretty weak, and one flurry combo will take care of them. You will gain light side points by killing them. Then, the old man
will thank you, but still say he owes Davik money and that more Bounty Hunters will come until he is dead. Say that maybe
you can help, and give him 100 credits. He will be very thankful, and run off to pay Davik. You will gain even more
light side points for doing this, and is a bargain for a mere 100 credits. Plus, after you loot both of the bounty hunters,
you get your 100 credits back. ^_^
Walk down from where you killed the bounty hunters and you will come up to a medical
facility. Open the door and look for Zelka. Talk to him about the Rakghoul disease, and ask if there is a cure. Then say
that maybe you could a serum from one of the sith guards. Then tell him that you will get the serum. Start to leave
the medical facility and one of the people in there will stop you. He will tell you that Davik wants his hands on the serum,
also. Just tell him that you want to give it to Zelka, so he could help more people. Then you will be on your merry
way.
Walk north of the medical center to upper city north entrance. Go through and you will be at an almost same
place, but with different shops and whatnot. Walk directly north to a standard door. Open it and go inside the apartments.
Go up the apartment circle, looting the first two apartments for item. Walk up more and you will see a sith by the door.
The sith will tell you to move along, but when do you ever listen to the sith? You will see another sith inside the apartment
interrogating a alien. He will ask about sith uniforms, and the alien will say he doesn't know what he is talking about.
Ask what is going on there, and the sith soldier will *again* tell you to move along. Just continue the conversation,
being subtle, telling the sith soldier that maybe the alien does not know anything. The sith will start to get mad, and
tell you to stay out of it if you know what is good for you. Say that you won't let them kill a defenseless prisoner.
You will then start a fight, where you will have to kill three sith. No worries, dispatch of them. Then the alien will
tell you that he really did steal the uniforms, and he also gave them to Gadon. Well, isn't that something?
Just
ask about Gadon and he will tell you that he is undercity. From there, leave him be and he will run out of the apartment.
Loot the bodies for a sith uniform amongst other things. You will also see a locker, which is another thing you should
loot. Continue your looting spree until you come to a apartment with Largo in it. Talk to him, and he will tell you about
his bounty. Do not kill him, instead tell him that you are not going to hurt him. Then give him 200 credits, and you
will gain lightside points.
Walk back outside to Upper City North. Then, walk west on the walkway over to the end.
Go north and you will be at an elevator. This elevator will bring you down to the lower city. Walk up to the elevator and
the sith guard will stop you, stating that you have to be a sith to go down the elevator. Pause the game and go to your
equipement screen. Change your body armor to the sith armor. The guard will now let you pass.
Once you get down
the elevator change back to your regular combat suit, and give Carth the armor for the time being. Walk out to the walkway
and you will see a gang fight. The Vulkar's verse the Bek. The Vulkar's will take care of the three Bek's easily. They
will then see you and start attacking. Kill all three of them, they should not be that tough. Use your flurry like you
are addicted to it. After, loot all there bodies. Change Carth's uniform back to clothing. Then walk down the walkway
due west.
Go inside the Cantina, it will be the first door to your left. Once inside you will see a powerful display
of Calo Nord. Walk around the Cantina to see Mission Vao talking bad to some aliens. The conversation ends when she gets
her wookie friends over to the aliens. They then leave. Talk to her to learn a little about her, then they will leave.
Go outside the cantina again, and walk north to the Bek base.
=============== 2. Gadon's Deal ===============
Talk
to the guard. Tell her that you need Gadon's help. Then tell her that you could be an ally against there enemies. She will
then let you in. Go inside, and open the standard door. Then walk north to a desk with a man behind it. This man is
Gadon. When you walk near him his body guard will stop you, but Gadon will fend her off. Talk to Gadon about the escape
pods, and continue the conversation. He tells you about Bastila, but stay calm. Ask him what happened to her. Continue
this pretty long conversation, learning about how Bastila is a prize in the Swoop Race.
Ask for his help, and he
will tell you to find Mission Vao. She is in the Under City, and can get into the Black Vulkar base. Tell him you have
a sith uniform to disguise yourself, and he will tell you that the guard by the Under City elevator means business,
and you will have to get papers. Luckily, Gadon has them. Trade your Sith uniform for the papers. Then you are done here,
next stop is the elevator.
============================ 3. Getting to the Under City ============================
Walk
down the walkway, killing the Vulkar's as you go along. They should be a little threat at first, but that will change.
Just remember to loot them after you kill them. On the way you will see one of Davik's agents get money from one of
the Vulkar's. You will then see Canderous come in and Vulkar's will give the money right up. Canderous is powerful, and
he will be your ally later in the game. Once you get to the end you will see a sith guard. Talk the guard and tell him
you have your papers. He will then let you use the elevator.
Once you are down the elevator two outcasts will tell
you that you have to pay 5 credits to use the elevator. Give them 20 credits, and you will get a light side bonus. They
will run off, and another outcast will run up to you. She is a woman, and is very kind. Just continue the conversation,
trying to be nice to her. Talk about the promise land and everything else. Walk over to the north and Igear will stop
you. He will ask if you want to buy something. Be nice to him and ask him about his store and whatnot. Then go over to
the north east part of the village, where there will be a gate.
A woman and a man will be arguing. The Rakghouls
would come in and kill everyone, the gatekeeper says. The woman will then ask you for help. Do so by having the gatekeeper
open the gate long enough for you to come out. From here, fight off the Rakghouls. You won't gain any light side points
for doing this, but it is the right thing to do and it will boost your prestige among the gatekeeper.
Walk around
the little village and talk to people. Namely, talk to Gendar and Rukil. They will both be very kind. Gendar will tell
you about mission, and how they wander the sewers. He will also tell you to go through the gate to get to the sewers.
Rukil will talk about the promise land, and how is apprentice is lost. Tell him you will find his apprentice. Then walk
back over to the gate. Igear will stop you, and tell you if you give him the journals that he will reward you. It is
not worth giving the journals to Igear, and you get dark side points if you do give the journals to Igear. So, just don't,
m'kay?
Once you are at the gate, open it and go out. After walking a couple steps mission will come running over
to you, stating that "they took him." Find out Mission's situation, and she will agree to help you get into the Vulkar
base in exchange for you getting Zaalbar. Equip Mission with a blaster rifle, and you will be set. From here, go north
east and wrap around the village walls. You will see Canderous with his men, again. Ask who he is, and one of his men will say
he is Canderous. The conversation will go on until an unwelcome group of Rakghouls decides to join in.
Help the
soldiers kill the Rakghouls. Once all the Rakghouls are gone Canderous and his men will walk off. From here, you should
now be at a new level. So, go the the level up menu. From here, give a point to strength. In feats, go to Toughness
and get the second level of it. Then, fight off all of the Rakghouls to the northwest of you. There will be a lot of them,
but they are good for leveling up and practice. Walk over to the light in the northwest. Kill the Rakghouls there (if
you already haven't). By the light pole is a outcast body. Take the items in it. Namely is the promise land journal! This
is what the old man was looking for.
Go back inside the village and over to Rukil. Tell him about the apprentice, and
he will tell you that you now have to continue the promise land quest. This is a quest, obviously. Go south to the a cage
and women. She will tell you that the outcasts keep people that are infecte by the disease in this cage. Ask for healing,
then go north to Igear. On the way to Igear, talk to Carth more. He will talk about how you were a last minute pick to
be on the Endar Spire, and that you just happen to be one of the survivors. Don't get mad about his suspitions, just
answer them calmly. Then, go over to Igear. Igear will tell you that he will buy the journals off of you. Don't listen
to him, because if you do give him the journals, you will gain dark side points and only gain 100 credits.
From
here, go outside the gateway. Go east of the gateway to some sith. They will tell you that it is a restricted area. Tell
them you have there papers, and he will tell you about a patrol that they lost contact with. He will say that they were
in the south area. Could this be a hint? Could those dead sith have a Rakghoul serum? You bet! What I want you to do now,
though, it walk this area and kill EVERY Rakghoul. Why? You get good experience for it. Mission and Carth should level
up. Just press the recommend button for them, as the only person you care about is yourself. I am so self-centered sometimes...
^_^
You will find a lot of things around this area. Namely, there are a lot of dead bodies. If you go to the southeast
corner by the sewer entrance that is locked, there will be a sith soldier that is dead. You will find the serum in his
body. Now, go back over to the undercity town. Mission and Carth will start talking, and soon the talking will turn
into arguing. Just tell them to settle down and do not take sides in the matter. Go back over to the cage where the healer
is. You now need to use the serum on the people that are infected.
Go inside the cage, ignoring the healer. Once
inside, a couple of the people will turn into Rakghouls. Kill them. Then go over to the two remaining infected people.
Talk to them and give the serum to them. They will be healed! You get light side points! And, better yet, you have enough
left for the medical doctor to make the serum for every person who gets the disease!
Have the healer heal your disease,
then walk back over to the gate. Talk to Mission, and ask about her life and whatnot. Be kind and sensitive. Now, go outside
the gate position yourself so you are directly northwest. You will come up to the sewer entrance, go inside.
======================== 4.
Zaalbar in the Sewers ========================
Walk down the railing a little ways and, sure enough, there will
be a mine planted right in the middle of the path. Switch to Mission, and have her disable the mine. This will happen
a lot, so get used to it. Switch back to your main character, and open the door. There will be five Rakghouls that want to
mingle with you. Kill them, using your flurry attack. Then, look around for a skeleton body. Get the credits, and use the
door by the body. This should bring you to a room that goes southwest. Walk down this room and the path will change
north.
Once it does, you will see a Gamorrean Patrol. Kill it using flurry. Then, open the door to the right. There
should be a couple Gamorrean's in this room. Kill all of them. They might be a little tough, so heal when neccesary. If
you die when you fight them, go down the path where you killed the Gamorrean and open the door. This will bring you
to a centered area with a lot of enemies. Kill all of them. Keep going to different places until you level up. When you
do level up, hit the recommend button for skills. When you get to feats, go down to improved furry and add it. Then
go back into the room with the Gamorrean's again, and show them who is boss.
Go over to the doors. At one of them,
Mission will tell you that it is a old lock, and she knows how to open it. Once she opens it, Zaalbar will be inside the
locked door. They will talk, and then you will introduce yourself. Just talk about the lifedebt kindly, and tell him that
you honored to accept the vow. Continue the conversation, learning about how there is a rancor guarding the Black Vulkar
base. Don't worry, though, I got a way that can get you passed him easy.
Add Zaalbar to your party and take Carth
out. Then, equip him with a Blaster Rifle. From here, walk back to the entrance of the sewers, to the first middle room.
You most likely do not know what I am talking about so here are the directions. Go out of the center room where Zaalbar
was back to the long walkway. Then go north up the walkway. It will turn northeast and you will be at another room.
This is the room you started at!
Take the only door you have not explored yet. This door will be at the southeast
of the room. Open it and you will see a mine. Switch to Mission and have her disable it. Then go over to the force field's
controls. They will be right ahead of the mine. Mission will then tell you that she has the codes for the force field.
She will turn off the force field. Now, go through the door that the force field was blocking. This will bring you to the
upper sewers.
Now, open the door to the circle room. There will be a lot of enemies. Specifically, four Rakghouls
and two Gamorrean's. The Rakghouls will be fighting the Gamorrean's. Just ignore this, and kill everything in the room. Then,
take the northeast door. Go down the walkway and kill the Gamorreans. Open the door at the end to find yourself at another
circle room. Kill the robot in this room. Pass the mine along the way. Keep hacking at it with flurry until it is done
for.
Now, take the door to the southeast. Switch to Mission and disable the mine. Then follow the walkway down to
the end. You will lock onto a severed arm on the ground next to the door. Get the synthesized odor in it. Then, open the door
and run over to the dead bodies on the ground. Lock onto one and take the items. Then, lock onto it again and look to see
what is in it. There won't be anything. Press X and you will choose from your items. Go down to the synthesized odor
you just picked up. Put that and a frag grenade in the body. Remember to put the frag grenade in first, as when you put
the synthesized odor in, it will go the cut-scene automatically. Alternatively, you can just throw your grenades at
the beast until it dies.
After it is gone, go through the door at the end of the room that Rancor was guarding.
Kill them both using flurry. Then, open the door to the elevator and use it. You will now be inside the Vulkar base.
==================== 5.
Black Vulkar Base ====================
This is where the fun begins! Walk over to the door and open it. Kill the patrolling
robot. You will now be able to level up Zaalbar and Mission. I advise you do. Just mash the recommend button for them.
After this, explore the the two doors to the north. They will have items in both of them. One of them will have a mine,
but Mission can take of that. After raiding both of the north rooms, go through the middle room facing south. There will
be two patrolling droids and one Black Vulkar in this room. Take care of them, and take the standard door to your right.
Inside there will be a patrolling guard. Take him out, and take the items in the footlocker beside him. Then go into the
little room to the north to find the Black Vulkar's chef. Make mice meat out of him, then go back into the room you
were just in. You will see a person. Talk to her to find out that she is a prisoner. Be kind to her and find out information abotu
Bastila and the swoop engine. Then, let her leave. You will gain light side points for doing this.
Go through the
door she went through, and take out the two guards. Then go west to a huge room. Take out the Vulkar to the south, then
go around the little room in the center. There will be two droids there with guns. Kill both of them. Change to Mission
and have her use her lock picking skill to pick the door they were guarding. Inside will be some good equipement. Equip
yourself with the military suit, and give mission the heavy combat suit.
Now, go back out of this little room and
head east. You will see a security door soon enough. Open it, and hit the Black Vulkar in there a couple times. He will
surrender. Ask him who he is and he will tell you that he is part of the Black Vulkar gang but he hates Brejik. Tell him
you will let him live, and he will run off. Go over to the desk he was at. Beside the desk is a locker. Open it to get
some grenades and a medpack. Now, go back outside and open the door by the one you just were in. You will have to kill
5 or 6 Vulkars in this room. They are not that tough, so just hack away with flurry. After they are all dead, loot all
of there bodies. One of them will have a very handy passcard. Take it, and backtrack all the way back to the kitchen.
Now,
your main character should be at a level up. In skills, press the recommend button to add one point to treat injury. In
feats, add two-handed weapons level one. The two handed weapon feats are great investments, as when you get your lightsaber,
you can use two with a small penalty. Now, from the kitchen, go out east and follow the hallway until you hit a security
panel. A door will be next to it. Press A at the security panel to log on. From here, insert the passcard. The turrets
will automatically log off. Don't know about the turrets? Open the door by the security panel to see three turrets lined
up against the wall. You would of been toast if you didn't turn them off. Take the elevator to the right.
You
will now be on the second floor. Walk west past the swoop racers, and you will engage with a sercurity droid. Run up to
it, dodging his blaster, and hack away with flurry. Then, walk past the loading deck and go down the stairs to the west.
Kill the two enemies that are at the hallway near the stairs. Then, walk west back up the stairs and take care of the garage
head and the two Vulkars. Then, walk back over to the stairs and walk down the hallway. Switch to Mission and have her
disable the two mines. Take care of the Vulkar welcoming party, then go east until you hit a door to your left. Open it
and take care of the two Vulkar guards. Try to open the door at the end of the room and you will find out that it is
locked. This means that you will either have to find a passcard, or you will have to find a computer terminal. Go back
up the hallway and stairs to the swoop racer room.
From there, take the most southeastern hallway. This will bring
you to two standard doors. Take the first one, and kill both of the Vulkar's. Get the items out of the footlocker then
open the door to the north wall. This will bring you to an empty room. There will be a desk in front of you and a computer terminal
to your right. Get the items out of the desk. Then, go over to the computer terminal. You will see a barrel next to the
computer. Take the items in that, also. Then, log onto the computer.
Now, slice into the computer using two computer
spikes. Then go to commands and three options will come up. The first one should say "Open all security doors. (3 spikes)"
Choose that option, using three spikes. Then, log off the computer terminal. From here, go all the back over to that locked
door. You will need to go to the main room. Then, walk down the hallway in the south part of this room. Take a left
at the fork, then another left inside a room. At the end of this room will be the locked door you tried to open before.
Heal yourself if you need healing; you are in for one heck of a fight. After you got everything you need ready, open
the door.
There will be a lot of Brejik's men in this room. They will start the conversation. You will continue
is sanely, not starting a fight. After a while, Brejik's men will ask you to join the Black Vulkar's and kill Gadon. Refuse,
as it is dark side points. They will get frusterated and attack you. This will be one hell of a battle. Take out the
bodyguard first. Then take out the green alien that you talked with. He will be the toughest, hence he is hard to hit. After
you take care of those two, the rest of them should be a piece of cake.
Once you are finished with them, loot the body
of the bodyguard and the green alien to get some good stuff. Then go over to the mine at the other side of the room.
Change to Mission and have her disable it. Passed the mine is the prototype accelerator; your ticket to victory.
================ 6.
Back to Gadon ================
Now that you have the prototype, backtrack all the way to the elevator you came up
from. If you forgot where that was, look on your map. Once you are at the first floor, go all the way to the huge room
with the armory. If you go directly around the armory and look south you will see a hallway. Go over to it to find the
exit from the Black Vulkar base. Take it back to the lower city.
Now that you are back to the lower city, it would
only be fitting that you get attacked by the Vulkar guards. Kill both of them, and the three other Vulkar's that decide
to play. Now that you are back to the Lower City, run on over to the Hidden Bek's base. You will fight more Vulkar's along
the way, but don't worry; they cannot match your strength anymore. Once you get to the Hidden Bek's door, walk on in.
Go
over to Gadon and tell him the good news. He will then say he will let you use the prototype. Of course, somebody cannot
be that nice unconditionally. Gadon will say that, with the prototype in the racer, it might blow up. Don't worry, though,
it won't. Or at least, I hope not. Anyways, Gadon will let you spend the night at the base. When mourning arrives, one
of Gadon's men will bring you over to the swoop track.
============= 7. Swoop Race =============
An
Ithorian will talk to you about the swoop bike. Just continue the conversation to learn that the bike will most likely
not explode. Also, learn all the basics of swoop racing from him. When you are ready to go, walk over to the desk in
the front. Tell the alien that you want to race one of your heats. He will then let you.
The next screen will be
of a swoop bike. This is you. There will then be three lights, red, yellow, and green on the top of the screen. When the
green light lights up, hold A to accelerate. Now, I *would* tell you try your best here. However, if you do good you
will have to top your own time again. Therefore, just stay in the first gear and try to hit all the accelerator pads. Do
not beat the 36 second time. Doing bad is good, so for your second heat you will not have to beat your first time.
After
the first heat, go on over to the alien again. Ask him to race on your heats. When the light turns green, go! Try to hit
as many pads as you can. Switch gears when, on the bottom of the screen, it says so. With no luck at all, you should
be able to beat the small time of 36 seconds. Just remember to hit the pads, and don't hit any items other then that in
your path. Once you are finished, you will go back to the Ithorian and he will tell you that no one will beat that time.
Now all you have to do is wait to claim your prize!
========= 8. Rescue =========
You will be at the winner's
circle, where Brejik will come up to you. You will be awaiting your prize. When you hear Brejik tells you that you "cheated,"
you better tell him he is a liar! Then, Bastila will open her cage and kill the guard! She will take the sword that
that guard had, now ready to fight! Brejik will tell his guards to kill you and Bastila, but you both know that is better said
then done. Take out the guards by Bastila's cage, first. Then go over and hack on Brejik with flurry. It won't be long
before he keels over in agony and dies. After the onslaught, search Brejik and his guard's bodies for items and such.
Then go over and talk to Bastila. She will tell you that you cannot take her as a prize. She will then figure out that
you were somebody from the republic fleet. Try to be modest when you talk to her, not saying that you full out saved
her. Then, tell her about Carth and she will start to act better. The next scene will be of Bastila and Revan fighting.
Bastila will yell out an oh so boring "You cannot win, Revan!" I just had to say that, because if the actor could of
put a LITTLE more emotion into it, I might of gotten into the moment. Well, in the following scene you will be in an apartment,
where Bastila starts to berate you and Carth. Just tell her the truth, and be modest about it. Carth will do all the
debating for both of you, and he is right. Bastila will then ask if something is troubling you. Tell her about the vision
you had. She will say you are force sensitive and whatnot. Just be modest and tell her everything you can, m'kay? Now,
leave the apartment, and take Carth and Bastila with you.
=================== 9. Canderous's Deal ===================
Once
outside, an alien look-a-like of Padon will come running over to you. He will ask if you were the one who won the swoop
race. Say yes, and he will tell you that someone named Canderous wants to meet. He will be in the Upper City Cantina;
your next stop. Now, pause the game and go to the character level up menu. Switch to Carth and mash the recommend level
up. Bastila is a different story, however. She is a jedi, and will be used throughout the game. Therefore, you will
have to level her arse up properly. For now, however, just hit the recommend button for all of her skills, feats, powers,
and whatnot. Once that is done, go to the equip menu for Bastila and equip her lightsaber. Then equip her the cardio-regulator
belt. After this, go to your main character menu, and equip Brejik's belt, arm band, and gloves.
After all this
is done, go over to the Cantina. Along the way you will have numerous conversations, one between Carth, and one between
Carth and Bastila. Just try to keep the peace, m'kay? If you do not know where the Cantina is, walk straight out from
your apartments. Pass the equipement place and go up tot he doors a little ways further. You will now be there. Once inside,
go past the long table and into the center room. There, you will meet Canderous, the tough mandolorian. Continue the
conversation to learn that he wants you to get the suith quarin-blah codes. The deal is, you get him those codes and he
will get you a ship to get off this rock. He will tell you to go to the droid shop to get a droid. After the conversation
with him, it is time to break into a highly lucrative base.
Before you go to the droid shop, you will two thousand
credits to buy the damn droid. Talk about a lot! I advise you do some of the quests. Dueling pays good, as does bounty's.
And remember to take back that serum. Once you have 2000 big ones, go over to Janice's droid shop. On the way there Carth
and Bastila will have a conversation about her escape pod crash. Just be polite to Bastila and all war won't break out.
Also, there will be a conversation between you and Bastila. She will tell you about everything you have done on Taris.
Just be modest and tell her that you had a lot of help. She will then tell you that a Jedi could of done what you did,
but only drawing heavely upon the force. Continue the conversation, learning that you are to old to become a jedi. Soon enough,
she will tell you that the counsel will decide if you are old enough, and that you should get back to your mission. Continue
on to the droid shop. One there, Tell Janice about Davik's droid and she will offer you 2000 credits for it. Persuade
for 1500 credits and she might agree. If not, agree anyways and switch T3-M4 in for Carth. Equip the droid with blasters
and whatnot. Then, go over to the elevator that you used to get to the Lower City. If you go on passed the elevator
you will hit a door. This is where the sith base is. This door wil be locked. Switch to T3-M4 and he will open it for you.
Remember to level up T3 if you haven't already. Then walk inside the Sith base.
============= 10. Sith Base =============
You
will be at the main office where the secretary will tell you what you are doing here. Bribe her 50 credits and she will
keep her mouth shut. Then, go through the door behind her. Walk down the hallway, ignoring the first door to your left.
For the second door to your right, open it and destroy the two droids. Then, disable the mine that is in the way to the
computer panel. After this, switch to T3-M4 and have him log onto the computer. Go to camera and then to the elevator
camera. Have T3-M4 use 10 computer spikes to: disable the assault droids shield and open the elevator. Now that that is
over with, go back to the hallway and open the door at the end. You will find two droids ready to fire at you. Deactivate
them both permanently by slicing away with flurry.
Once that is done, look right to see yellow tubes. This is a
torture tube, and one of the alien's you helped out is in it. He will beg that you help him, so do so. The panels behind
you all need to be to red "off." This is very simple to do and does not need explanation. Well, if you really must know
then I will tell you. The middle panel, the one that is in the middle, needs to be turned to red. This will put the
two on each side yes or "on." From here, go to the ends of the each of the panels and turn them off. This will turn all
of them to red and the alien will be free. You will gain lightside points for doing this, also.
After you do
that, take the door to the east. Open it, destroy the droid, and walk down the hallway until you come up to a door to your
right. Open it and destroy the two droids. You should now be leveled up! Do recommend for everything except feats. In
feats, choose the second level for two-handed weapons. Then, walk back out to the hallway and go south to the door. Heal
if you need to, you will have to fight that huge droid. Open the door to find the droid in the center of the room. Go
up to it and use special attack on it. This will inflicted about 15 points of damage. Keep doing this until it is history. Bastila
should take care of the turrets. If she doesn't, after you are done with the big droid take the two turrets out. Now that
this is over with, take the elevator to the second floor.
At the door, get ready for a big battle! Have Bastila
use cure do heal you and her. Then, open the door to see the sith governer. He will start by saying that you interrupted
him, then he will say that you are a force adept. Tell him to turn away from the dark side but he won't listen. Instead,
he will say that he will get a lightsaber for killing you. The battle with him might prove to be tough. Run up to him
and hack away with flurry and special attack. He might stun you, at that point you cannot attack. Just hope that he doesn't
do that. When you get low on health, heal yourself. Also, he heals himself when he low on health. So, if he is low,
try to finish him off quickly.
After the battle, check his remains for the Taris launch codes amongster other things.
Take all of that, then loot the two strong boxes at opposite ends of the room. After you get the codes, leave the sith
base and go over to the Lower City elevator. From here, talk to the guard and tell him you have your authorization papers.
He will let you through. From here, walk over to the Lower City Cantina. Go insider to meet up with Canderous.
Canderous
will tell you that he knows it was you who got the codes and that you two can work together. Canderous can get you into
Davik's estate, where his proud smuggling ship the Ebon Hawk is. Before you say that you two are going to join, make
sure you have done all the sidequests you want. Then, say you want to join and there will be a little more conversation.
Namely, near the end Bastila object's the plan, and Canderous says "why Davik is checking you out." Now, he was saying
that to you, but it seemed like he was saying it to Bastila (^_^). Canderous will join the party along with Bastila.
A
cutscene will occur where Malak's ship will fly over Taris. Malak will then talk to a admiral, and Malak will tell him
to destroy the entire planet. Wow, looks like you are going to have to leave faster then you thought...
=================== 11.
Davik's Mansion ===================
Conversation will occur with Davik and Calo. Just tell Davik that you interested
in joining Davik's exchange. Then Davik will give you a tour of the whole estate. Of course, you will just skip to the
Ebon Hawk, where Davik reveals some information about it. Then the next place you will be at is the guest area, where
Davik gives you a nice goodbye (^_^).
Now that you are in and have control of your character, walk out of your room and
turn right to the standard door. Open it to be in the main area. From here, walk to the northwest corner of the room to
see a door. Open it and kill the bounty hunter that is walking around in the hallway. Check his remains, then walk down
the hallway north until you hit a standard door. Open it and destroy both of the security droids in that room, they should
not be that hard. The only bad part is there flamethrowers. After they are done for, there will be a torture tube at
at the northeast corner of the room. At the northwest corner will be a cage release control panel. Press A at it to release
the torture cage so the guy in there can get out. Be kind to him and tell him that you will not kill him. In return
for you being kind, he will give you the security codes for the Ebon Hawk's security door so you can get into its hanger.
After
you have acquired those, go back to the main center room. From here, take the door on the south wall. Go down the long
hallway to another door. Open this and kill the three guards in this room. After they are done for, go over to the security
panel at the north end of the room. Log on using the acces card you found, and go to commands. Then, go down to disable
hangar security. This will disable the security and you will be able to get to the Ebon Hawk!
Log out and open the
standard door in the south part of the room. Once this door is open, turn left to the hangar bay door. Before you proceed,
make sure you have full health. Then, open the door to the hangar. There will then be a scene where Davik and Calo are
walk around the hangar, and have a conversation with you. Davik will then tell Calo to take care of them. You will now
be engaged in a battle. Lock onto Davik and run up to him. Then, hack away with flurry and special attack. That might
miss and if it does, use your regular attacks on him. Heal when you need to. After Davik is done for the Calo will whip
out a thermo detonator and say that he is bringing you all with him. At that moment, part of the hangar will fall on Calo.
If you are lucky, you will be able to get to Davik's remains to get his equipement. Then, go over to the Ebon Hawk and
board it!
============= 12. Ebon Hawk =============
The next couple of scenes will show Taris get blown
up to bits. Then, the Ebon Hawk will fly off and dodge Malak's fire. Six fighters will come out and start to attack
the Ebon Hawk. Bastila will tell you to man the gun turrets. You will then run over to them. The next scene will be of
the fighters coming out. Then, they will fly over the ship. Don't let them just fly over the ship shooting you the first
time, fire at them. I atleast destroy three fighters while doing this. The other remaining fighters always come back firing
at you after a while. Shoot them why they are doing this for a easy win. Then, you will be on the Ebon Hawk and will
have ploted a course for Dantooine. Bastila will say that even the sith would think twice before destroying Tatooine like
they did Taris. Carth will object. I would go with Bastila on this one. Then, Bastila will say that she needs to learn
about "recent developments." This means you, bub!
===================== S i d e Q u e s t s =====================
======================= 1.
Rapid Transit System =======================
Once you are outside you will see three sith soldiers raiding aliens.
He kills one of the men with his blaster, and then realizes that you are behind him. He then tells his troops to attack.
Time to fight. Change who are going to attack by pressing the right or left triggers. This will lock onto one of the sith soldiers,
instead of the sith leader. This is better because the other alien will beat down the leader while you take care of the
other two soldiers. Dispatch of the two soldiers, using your jump attack to kill them. The alien will kill the leader.
The alien will then speak to you. Tell him you are glad to help, and he will respond that he will take care of the bodies.
It
is now time to level up. In skills, choose putting all your points in treat injury. This will only be one point. Next,
is feats. Choose to the flurry technique. This is a great special attack, that will soon override your power attack
special. After you choose flurry, accept the changes. Then, loot the bodies for some blasters. Now it is time to loot every
apartment in this area. Start going down the apartment circle until you see a low security door. Change to Carth and
use his security ability to open the door. You should see a women inside the room. Her name is Dia. If you wish to do Dia's
quest, look in the sidequest "Dia's Bounty." Anyways, loot her apartment. There should be a bag by the entrance of her
little room. Open it to find 18 credits, a computer spike, and a medpac. Take the items, then continue down the apartment
circle.
You won't go long before a merchant stops you and talks about his shop. Be polite, and ask everything you
can to him. After this, don't buy anything. His prices are not the best. Continue going down the apartment circle. You
will see another low security door. Change to Carth and have him open it. There will be a Twi'lek in the room. Just
go past her and to a bag on the ground. Take everything that is inside of it, which should be 16 credits, a part, and a medpac.
From here, go down to the next door. This will be the entrance to the upper city. Do not go through the door, instead go
past it and to the next security door.
Open this door with Carth's security skill. There will be a Ithorian in this room.
Loot the bag by the door to find some credits and parts. Follow this apartment circle more to a little droid room. There
will be nothing there, so continue onto the next room. Again, use Carth's security skill. There will not be anybody
in this room but a footlocker at the oppposite end of the door. Open it, take everything, and continue onto the next room.
The next room will be your apartment. Go inside there to regain all of your health. To the opposite end will be a footlocker
that has some medpacs and computer spikes. Take them, then leave again with Carth.
From here, go down to the upper
city door that is the most southern door in the circle. Now, go to the menu and use the triggers to find a map. This map
will have "Return to Hideout" on the bottom. You will also see the X button by it. This means that if you press X now,
you will return to the hideout. Do so, and you will complete the Rapid Transit System Quest.
================ 2.
The Duel Ring ================
Time for some fun! The duel ring is a place where two combatants duel it out. What
would the prize be? Money, of course! Talk to Ajuur in the Upper City Cantina about dueling. He will hook you up with the
first fight. Your name will be... well, Ajuur thinks of a weird one that you have to choose. Once you are ready, tell
him you want to duel. Ajuur will then place you against Dead-eye Duncan.
Dead-eye Duncan ---------------
Dead-eye
gets his name because he acts worse then a blind man in the ring! Run up to Duncan, dodging his blaster shots. When you
get up close and personal to him, mash away with improved flurry. This is an extra easy way to win against Duncan. Only
one flurry shot will bring him down! Boy was this a short fight. When I did my flurry, 10 points of damage inflicted on
him did it. After you are done with the battle, go over to Ajuur to get 100 credits, chump change!
Gerlon Two-Fingers ------------------
He
gets his name because of a critical accident in the ring, where he lost his fingers! But he is still here, and he won't
leave the duel ring until he loses his hands! Gerlon is another easy one. Run up to him, avoid his blaster shots. Once
up to him, hack away with improved flurry like you did Duncan. After inflicting 30 points on Gerlon, he will be done for.
Go over to Ajuur again to get 200 credits.
Ice ---
She gets her name because her blood is stone cold!
She is tough, she is fierce, and she comes to kill. Ice is no pushover, but, then again, she isn't really tough at the
proper level. Start off by running up to her and hacking away with flurry. This is the usual choice for almost every fight
because of it's power. She will actually survive a couple hits of flurry, so mix it up with your jump attack if you
like. Fifty points of damage will leave cooling off on the ground. Ajuur will give you 300 credits for this one.
Marl ----
Marl
is a nice guy, but he is getting pretty old at this. You will have to show him that the newer generation will prevail!
Start off by running over to him, dodgin his blaster shots. Then, hack away with improved flurry like your previous
three fights. Marl will go down after 80 points of damage. Ajuur will push over 400 credits for this victory.
Twitch ------
"Shoot
first! Shoot last! Party with me, we'll have a blast!" This is always Twitch's motto, and he just very well might be crazy.
Twitch is the champion in Taris, and you have to dethrone him. Twitch is a fast freak, and you will actually have to
do different strings of attacks to kill him. If you just mash away with improved flurry, you will miss. Therefore, do a
regular attack and then flurry. Then repeat the proccess until 100 points of damage is taken away from him. Then he
will fall to the ground, making you the victor. Run on over to Ajuur and get your 500 credits. Now all you have to face
is Bendak Starkiller, but he left the ring ages ago.
=============== 3. Pazaak Rules ===============
Talk
to the old Pazaak player in the Upper City Cantina. One of the other players will forward him to you, saying that he wants
to sell his deck. Talk to him, and he will sell his deck for some credits. After the sale, ask him to teach you Pazaak.
Learn the ways of this money-making game and this quest will be completed.
=============== 4. Dia's Bounty ===============
Talk
to Dia in the upper city apartments. She will tell you that she slashed Holdan with her Vibroblade, and now he has a bounty
on her. Light side points will be gained if you tell her that you will try to take care of it. By take care of it, I
mean go over to Holdan and bribe him 200 credits. That's right, go over to Holdan in the Upper City Cantina. He will tell
you that he will not take the bounty off of her unless you slip him some dough. Two hundreds will do good. Then go over
to Zax to get your 300 credits back for completing the bounty. So you have a net-gain of 100 credits, not bad for gaining
light side points.
================= 5. Largo's Bounty =================
Largo is located in the Upper
City apartments. You will have to pick a door to get to him. Once inside, tell him that you will not kill him, and instead
help him. He will say that there is no way to help him unless you have 200 extra credits you can give away. Give the
credits to him, and he will go over to Davik to pay him back. You will gain light side points for this. Better yet, go to
Zax and lie about Largo's bounty and you will get 300 credits. You won't gain dark side points by doing this, and you will
have a net-gain of 100 credits
================== 6. Selven's Bounty ==================
Selven killed
many people in her days, so it is right for you to kill her. She is located in the Lower City apartments. You will have
to pick a door to get to her. Once you do, she will ask you to leave or you will have a sword through your head. Tell
her you will not leave, and you two will fight. She is rather easy, just hack away with flurry. Get the remains in her
body and report back to Zax. He will give you 300 credits for you deed.
================== 7. Matrik's Bounty ==================
Matrik
is located at the Lower City apartments. Pick the door and talk to him to learn how he has a bounty on his head for no
good reason. Tell him that you will help him by stagin his death. He will have you go back to the equipement shop in
Upper City to get a Permacrete detonator. Go back up to the shop and get it for a mere 50 gold. Then go back down to Matrik
and he will get everything ready. He will set everything and both of you will run out. The bombs will then explode and
his death will be stages. From here, he will thank you and run off. Now it is time to go back to Zax and claim the bounty.
Lie to him to get it. You will gain light side points for doing this. You will also get 250 credits.
================== 8.
Bendak's Bounty ==================
There is no way to get Bendak's Bounty unless you want to gain dark side points.
==================== 9.
Infected Outcasts ====================
You will find a lot of things around this area. Namely, there are a lot of
dead bodies. If you go to the southeast corner by the sewer entrance that is locked, there will be a sith soldier that
is dead. You will find the serum in his body. Now, go back over to the undercity town. Mission and Carth will start talking, and
soon the talking will turn into arguing. Just tell them to settle down and do not take sides in the matter. Go back over
to the cage where the healer is. You now need to use the serum on the people that are infected.
Go inside the cage,
ignoring the healer. Once inside, a couple of the people will turn into Rakghouls. Kill them. Then go over to the two remaining
infected people. Talk to them and give the serum to them. They will be healed! And better yet, you have enough left
for the medical doctor to make the serum for every person who gets the disease!
================== 10. Rakghoul
Serum ==================
After you get the serum from the above quest, go over to the medical place and talk
to Zelka. Give him the serum and he will say that it is enough to make it a full-fledged antidote. This means that anyone
that gets the Rakghoul disease can now be cured for a mere 50 credits! Refuse the reward Zelka gives you to gain light
side points.
====================== 11. Rukil's Apprentice ======================
Rukil is the oldest
man in the Undercity, and he wants you to find his apprentice, Mayla. She will have a promise land journal. So, walk out
of the gate and go northwest. At the wall in the northwest area will be some Rakghouls, kill them. Look in the outcast
body near the pack of rakghouls to find the promise land journal. The weird part is that if she died by the Rakghouls
she would of turned into one. Isn't that weird. Anyways, go back to Rukil and tell him the bad news. He will then bring
you to another quest for the other two promise land journals. See below for that quest.
==================== 12.
The Promise Land ====================
Now Rukil wants you to find two more promise land journals. Both Journals
are in the sewers. The first is in the room across from where Zaalbar was held. From the entrance, take the southwest
path. The first door to your left should have a pack of Rakghouls in it. Kill all of them, and explore the outcast body to
find one of the journals. For the second journal, from the entrance, take the southeast path down to a circle room. Kill
all the enemies and open the door to the room to the east. Once here, there will be two rooms. One has a some Gamorrean's
and the other has some Rakghouls. Go inside the Rakghoul one, disable the mine, and kill the Rakghouls. Then look in the
other body to find another journal. Now that you have done all of this, go back to Rukil. Hand over the journals and
he will say he now knows where the promise land is! The whole Undercity will leave for it tonight. You will gain lightside
points for this, but no credits. -_-
===============================================================================
-------------------------
3.3 - Dantooine
------------------------- ===============================================================================
=========== Main
Quests ===========
1. Meet and Training 2. Jedi Code 3. Constructing a lightsaber 4. Corruption in the
grove 5. Fighting Juhani 6. Star Forge in Ancient Ruins
=========== Side Quests ===========
1. Mandalorian
Raiders 2. Missing Companion 3. Murdered Settler 4. Dead Settler 5. Sandral/Matale Feud 6. Crystals in the
cave
=================== M a i n Q u e s t ===================
==================== 1.
Meet and Training ====================
The next scene will be of Bastila telling you to come with her to the Jedi counsel.
Carth will object, but Bastila will get her way. Follow Bastila all the way to the Jedi Enclave. Once you reach the center
room, a Jedi will stop you, asking why you do not wear the customary robe of the Jedi. She thinks you are a Jedi. Tell
her that you are not a Padawan, and that you are not a Jedi. Then say that you are not a Jedi, again, because the Jedi
thinks it is a joke.
After this, go left around the tree and walk down the east room. Turn left once down the hallway
to see Carth. He will tell you that the Jedi counsel is waiting for you. He will point to where the counsel is. Walk over
to it, and the counsel will start talking. They will introduce themselves. Just go with the flow, and continue the conversation.
Soon enough they will start arguing about Revan, the dark lord, and they will ask you to go back to your ship. The next
scene will be of Revan and Malak, at an ancient ruin. They will talk about something called a Star Forge, and Revan will
open the door. They will continue on the room, and finally, the screen will change back to you and Carth.
After
the short conversation with Carth, you will have to select party members. I advise you choose Carth and Zaalbar, as they
are the strongest. Level them both up if you need to. Then, go back to the counsel room. The conversation will start
about the dream you just had. Tell the truth about what you saw. Continue the conversation, learning that you and Bastila
share a special bond. Just don't lie in the conversation and you will do good. Once it is over, you will learn more
about the Sith, and the Jedi counsel. Then, the counsel will accept you for training and tell you that you will go to the
ancient ruins that Revan and Malak went at, it is here on Dantooine, and see what corrupted them. Just don't lie in
the conversation, m'kay? End the conversation with agreeing with the masters. The next couple of scenes will be of you
training on how to become a Jedi. Soon enough, you will master your training, and be fully accepted. Now all you have
to do is three trials to become a full blown Padawan, the lowest rank among the Jedi.
============ 2. Jedi Code ============
Walk
over to Zhar, who is located adjacent of the big center room with the three Jedi Masters. He is in the training room to
be exact. Once there, talk to him and agree to take the first test. He will prompt you with a statement, and you have
to complete it. Here are the answers:
There is no emotion... There is peace.
There is no ignorance... There
is knowledge.
There is no passion... There is serenity.
There is no chaos... There is harmony.
There
is no death... There is the force.
============================ 3. Constructing a lightsaber ============================
Now
that you know the Jedi Code, it is time to construct a lightsaber. Run back over to the center area with the three Jedi
Masters and talk to Master Dorak. He will talk a bit about the different lightsaber colors and there effect on the
character, then you will get to answer a series of questions. If you want to be a Guardian, choose all the aggressive
options such as "Smash the Door" and "Attack The Thugs." Do the same for the other two, if you want to be them.
It
doesn't really matter, however, because you will get to choose what type of Jedi you want to be, anyway. After choosing,
you'll have a level up. It's no different then before, besides the fact that you have to choose force powers now,
too. Just choose the most useful powers of your alignment. After that, walk back over to Master Zhar and converse with
him. Choose to assemble the lightsaber and converse with Zhar again. The two of you will talk about lightsabers for
a minute, and then he'll tell you about the corruption in the grove.
========================== 4. Corruption
in the grove ==========================
It seems that the Jedi Masters have no guidance for this quest; you are
to go to the grove and find out for yourself. So, go to the central area with the tree and over to the droid in the
eastern hall. Talk to him and he'll open the door to the courtyard; enter through it. Once outside, walk east and
then north up the stone path. Soon, you will reach Jon, who is a side quest. Just keep the conversation as per your alignment,
being blunt or nice.
After the conversation, go east of Jon and you will be on grass. Follow the grass southeast
a little ways and a pack of Kath Hounds will decide to attack you. These Kath Hounds should be *extremely* easy to defeat.
After the battle, go south and east the first chance you get. After going east a little ways, you should see another
pack of Kath Hounds with a couple Horn ones, too. They shouldn't be very tough to defeat, and this is good experience.
After
the fight, go east and over to some rocks. In those rocks lies a lot of Kath Hounds. They shouldn't be very tough to defeat,
however. Just remember to face them with all three characters and not just you, so the Kath Hounds won't gang up on
you. After that, continue east and, at the first chance you get, go south and into the Matale Grounds.
When you
first enter, the game will pause because Kath Hounds will be near. They should be easy to defeat, however, because there
are only two of them. Just Flurry your way through and things should work out. After that, kill the lone Kath Hounds
north up the hill and the Horned Kath Hound to the east. Your other characters should automatically attack these enemies,
however, so just follow their lead.
Once this part of the area is rid of monsters, go to the south part of it and
into the Grove. In here, there are a lot of monsters and hills blocking the way. Just hack your way through and it shouldn't
be very tough. After the battle, only heal yourself because the other two characters you brought along won't participate
in the upcoming battle.
================== 5. Fighting Juhani ==================
Anyway, go to the most
eastern part of this area. If you look south, you should see a little shrine of pillars. Walk over to them and you will
meet Juhani. She will stun the other characters you brought along and it will be a one-on-one battle. Juhani isn't
very tough; use Power Attacks to defeat her quickly. After about eight-tenths of her life is gone, the battle will stop.
Juhani
will start conversing with you. It is advisable that you KEEP THE CONVERSATION NICE, EVEN IF YOU ARE A DARK PLAYER. This
is because if you are nice to Juhani she will join your merry band. And Jedi joining the party is rare, so take this
opportunity to have her join. Here are the options (in order) that you should choose:
"Who are you?" "You embrace
the dark side? Why?" "You sley Quatra, your master?" "I was sent by the Council to cleanse the taint from this grove." "I
do not hold anger torwards you, Juhani. I wish you peace." "The first step on the path of true knowledge is knowing that
you are ignorant." "Even in death, the Force will allow her to live on." "Anger? Show them that you have freed yourself
of this base passion." "Your inner peace and harmony will show them your sincerity."
After the conversation, Juhani
will run off to the Jedi Enclave, leaving you here. It is now time to loot the two Mandolorian corpses around this small
shrine. After that, choose to return to the Ebon Hawke via the map screen. Back at the Enclave, walk to the round
area with the three Jedi Masters. In here, go to the adjacent training room area and talk to Zhar.
============================== 6.
Star Forge in Ancient Ruins ==============================
He will talk about how great you are, blah blah blah,
and he promotes you to Padawan. Go over to the three Jedi and talk to Master Vandar. He will tell you about your next
quest, and you can quiz him on everything now. Do so if you want to learn a little more, and then Mr. Matale will enter.
After the conversation he has with Vandar, the Jedi Master will assign you to that quest, as well.
It's time
to rock 'n' roll. Leave the Jedi Enclave to the Courtyard (the place outside). Once there, follow the grey path as it
swings north. At Jon, turn right and follow this small path to grass. From here, walk east across this entire map.
Soon, you will reach what looks to be ruins. Enter the strange ruins through the door.
Inside, head south down
to the door and open it. Walk a little inside and mingle with the droid for a little while. Just go with the flow and
learn about the Star Forge and this place. Afterwards, pilfer both items off of Nemo's body, which is located in one
of the corners of this room. Once that is complete, enter the west door and it will time to fight.
Make sure you
equip an ion rifle on one of your fighters before you enter. Don't put it on your character or Bastila, obviously - put
it on the third character, which will probably be a mix of ranged and melee. Once that is complete, start hacking
away at the droid with flurry. He will go down slowly but surely. After the fight, use the ancient terminal behind it.
Talk
to the terminal and then put your datapad into it. Once that is done, speak to it. The terminal will start to speak in
your language! It wants three death-giving worlds, however. The answers are Desert, Barren, and Volcanic. Once you
have done that, go back to the middle room with the droid and take the opposite door. Inside here, kill the droid the
same way you did before and use the terminal in the same way to get another question up.
This time they want three
life-giving worlds. The answers are Oceanic, Grassland, and Arboreal. Once you have done that, look directly behind you
to find a broken droid. Take its parts and go back to the middle room. In here, go south and through the door. Then
walk over to the weird looking thing on the other side of the room. Just go with Bastila in the conversation; she will
fill you in on her guesses.
Now that you have found what they were looking for, head back to the Council. Walk
outside the courtyard and use the "Return to Ebon Hawk" option on the map screen in the pause menu. From the Ebon Hawk,
walk north and down the hallway until you reach the center tree room. After that, hang a left and talk to the Council.
Keep the conversation according to your alignment unless you want a swift change.
After the chat, head back to
the Ebon Hawk. Deesra will stop you and tell you about the terentatek. Scary beast. Continue with the conversation to
find out other interesting things such as the great hunt. Once you have extracted all the information that you want
from Deesra, head to the Ebon Hawk. Use the Galaxy Map at the front of the ship and choose Tatooine as your destination.
It seems Calo is on the Sith train as well, and you had another one of those dreams.
===================== S
i d e Q u e s t s =====================
====================== 1. Mandalorian Raiders ======================
When
you first walk out of the Jedi Enclave, to find the corruption in the grove, you will come by a settler names Jon. Now,
Jon is not happy with the Jedi, for one reason and one reason only. They took his beloved family member. By "they,"
I mean the Mandolorians. These Mandolorians are fierce, and pretty damn strong. I would advise you complete all of the
main quests for Dantooine before doing this quest. You should also try to gain a level or two by slaughtering Kath hounds.
When you think you are ready, you will have to dispatch of four Mandolorian groups. The first group is near the center
of the grove area, the second group is just west of the Matale mansion, and the third is in the southern middle area
of the Sandral grounds. All of these groups consist of about 5 men each. Two of the men will be fit in Mandolorian armor and
be tough to defeat. The other three men will be easy to slaughter. Remember to check the remains of the bodies, there is
some valuable stuff in them.
After you slaughter the three groups, return to the center of the grove. You will see
another Mandolorian group. This group is the most fierce. There leader is Sherruk, and he is unhappy with what you have
been doing. Y'know, killing all of his men? Anyways, you will fight him. And he will be very tough. Just hack away with
the improved flurry/attack combo until they are done for. I would switch to Bastila so I could use her healing technique
in the battle. After the battle, check all the bodies for some valuable items. Namely, a lightsaber that the almighty
Sherruk has. After you slaughter all of these groups, go back over to Jon by the Jedi Enclave. He will be very happy wih
what you have done, and will happily reward you. If you refuse the reward, you will get lightside points. Of course,
the reward is actually pretty good.
==================== 2. Missing Companion ====================
A woman
named Elise needs your help. She is located by a speeder, when you walk out to the grasslands. She is to the east of Jon,
if my directions suck. Anyways, she wants you to get her companion back. Ask her a lot of questions, and you will find
out that the door was not damaged. Ask her if her companion left without getting captured, and she will say that he is
not programmed for it. Ding ding ding, we have a winner. Little miss Elise is looking for a droid. A personal assistance
droid, that is very valuable to her.
Agree to this task, and start looking for the droid. He is located in on the east
side of the Sandral grouds. The kath hounds will be on him. Run up to the hounds and slaughter them. Then talk to the droid,
C8-42. He will tell you that the woman, Elise, tried to treat him like her dead husband. He will also say that it was
not "heathly" for her so he decided to run away. There is no lightside option, but there are two options that will evade
getting dark side points. The first one is to agree with C8-42 and destroy him. Then go back to Elise and tell her that
you had to destroy him, she will run off crying. If you go back to the Enclave, in one of the rooms Elise will be, with
a new man in her life. This is the happiest result, in the end. Alternatively, you can convince the droid to go back
to Elise and they will live there life again as before. And well, that's that.
=================== 3. Murdered
Settler ===================
The alien Jedi named Bolook is located on a bride, around the west side of the groove.
He will ask for your help in a murder that happened today. Agree, and you will be brought to two suspects. One is Handon
and the other is Rickard. Ask both of them everything that occured today at the murder. Both will say that they did
not kill him, yet they are the only suspects Talk to the protocol droid, then speak to Bolook again.
If you answer
three incorrect answers in this case, Bolook will yank you out and you won't get experience points. Therefore, I will tell
you the answers to what you have to say to him. The order of what you do is, question both of the suspects, talk to
the protocol droid, then talk to Bolook. Keep doing this until you are finished with the quest. You will have to question
them various times. These are the statements you need to say to Bolook:
First Answer: Rickard is lying. It was a
cloudy - there was no sun glare! Second Answer: Rickard is lying. They had a fight over business matters. Third Answer:
The blaster was Handon's. He lied about it being stolen. Fourth Answer: It didn't belong to the victim. It's Handon's blood.
He is clutching his side. Fifth
Answer: No, they are both guilty. Handon admitted that Calder was having
as affair with his wife.
This is the best result in the case. Both men are guilty, as you get the most experience
points for doing it this way. If you have one man be guilty, you get less, and you have to live with knowing that it could
of been either. You get a ton of experience points for doing this, and it is very well worth it. You will not gain lightside
points for having any solution, however.
=============== 4. Dead Settler ===============
This one is easy.
Once you pass all the Jedi Trials you will be aloud to leave the Enclave. Once you do, explore the east side of the Matale
grounds to find the body of Casus, Sandral's son. He was killed by Rakghouls, though the Sandral hard-head will not
admit it. Take the datapad and go over to the Sandral grounds and talk to the droid. Tell him that you found Casus's body, and
he will let you see Mr. Sandral. Talk to him about this incident to complete this very simple quest.
====================== 5.
Sandral/Matale Feud ======================
This is a long arse quest, so get ready! After you pass all of the Jedi
trials, go back to Mr. Matale will barge in, stating that the Sandral's stole his son. The masters will assign you this
quest, also. Now, go on over to the Sandral estate. Once you are there, talk to the droid. Tell him that you are here on behalf
of the Jedi counsel, and he will let you. Once you are in, Mr. Sandral will tell you to leave. After this, Sandral's daughter
will come out. Her name is Rahasia. Be nice to her and she will eventually say that her father captured the Sandral's
boy. She will also give you the key to go inside Sandral's house from the back.
Now, walk back out and go over to
the back of the house. There will be a lot of droids and a lot of rooms. After you are done raiding the whole house, killing droids
and looting all the footlockers, look in the rooms. One of them will have Rahasia in it. Talk to her, and she will tell
you where Shen, Matale's son, is. Run on over to it, locating it easily by the map. One you reach the door, bash it
open. Talk to Shen and he will tell you that he won't leave hence Rahasia will have to see her father's "wrath." He will
then say that if Rahasia would leave that he would also leave. Run on back over to Rahasia and tell her this. She will
say that she will meet him outside the front of the house.
From here, go back over to Shen and tell him this. He will
then leave with you. The game will automatically throw you to the next scene, which is of Rahasia and Shen. After a
short reunion, Ahlan Matale and Nurik Sandral will march on to them to break of the reunion. They will argue a little.
You will have a say in the conversation. Try to preserve the peace factor. Then, persuade. What will most likely happen
is the two kids will run off, and the Matale and Sandral's will be furious about you. They will say they will tell the
Jedi counsel about what happened. Don't worry, though, nothing will happen. Of course, the really good result is when
your persuasions are successful. This will lead to the Matale/Sandral supporting there kids. This will most likely not
happen. Anyways, here is the dialogue to get the good result:
You two just need to calm down. Both of you calm down
now! [Persuade] Shen is capable of making decisions on his own. [Persuade] Children grow up and leave eventually.
If
the persuasions are successful, you will get the good ending. Of course, will most likely will not happen, and you will
get the normal ending.
======================= 6. Crystals in the cave =======================
Well, once
you become a Jedi you will learn all about crystals, and how they affect your lightsaber drastically. Well, here on Dantooine
you might of heard of a crystal cave from one of the Jedi counsel. He will tell you that it is only a rumor but we can
all see the twitch in his eyes... Well, maybe not, but there is a cave with a ton of crystals in it.
So, once you
find this out, run on over to the Sandral grounds. From here, go over to the east side of the lands. At the very east point
will be a cave. If you are not at a respectable level, then please, do not go inside. If you have, however, learned
about the Star Forge and whatnot, then go inside the cave. Once you are inside, there will be a welcoming party of kinrath
spiders. These little... er... spiders are pretty tough. So, kill them all with improved flurry. Then, go down the cave,
killing spiders as you go along.
At the end of the cave will be tons of crystals. Loot them to find crystals. And
we are not talking those crappy ones, we are talking about the good stuff. These crystals are not only vital to attacking,
but you can sell them and make a good buck (or more!). After you loot all the crystals, bash the kinrath eggs to find
even more crystals. You should now have an arsenal of them, so go back to the Ebon Hawk and read my lightsaber section
to learn which ones to equip.
===============================================================================
------------------------
3.4 - Tatooine
------------------------ ===============================================================================
=========== Main
Quests ===========
1. Hunter's License 2. The Desert 3. Sand People 4. The Krayt Dragon
=========== Side
Quests ===========
1. Sharina's Husband 2. Swoop Racing 3. Nico's Agency 4. Iziz the Jawa 5. Trapped
Tanis 6. Sand People History
===================== M a i n Q u e s t s =====================
=================== 1.
Hunter's License ===================
When you first arrive, Bastila will talk about the dream. Just keep things
helpful and you will learn more about the location of the star map. After that, leave the Ebon Hawk and select Bastila
and Juhani as your party members. This will make life a little easier for you considering the three of you are Jedi.
Even
at the arrival these people want money! Pay the 100 credits and talk to the man about the planet. Once you have gathered
enough information, tell him that you are done asking questions and walk passed him over to the door. An alien will
automatically talk to you about a shipment. Stay cool and further the conversation to learn about the creatures that are
now stowaways on your ship!
After the alien leaves, head through the door into Anchorhead. From here, it's time
to fight some Jedi - so make sure your battle ready. Walk south passed the buildings and people and east when the opportunity
arises. Soon enough, you will meet up with some Dark Jedi. They are simple enough to defeat, amazingly. You can really
slice through them with Flurry. The only thing to watch out for is Drain Life; just make sure to focus on one target at
a time so they can't heal with it (because they will already be dead).
Once they fall to the ground, pilfer all
the items they have; the lightsabers are useful to your Jedi. Anyway, it's time to get to some real business so go to
the Czerka Offices. After settling the small dispute, talk to the Protocol Officer to your right. She will say that you
cannot get a Hunter's License, but if you push her enough on the matter, she will give you passage to Dune Sea in exchange
for your help with the Sand People.
Outside, the alien will basically tell you what to do, so don't tell him to leave.
He will say that you need a droid to communicate and that you can get robes from the Sand People found in Dune Sea. First
of all, even if you are going dark side and are going in by force, you still want HK-47. He's pretty awesome, and
has some fantastic commentary that will make you cry laughing.
Now that we have that taken care of, it's time to get
the money for the droid. Look on the map for "Swoop Registration" and walk over there. Talk to the Hutt and do the
races - see the side quests for more information on how to win the races. They are fairly easy and shouldn't pose much
trouble. Save before you race and reload if you lose to save money.
Once you have the racing bonds and have completed
the three tiers, I also suggest you help the Hutt sign Nico. Look in the side quests section for more detail on how
to do that. Now that you have done everything swoop-wise, leave this house. Outside, someone will want your autoprint.
Just keep it nice and let him have it.
Now it's time to pick up the droid. Look on your map for the droid shop;
it's on the eastern side of Anchorhead, near the gate to Dune Sea. Walk over to the shop and enter through the door.
Inside, talk to the merchant and HK-47 to find out some interesting things. It seems that the merchant will sell the droid
low if you use some "aggressive bargaining." God, I love this droid. Of course, aggressive bargaining will give you
major dark side points.
Remember to sell your racing bonds with the droid merchant before you purchase HK-47, or
you won't be able to buy the droid. Once you have the money, it's time to negotiate with the Ithorian. He will go down
to 4000 credits without even blinking, so ask him to lower the price from 5000 credits and he'll do it with no dark
side points attached. If you want, you can say you will kill him, and he will bring the price down really low, but you'll
get dark side points for your bad deed.
Now that you have bought the droid it's time to tell him the good news.
Tell him to follow you and it will chance to the character selection screen. Choose Bastila and HK-47 - subbing out
Juhani for the time being. Equip HK-47 properly and be sure to level him right there. Now that you have your droid, it's
time to go into the Dune Sea. Run to the gate, which is located near the droid shop.
Walk over to the left of the
gate and you will find the only named Jawa in this area, Iziz. Keep the conversation happy and you will find out that
some of his people being held captive by the Sand People. Additionally, you get the great quote by HK-47:
HK-47:
Translation: 98% probability that members of the miniature organic's tribe are being
held by Sand People, master. Doubtless he wishes assistance.
You: What about
the other 2%?
HK-47: Translation: 2% probability that the miniature organic is simply looking
for trouble and needs to be blasted. That may be wishful thinking on my part, master.
I'm
sure at one point in everyone's life they wished they had a droid like HK- 47. Anyway, it seems Iziz knows about the star
map, and won't say anything until you recover his lost buddies. I'm sure at one point in everyone's life they wanted
to strangle a Jawa. Talk to the guard to enter Dune Sea.
============= 2. The Desert =============
Marlena
automatically talks to you when you enter the Dune Sea. See the side quest on Tanis for more information. Anyway, walk
directly southeast to the Sandcrawler and talk to the mining captain. After some chat, Sand People arrive by the dozen.
Don't be frightened, they are extremely easy to defeat. One or two flurries and they are down for the count. Try to use
a crowd control ability (like force whirlwind) to thin their numbers.
After killing three waves of Sand People,
talk to the captain again. He will tell you that the Sand People use turrets and kill anyone that isn't wearing Sand
People Robes on sight. All of the alien's predictions have been true thus far. Anyway, pillage the refuge pile near the
miners and we will be on our merry way. Walk around the Sandcrawler and head directly southeast again.
Yes, that
is a lot of Sand People. Yes, we can kill them. I started off with my crowd control (force whirlwind) and started hacking
with flurry on each one. Reuse force whirlwind as necessary. Bastila can heal you up just fine with her cure spell
and HK-47 will give you some good ranged firepower. Once all the Sand People here are dead, loot all their corpses to
find a substantial amount of robes and sticks. Additionally, loot the two corpses (dead non-sand people) to get other
items.
Equip the Sand People Clothing on all your characters besides the droids - they don't need the clothing.
You should get way more than two robes from slaughtering those ten Sand People. Anyway, now that you are a Sand Person,
enter the area through the entrance southeast.
Stay clear of the mines and run south to the actual village. Stay
clear of the Sand People as you make your way to the wooden structure. This is actually the Sand People Enclave. After
entering it, this is where the light side and dark side paths fly apart.
============== 3. Sand People ==============
To
get light side points, tell HK-47 to say we are no threat. After that, apologize for being here. The guard will present
you to the cheiftain. Keep the conversation nice with him or he will attack you. Ask him what he wants and he will
reply that he needs vaporators. He will kick you out after that.
Use the return to Ebon Hawk function on your map screen
to be teleported back to Anchorhead. From here, walk over to Anchorhead (the main place) and finally to the Czerka
Corporation. Inside here, talk to Greeta at the counter. After telling him that you want a moisture vaporator, continue
by saying that you want to help the Sand People. Greeta will concure with you and sell the vaporators for 400 credits.
Now that's my type of businessman!
Now it's time to make the long walk back to the Sand People Enclave. Think happy
thoughts. When you get back, tell the guard near the door to the enclave that you have the vaporators and you will again
be presented to the cheiftain. In this conversation with the cheiftain, give him the vaporators and keep it polite.
Also tell HK-47 to talk about captives and Iziz and the cheiftain will say that they are of no use to him anymore.
Now
we have to get the Jawas. First, get to the periphery of the enclave. Second, walk east to the other side of the Enclave.
Open the door that faces outward and you will find the Jawas. Tell them that they are free to leave. Now it's be time
to blow this popsicle stand. Head forth to the door on the western side of the Enclave and leave to the Dune Sea.
Fresh
air! Nice clean, crisp, desert air! Use the map function to teleport back to the Ebon Hawk. Go inside the Ebon Hawk and
quickly leave. Change your party so Juhani replaces HK-47. After that, go into Anchorhead and over Czerka Corporation.
Talk to the Protocol Officer about Gaffi Sticks and hand over the Cheiftain's stick. Engage in conversation a second time
to get all the Gaffi Sticks out of your inventory, as well.
Now it's time to meet Iziz. Head to the eastern side
of town and talk to the Iziz near the gate. He will tell you that the Star Map can probably be found in the Eastern
Sand Dunes and gives you a map to the area. Nice guy. Before we leave to the new Dunes, however, go back to the Docking
Bay (where the Ebon Hawk is at) and buy Bantha Fodder from Mic'Tunan'Jus Orgu. He's the Ithorian located south of
the Ebon Hawk. Once done, exit to the Dune Sea.
=================== 4. The Krayt Dragon ===================
It's
time to kill a Krayt Dragon! Walk southeast to the Sandcrawler. From here, go around to the northern end of the Sancrawler
and walk directly east to the peaks in the distance. Once there, enter through the peaks to the Eastern Sand Dunes.
Now
that we are in the right area, walk directly south to the cave. Ignore the Dewbacks along the way; they are friendly creatures.
When you reach the cave, try to walk up to the lone alien and it will show a small cutscene where a man bites it.
Oh well.
Talk to Komad, who should be directly in front of you. Just choose the first options in the dialogue to
receive the most competent answers from Komad. When the dialogue option is "I don't need you," choose that you have the
Bantha Fodder and Komad will tell you to go find a bantha.
Even though it may seem like you are doing most of the
work, all you have to do is lure the Banthas - which are close to the cave - to the cave. Walk southeast and south
when the opportunity arises. You should see three Banthas off in the distance. Run up to them and try to converse with
them.
They will follow you but a couple Sand People will decide to attack. They are simple enough to defeat because
of their small numbers. After slaughtering them, converse with the Banthas again and they will walk to Komad. Talk to
Komad and the Krayt will come out. He will be bombarded with mines and die.
Tell Komad the first option to receive
the Krayt Pearl and no dark side points. After this, go inside the cave, looting everything along the way. You will receive
a couple crystals and a Jedi Master Robe, which you should equip right away. When you are done looting, try to use the
Star Map. After some dialogue, leave the cave.
...only to be greeted by Calo Nord and his five friends. Choose
the latter two dialogue options to start up the fighting quicker. Calo is, suprisingly, easy to defeat. Use your crowd
control ability on one of his thugs and hack away at another. Once all the thugs are gone, slash away at Calo Nord. After
slaughtering, loot Calo Nord's body to find some good loot.
Sadly, you cannot use the "Return to Ebon Hawk" feature
right now, so leave to Dune Sea and use it then. Enter the Ebon Hawk and choose your next destination.
===================== S
i d e Q u e s t s =====================
==================== 1. Sharina's Husband ====================
This
quest becomes available when you first enter Anchorhead. It starts outside the Hunter's Lodge, on the western side of
Anchorhead. Once you arrive there, you should see Sharina Nal just outside the door of the lodge. Talk to her and she'll
tell you what happened to her husband. To make things short, her husband ate it and she now has a Wraid Plate, worth 500
credits, that she cannot sell because she does not have a hunter's license.
This is where you come in; since you
have a license, or will shortly, you can sell the plate and give her the dough. Light side points, of course, will be
obtained if you buy the plate from her. If you want more light side points, you can donate some credits to her as
well as buying the plate from her. Remember, afterwards, to sell the plate to the Hunter's Lodge.
=============== 2.
Swoop Racing ===============
Make your way to the Czerka house in Anchorhead. In here, you'll find Motta the Hutt,
who enjoys hiring new racers and taking most of the money they earn. It doesn't matter, though, as you'll earn a bundle
even with the greedy Hutt. You'll have to partake in three races where you'll have to beat best times. It's just like
Taris, but the times are more challenging along with the course.
There's no real strategy; keep racing until you know
the location of most of the accelerator pads. They are the key to victory, as you might have already known. It might
take several times before you beat the third race, but it's completely possible if you hit enough accelerator pads. Motta,
being the slime ball he is, doesn't actually pay you in credits. Instead, he pays you in racing bonds, which can be
sold at any non-respectable Tatooine store.
================ 3. Nico's Agency ================
Motta the
Hutt wants to sign Nico Senvi to a racing contract. After you get the lowdown from Motta, walk over to Nico, located in
the same room. Before you can negotiate with Nico, you have to beat the three races that Motta the Hutt offers, to
prove to Nico that you know what you're talking about. Once done, engage in conversation with Nico. He'll tell you, in
short, that he doesn't like the money part of the contract with Motta.
You can't really blame Nico; Swoop racing
is a dangerous sport, and it's not like Motta is doing much besides sitting on his perch. To finish things up goody-two-shoes
style, persuade Motta the Hutt to give Nico a better contract. Go back to Nico and he'll accept the new contract with
little fuss.
================ 4. Iziz the Jawa ================
Iziz the Jawa is located by the gate to
Dune Sea. He'll tell you some of his fellow Jawaiians (is that the word?) are currently being held in the Sand People
camp. He wants you to get them out of there. To complete this quest, follow the main walkthrough until you are in the
camp. Then, while talking to the cheiftain, persuade him to let the Jawa's leave.
================ 5. Trapped
Tanis ================
Marlena, Tanis' wife, will automatically talk to you when you try to go to Dune Sea with
your hunter's license. She'll tell you to say "hi" to Tanis when you see him out in the desert. Journey out into Dune
Sea and walk southeast from the gates. You should see four droids in the air soon enough. Walk up to them and you'll
see Tanis in the middle. Talk to him.
It seems the wife is a little mad at Tanis, so she made the droid's automatically
explode if Tanis moves or if someone hampers with the droid's incorrectly. Okay, maybe more than a _little_ mad at Tanis,
but whatever. If you want light side points, you'll have to hamper with the droid's correctly. It's fairly simple,
but I'll list the answers here.
Droid A: Node 2 is reporting correctly. This is because two have to be
incorrect, and since the other two are reporting the same node, it has
to be the only other one. Droid B: Seven is the missing prime number. It's a prime number... Droid C: One-hundred-and-twenty
(120) large pulses. This is, again, simple logic. One-third of the small
pulses is 100, while one-third of the large pulses is 60. So, in this
question, 100 small pulses is equal to 60 large pulses. If 100 small pulses
have already been used, then that means 200 small pulses are left over,
making 120 large pulses, since 100 = 60 and 200 = 120. Droid D: 31-13-12-14
* 23-41-12-14
===============================================================================
------------------------
3.5 - Kashyyyk
------------------------ ===============================================================================
========== Main
Quest ==========
1. Wookiee Chief 2. Jolee's Request 3. Star Map 4. Freyyr 5. Chuundar's Gambit
=========== Side
Quests ===========
1. Eli and Matton 2. Lost Wookiee 3. Mandalorian Shadows
=================== M
a i n Q u e s t ===================
================ 1. Wookiee Chief ================
After
exiting Ebon Hawk, choose Bastila and Zaalbar as your party members, respectively. Pay the docking fee (or use your force
powers) and tell the Ithorian to be off. Next, walk east and follow the ramp as it turns north. Zaalbar will stop
you; just tell him you'll find out soon if he's still considered a "Madclaw."
When the road forks, take the north
path. At the guards, tell them that you will pass because you paid the landing fee. After going through the door, slaughter
the four spiders. They are easy enough to defeat - use your crowd control or area of effect spells to kill them quickly.
After the fight, walk east and the Wookiee will *again* interrupt your walking.
Just tell him we'll get to it.
Walk east a little ways and we find three guards that have killed a wookiee. You can either kill them or persuade them
to abandon their post. Afterwards, follow the path as it curves south. Kill the spiders when they pop up and continue
south.
Soon enough, you will reach an open area. Kill the spiders here while going east. When you hit the wall,
go north and follow this path. Soon enough, you will meet up with three Jedi. They are of the same brand as the ones you
fought on Tatooine, so they should be extremely easy to defeat now. Be sure to loot their remains after killing them.
Continue
following the path until you reach a wookiee guard. The guard will talk about a "taint" and you will have to pick a new
party member to replace Zaalbar. Juhani is always an excellent choice. Anyway, you'll have the conversation with Chuundar;
keep it nice or bad, you won't get any light or dark points for either choices.
Looks like we have to find a madclaw.
Damn wookiee. Anyway, go north and enter the Great Walkway. From here, follow this path west and south. From the center
area with three forks, take the southern path. Follow this path and take the south path whenever possible. After a
minute or two, you will reach some wookiees fighting spiders. Kill the spiders and be rude, snide, or nice to the wookiees
- it doesn't matter.
After "helping" them, follow the path and you will finally reach Gorwooken. He'll lower you
down to the Shadowlands, as per your request.
================== 2. Jolee's Request ==================
It's
time to meet Jolee, the last playable character. Walk north of the elevator and fight the creatures which should go down
fast. After that, walk north and you will have a small cutscene where Jolee kills four creatures in succession by
himself. Go him!
Follow him to his hole and talk to him. He'll tell you where the star map is located (and join
your group) if you wrangle up some Czerka guards for him. Fair enough. Walk north of Jolee's hut and go east at the fork.
Follow this path until you reach the poachers.
Since we're dark, just talk to a guard and say that you will slaughter
them all. They are all fairly easy to defeat. Once you have done your dirty work, go back to Jolee and tell him the
good news. After some chat, Jolee joins your party. Go back to where the Czerka was (northeast) and follow the path. It
will reach the the forcefield, which Jolee will disable.
=========== 3. Star Map ===========
At the
southwest corner of Lower Shadowlands you will find a holocron computer. The walk is long, but you shouldn't have much
trouble killing the creatures. At the first junction you'll find a wookiee trying to kill some Mandalorians, which
is a side quest all in its own.
Anyway, continuing to go to the southwest corner, just try to stay on the western
wall while going south. When you reach the holocron, start conversing with it. The answers to all his questions are below:
I'm
unsure what Zaalbar would say. I would accuse him to be safe. I prepare my forces to attack in ten days. I do nothing in
the city. That's right. The death of those people would spur my forces on. I let the attack happen.
Answer all
the questions incorrectly to receive light side points. The machine will call two other machines to attack you. These bad
boys are pretty tough, but with a couple well-places heals you should be able to manage. After the fight, take the star
map.
========= 4. Freyyr =========
To find Freyyr, go north back to the lift. After that, go back south
and go east at the fork. Follow this path, hugging the eastern side, and you'll swing around to Freyyr. He'll incite
a small attack. After knocking off one-third of his health, he will surrender. Agree to help Freyyr get a blade. He needs
a Kinrath Viper body.
These are found throughout Lower Shadowlands; I didn't kill some south of Freyyr so I
killed them now. Take the body and go to the southeast corner of Lower Shadowlands. Tie the Kinrath Viper to the dangling
vine and a big beast will arrive. Kill the beast and get the blade. Next, go back to Freyyr and he will run off to
the Chieftains. You should go there as well.
==================== 5. Chuundar's Gambit ====================
Back
at the Chieftains, follow the conversation, supporting Freyyr, and kill the Chieftain. You will get the sword and a lot
of happy light side points. After that, go back to the Ebon Hawk and plot another course.
===================== S
i d e Q u e s t s =====================
================= 1. Eli and Matton =================
In
the center of the landing port you'll find Starsky and Hu- err... Eli and Matton. Matton's ship left one day and now he
has to pay off Eli for his lack of services. Matton works for Eli as an engineer to pay off his debt, so you have
plenty of time to get to the bottom of this.
This quest is fairly straightforward; you have to find the evidence that
backs up Eli or Matton. And you'll find that evidence, too, by looking south of Jolee's house. A malfunctioning droid,
in fact, is the key to this little conflict. See, the droid will replay its memories to you, showing you that Eli took
Matton's ship and sold it. What a greedy little bugger, that Eli! Take the droid's head and go back to Eli.
For
light side points, tell Eli to run away. Sadly, you can't kill Eli if you are going for the light. However, Matton can
take over Eli's shop, though, if you let him.
=============== 2. Lost Wookiee ===============
Inside
Woorwill's home, you'll find Woorwill and Jaarak. Speak with both of them about Rorworr and they will say Rorworr disapeared
in the Shadowlands, and that they are too young to enter the Shadowlands themselves, so they don't know what happened
to him. Enter upper Shadowlands and walk over to Jolee's house. In between his hut and the Czerka camp you'll find Rowrorr's
corpse. Take the datapad and bowcaster bolt and go back to Jaarak.
After questioning him, he'll demand you go to
the Holder's house and speak with Worrozner. Show the wookiee the evidence and he'll decide to let the courts decide
this matter. The fate of the trial rests in your hands. To get mucho light side points, explain that Jaarak's crime was
self-defense. You don't get any money, though. :(
====================== 3. Mandalorian Shadows ======================
When
you first enter Lower Shadowlands you find a wookiee named Grrrwahr (I think the name's trying to tell you something)
that is fighting a group of Mandalorians. After defeating the Mandalorians, heal the wookiee with your cure spell or
a medpac. Once he's all better, he'll give you the quest. It's time to hunt us some Mandalorians. Disarm everyone in your
party and walk around Lower Shadowlands. Soon enough, Mandalorians will engage you in battle.
After defeating them,
get the datapad off one of their corpses and repeat the process again. Once you have two datapads, go to the swoop bikes
located in the southwest corner of the map and replace the missing signal device. This will call up more Mandalorians,
which you'll cut through easily. Afterwards, go back to that Grrrwahrr guy and tell him the good news.
===============================================================================
----------------------
3.6 - Manaan
---------------------- ===============================================================================
========== Main
Quest ==========
1. Republic Base 2. Sith Base 3. Hrakert Station 4. In The Water
=========== Side
Quests ===========
1. Sunry Murder Trial 2. Selkath Mystery 3. Swoop Races 4. Mercenaries
=================== M
a i n Q u e s t ===================
================ 1. Republic Base ================
Yeah,
yeah, yeah, another dream. Leave the Ebon Hawk and choose Bastila and Juhani as your party members. Open the two doors
that lead out of this Docking Bay. Walk a little ways inside the hallway and a Sith and Republic soldier will be fighting.
It seems things are very equal here because of the Selkath.
Quiz the Republic soldier to find out more about Manaan,
if you like. After that, go to your map and look for "Manaan - West Central." This is where we need to go. Walk west
through the hall until you come to the door labelled "West Central Courtyard." Open it and enter.
This city is
very weird, considering it is entirely buildings. Walk south down the hall and open the door. Walk around the pool of
water and open the door on the other end. After peeking through another door, talk to the Selkath at the counter.
Pay the 100 credits and go through *another* door. In this area, go south until you hit the bottom of the area. Next,
head west, open the door, and head down the hall to Ahto West.
Head down this hall until you reach a center area.
In here, opt to take the northeast hall. Follow it until you reach a bar. Try to walk around the bar and Shaelas,
a Selkath, will automatically talk to you. Keep the conversation nice and he'll pay 500 credits if you find young Selkath
that have disappeared.
Now that we have that quest, talk to Nilko in this room to get an additional quest. With
these two quests, backtrack to Ahto Central. From there, walk east around the pool of water and open the door to East
Central. Next, run east a little ways and you'll see more arguments between the Sith and Republic.
Ignore this
stupid argument and walk north through a doorway. Choose the right door (which is labelled "Republic Embassy") and go
over to Roland, the person behind the desk. Engage in conversation and he'll tell you where the star map is located
only if you recover a droid in the Sith Base. The second way, decrypting the passcard, is the easiest, so I'll list that
here.
Open the door to the left of Roland to reach what looks to be a torture room. Take the door on the eastern
side of this room to the computer room. After talking to the Republic Soldier, use one of the computers in this room.
Choose to decrypt a passcard. The answers to these questions are simple, but I'll give them to you anyway.
1,
2, 4, 7, 11, 16 - "22" 21, 18, 16, 15, 15, 16 - "18" 1, 2, 4, 8, 16, 32 - "64" 128, 64, 32, 16, 8, 4 - "2" 1,
32, 81, 64, 25 - "6" 1 0 . 8 3 . 32 5 . 128 - "7"
Once you have the encrypted passcard, leave the Republic Base
the same way you entered and go to the southern part of this area. Next, go east and open the door. After entering
Ahto East, walk down the hall and open the door. Dodge the "fee" by saying that it is a public street, then walk east
until you hit a wall. Finally, go north through doors and you will reach the door to the Sith Base. Just enter through
the door, ignoring the Sith.
============ 2. Sith Base ============
It doesn't matter what option you
choose, the Sith guard *will* call for some security. They are simple if you like to hack and slash through, however.
Remember to use your crowd control abilities (Stun, Force Whirlwind) to make their numbers even smaller. After the
fight, take the northern door and follow the hallway until there is a door to your left.
Once you have opened that
door, follow the new hallway until you arrive at three doors. Take the door to the "Disassembly Room" and open the adjacent
door. The enemies in this room are, again, pretty easy to defeat. Loot the footlocker to receive some items, and then
the Broken Droid for a Data Module. This is what we came here for.
Go back outside to the hallway and backtrack
to the other hallway. Follow this hall as it goes north and east. After opening the door, destroy the three Jedi in
the room. Don't even think about using your force powers on them; it doesn't work on them. Once they are toast, loot their
corpses for some good Jedi equipment.
After that, open the "Flow Control" door and follow the hallway to a big
room. Kill all the guards in this room, making sure to use your crowd control as much as possible. Once the room is
clear, it is time to open the water doors in the correct order. Here is the order:
Left Room 1 - flow Left Room
2 Right Room 1 - Flow Right Room 2 - Flow Left Room 1 Left Room 2 - Flow Left Room 3 Left Room 4 Door
out
Now that we are out of that mess, head north through the door and kill all the Sith troopers in this room.
After, head through the opposite door and follow the hallway to the training room. A Selkath Apprentice will open the
door for you - and then it's time to kill him. Open the footlocker in this room, also.
Next, head out into the
center room where you'll see four rooms. Take the northwestern room and do the Mysterious Selkath side quest, located
below. Once you are done with the side quest, take the northeastern room and clear all the easy droids. Open the opposite
doors and kill the Dark Jedi.
He's actually a pretty tough fight. Heal as necessary and watch every party members
health. Kill the Selkath first and then work on the Dark Jedi. He will dodge a lot of your attacks, so it's better for
you kill the Selkath first, that you can two-hit. After the fight, loot the Dark Jedi's remains along with the two
footlockers. Open the door in the western room and take the Datapad. Finally, leave the Sith Base the same way you entered.
Nice
greet squad, the Selkath have. Now we have to play the courts. Be nice to the Arbiter, even though he won't do anything
during the trial. Speaking of the trial, start it as soon as the dialogue option appears. Anyway, the first chance
you get, interrupt the Arbiter and say that you want to defend yourself. Here is the way the conversation should go after
that:
Not guilty. The sith lured me inside. I was there for diplomatic negotiations.
The Selkath don't
have enough to charge you, so you are set free. From here, head west to Ahto West Central. In here, head east to East
Central and finally to the Republic Enclave. Talk to Roland about the Data Module and he'll spill about the kolto.
After the conversation, go north into the torture room and west through the now unlocked doors. Save the game and take
the submersible down under.
================== 3. Hrakert Station ==================
From the start,
walk through the door and you will find a mercenary. He is in shock from all the insane Selkath. Just listen to what he
has to say. The directions I will give you about the station are fairly straightforward, and don't include the tons
of battles you'll have to fight. I'm going to say "door" ten thousands times so get ready. Move east, passed the door,
and over to another door. Open this door and the door adjacent in this room. Go south down the hall until you see
a door to your right.
Open this door and the adjacent door in this new room. In here, go through the door on the
opposite side. Take the south door in this room and get the sonic emitter from the footlocker. Backtrack to the last room
and follow the rooms east until you have to go south. In this room, take the envirosuit from one of the lockers.
Now
that you have both items, take the western door in this room. Next, take the south door in this room and do the same for
the next room. This is the room that leads to the water. In this room, use the pressure door to go outside.
=============== 4.
In The Water ===============
Too bad we can't swim. You go really slow in the envirosuit and your only form of
attack is the sonic emitter. Anyway, go south until you hit a wall and then go east. Soon, you will meet up with someone
else in a envirosuit. After some conversation, follow the mercenary out to the ocean floor. He will quickly eat it,
leaving you to do part of his plan.
Walk east the first chance you get. Use the sonic emitter of the Firaxa's when
they get close. It's an insta-kill so don't worry about the time it takes to use it. Keep killing Firaxa's with the
sonic emitter until you reach a fork in the road. One Firaxa will be on each path; kill them both. Afterwards, take the
northern path to the pressure door and open it.
Inside here, kill the four Selkath. Next, go to the door to the
east and, after opening it, take the southern door. Kill the three Selkath in this room and loot all the chests. Go
back to the center room and SAVE THE GAME. Afterwards, talk to the people on the other side of the forcefield. They will
lock you in the center room and put on pressure. You will be dead in one minute.
To get through this small obstacle,
I merely bashed through the forcefield. Once done, you will have a little chat with the scientists. Quiz them on everything
to find out more. It seems you can give the shark a poison (dark side) or reprogram the harvestor (light side).
Take
the pressure door on the other side of the two scientists to the water. In the water, walk east, killing Firaxa along
the way, until you reach the control panel. This is where things become really light or really dark. Since we're light
and want to do this the nonviolent way, here are the steps:
1. Access the fuel tank pressure control. 2. Fill injector
to max pressure. 3. Transfer gas from injector to container pod. 4. Fill injector to max pressure. 5. Transfer gas
from injector to container pod. 6. Empty container pod. 7. Transfer gas from injector to container pod. 8. Fill injector
to max pressure. 9. Transfer gas from injector to container pod.
And viola, you have done this the light way. The
Kolt Guardian will calm down after this, and let you pass. Walk east over to the end of this area and get the star
map. After that, backtrack to the Republic Base, where you will be captured by Selkath again. Tell them the good deeds
that you did and they will be delighted. Use the Return to Ebon Hawk feature and fly to another planet.
===================== S
i d e Q u e s t s =====================
===================== 1. Sunry Murder Trial =====================
================== 2.
Selkath Mystery ==================
Save yourself a lot of hassle and pick up this quest BEFORE you enter the sith
base. I don't like the idea of going back into that base, either. Anyway, you can pick up this quest in the northern
part of Ahto West. Take the northeastern hallway in the center room and follow it as it loops around into a room. Find
a Selkath named Shaelas in a corner.
He'll tell you about the "mystery" with young Selkath disappearing. After
he's done ranting, it's time to take action. Continue in the main walkthrough until you are deep into the base. In
the most northern part of the base, you will find the training room. After entering, you'll be in a room with a lot of
angry Selkath.
Since we're light side people, tell Shasa and her band of Selkath about the sith betrayal and
you will get light side points. After the talk, leave via the right door and you find yourself in a room with a lot of
doors to choose from. Take the northeast room and dispose of the Jedi and Selkath inside. Once you have taken out
the garbage, go back to the center room and take the southeast room.
Lots o' unconscious Selkath in here. One of
them will give you a ceremonial pin. Coolio. Anyway, kick it back to Shasa in the southwest room and let her see the
pin as proof. You will get even more light side points for this!
============== 3. Swoop Races ==============
Same
ol', same ol'. This one is interesting because a green guy threatens you. Anyway, you can find the swoop races in Ahto
East - the swoop registration building, to be exact. Inside, you'll find the usual swoop setup. Talk to the Selkath
behind the counter to get the ball rolling. It costs twenty credits to practice so I'll suggest you do that until you
feel confident enough to race.
When you win a race you'll get 300, 600, and 800 credits, in that order. For the
last race, Qweedle wants a word with you. Remember to keep things light in the conversation. And by "light," I mean good-no-killing
style. You'll be rewarded with light side points, too, for your restraint.
============== 4. Mercenaries ==============
This
is a very simple quest; just remember to pick it up before you go underwater. Anyway, it's located in the same place as
the mystery quest (northern Ahto West), take away looping around the corner. The Selkath, Nilko, wants to find out
why the Republic is on a shopping spree for mercenaries. To find out, continue in the game until you get off the submarine.
The Twi'lek will specifically say that the insane Selkath have been eating mercenaries for breakfast, lunch, dinner,
and midnight snacks. Go back to Nilko with this newfound information to complete the quest.
===============================================================================
-------------------------
3.7 - Leviathan
------------------------- ===============================================================================
========== Main
Quest ==========
1. Getting Freed 2. To The Bridge 3. Darth Malak
================ 1. Getting Freed ================
Nice,
long cutscene and some good dialogue to start us off. Anyway, it's time to choose someone to rescue you. I'm picking Jolee,
because he has the power of the force and can downright destroy even without a lightsaber. This guide will focus on
Jolee, too, but I'm sure all the others are very similar to Jolee's escape.
After choosing Jolee, the bad guys
will drag you into the docking bridge. It is time to play a small game of question and answer. Answer as per your alignment,
please, we wouldn't want unnecessary light or dark side points ending up on your permanent record. Once done, Jolee
will do a switcheroo on the guard to get out of his cell.
Get ready to rumble. Open all the cells and get an unlocking
device from one of them. Next, go west and get the items in the footlocker at the end of the hall. After, go back
east and north up the hall. Kill the guard and continue north. At the fork, opt to go west. Follow the hall until you
meet up with three guards. Show them the power of force lightning and loot their corpses thereafter.
If you
don't have a key by now go back to the footlocker by the cells. To the south of it will be a door that has five sith in
it. Force Lightning will own their souls. They key should be in one of those chests. After getting it, go out of the
door, east down the hall, north up the hall, and west until you reach a door. Open it and use the terminal to unlock the
cell door.
================ 2. To The Bridge ================
I, for one, think that this is a bad idea.
However, it seems to be the only feasible option, so we have to stick with it. In the storage room, get all your stuff
back from the lockers and them some with all the other storage containers in this room. Reequip and we will be ready to
rock.
Get out of the storage room and start backtracking to Jolee's cell. However, instead of going south to the
cells, continue east to reach an elevator. Choose "Bridge" and you will be transported to the level with the bridge on
it. In this area, wipe out ALL the Dark Jedi and Battle Droids - they are tough but the rooms hold useful items.
When
you are done ransacking the place, exit to the bridge in the northeastern corner of this area, tucked in a room. In this
room, get all the stuff in the storage containers, then proceed to the following room. In here, go through the adjacent
door and you'll be outside in your spacesuits. Go east until you reach a door. Open it to get back inside.
Reequip
your weapons and go through the door to the south. Use Force Wave as crowd control in this room to thin it to a one-on-one
battle. After the fight, open the eastern door and follow the hallway. Peek through the door at the end of the hall
and we will be with Saul, my homie! Good dialogue!
The fight against Saul and all his friends isn't as suicidal as
you might think. Everyone in the room is vulnerable to Force Wave, so spam it every 8 seconds or so for some great
crowd control. They will all be incapitated and won't be able to attack! After killing Saul, he will tell Carth something
that makes him very mad.
============== 3. Darth Malak ==============
...but what is it? No time to
explain, Malak is arriving! Open the docking bay doors with the computer. Leave the Bridge the way you entered and tear
through the "backup." Go down the hall and west through the doors until you reach the Command Deck. From here, go
back to the elevator you arrived at earlier. It's on the western side of the Command Deck.
At the elevator, select
to go to the Hangar. After popping out of the elevator, Canderous will say that everything is ready to go - we just need
to arrive. Go east down the hallway and open the door to the north the first chance you get. Dispose of the Sith in
this small barrack and loot the cylinders to get some decent healing items. Backtrack to the hall and head east.
Through
the blast doors you will find a small group of troopers and Dark Jedi. Spamming Force Wave every 6 seconds is key to victory.
Once they are gone, loot everything in this room. If you look out the window, you will see the Ebon Hawk waiting.
So close. Take the opposite blast door (eastern one) and run down the hall. Then we meet Dark Malak.
Oh. My. Gosh.
OMG!!1! What a titantic revelation that was! It's now time to fight Darth Malak, Lord of the Sith. Surprisingly, Darth
Malak is somewhat a pushover. Just slap him with Flurry and try to use your best stuns on him. When he gets to half
health, the loser will use Force Whirlwind and run away!
It's not over yet, however. Take the north or south doors
around to the opposite side of where Malak locked himself in. On the other side, open the door and you'll have another
"go" at Malak. Same swing, same thing. Again, he goes down pretty easily. Stun him and Flurry away. Another cutscene and
it's time to roll. Head east through the doors and you will reach the Hangar.
As the ship leaves we have a classic
dogfight with the guns. After that, it's time to roll out of here. In the ship, Carth is on your back like a sea monkey
because you were the one that destroyed his planet. In the end, though, everyone sides with you to kill Malak! Group
hug!
===============================================================================
------------------------
3.8 - Korriban
------------------------ ===============================================================================
Why did
I choose Korriban last? Well, that's easy. This place has big, ferocious animals that will make you soil your pants. Seriously,
this place is pretty tough. But, most importantly, I think, is that you cannot use Bastila anyway for this planet,
so you might as well kill two birds with one stone and have no Bastila on one planet instead of two. Yes, I love Bastila
that much.
========== Main Quest ==========
1. Sith At Last! 2. The Academy 3. Prestige 4. Lightsa-STAR
MAP! 5. Uthar y Yuthura
=========== Side Quests ===========
1. Sith Code 2. Lashowe 3. Revolting
Sith 4. Double-Double-Cross 5. Kel's Doubts 6. Hermit Jorak 7. Mandolarian Weapons 8. Lost Droids 9. Ajunta
Pall
=================== M a i n Q u e s t ===================
================ 1. Sith
At Last! ================
Yes, we finally get to become Sith! Hooray! Anyway, choose your best party members
and we are off. After the landing cra-- err... stuff, go down the hall and you'll see some Sith torturing recruits. Boohoo.
Go down farther and you'll have another talk with Sith that want to hurt you. Great.
Follow the hallways to the
doors that leads to the outside. It is at the end of all the halls, near the Cantina. Outside, go down the ramp, across
the bridge, and talk to the Sith guard. He'll say you don't have a medallion so you can't enter. Time to get one.
It's
time to get the medallion the light way. Go back to the Cantina and walk down the hallways. Soon, you'll be challenged
to fight a group of Sith. Say no and continue down the hall, only to see one Sith murder a student and threaten another.
Take down the Sith and get the medallion.
============== 2. The Academy ==============
Talk and concur
with Master Uthar about everything; in turn, you will learn about most things. It seems you need prestige to continue
on your path to becoming a true Sith. Leave your room and try to go south; Yuthura will talk to you about some business.
Agree if you want to make things a little easier. Besides that, learn the code and be off.
=========== 3. Prestige ===========
Here
is where getting prestige breaks off into a lot of side quests. See all the ways to get prestige in the side quest section
(below). It's a lot easier to do quests and get dark side points than it is to get light side points, but I guess
that's the way it is in Korriban. Whenever you finish something prestigious, go back to Master Uthar and tell him the
good news. Soon, you will have enough prestige. Go back to Uthar and everyone will sleep.
Make sure your main character
has the best equipment possible. If you gave a better lightsaber to Juhani, make sure to equip it on yourself. If you
equipped Jolee with a better robe because you felt sorry for him, pilfer that and equip it on yourself. When you are
ready, talk to the Master Uthar again. After quizzing him, decide to go.
==================== 4. Lightsa-STAR
MAP! ====================
A couple more explanations and we're off to find the Star Map, the wonderful Star
Map of Revan! This place might be tough because it's just you, but if you have embraced the right spells it will be a
piece of cake. Walk south down the hall and open the door. Engage the three creatures; try to use Force Wave to get
them off you. Now you have three path choices.
Choose the west path first, as it requires the least intelligence (and
I'm tired right now). Pilfer the items from the corpse and open the door. Inside, you'll find two tarentaks that pose
quite a fight. If you are on your toes, and use crowd control abilities, they should be a lot easier. The absolute worst
thing you can do is let both of them beat up on you at the same time. Use Stun or Kill to fight one.
Once they
are in the history books, walk over to the southwestern corner of the room and pull the lever. Open the door next to the
lever and take both grenades from the two pillars. Afterwards, return to the center path with three choices. This
time choose the eastern path. Open the door at the end and go inside. It will automatically lock you in. Loot the corpse
in this room.
Now it's time for a "fun" minigame. Use the computer terminal and it will tell you the specifics.
You have to get all the systems over to the right side. =( Here are the directions for doing this:
Top system from
left to middle. Mid-upper system from left to right. Top system from middle to right. Mid-lower system from left
to middle. Top system from right to left. Mid-upper system from right to middle. Top system from left to middle. Base
system from left to right. Top system from middle to right. Mid-upper system from middle to left. Top system from
right to left. Mid-lower system from middle to right. Top system from left to middle. Mid-upper system from left
to right. Top system from middle to right.
And we're done. Go through the door and pick up the sword. Now go back
to the center chamber and take the south path this time around. You are stopped by an acid pool. Choose to throw the
special cold grenade at it to freeze the pool. Go down the newly formed path and through the door. Yay, another star map!
Get the Sith Lightsaber from the Sith Statue and try to exit.
================== 5. Uthar y Yuthura ==================
You'll
be greeted at the pool by Uthar and Yuthura. They will have a small conversation and it's time to show them your plan,
if you have one. You can kill both of them or just one of them, but both yields more dark side points. They are really
easy to defeat - even if you fight both of them. Just use your crowd control and they are toast.
Once you are done
with them, exit to the valley. If you killed both people, it's time to fight your way back to the Ebon Hawk. Even in the
Academy, it's really easy with Force Wave. Once you are back to the Ebon Hawk, it's finally time!
===================== S
i d e Q u e s t s =====================
============ 1. Sith Code ============
Yuthura,
located on the western side of the academy, will tell you the Sith code. It's all about slicing up people and feeding
your grandma the leftover organs. Yikes. Anyway, this is one of the quests that rewards a prestige point, if you choose
to recite the code to Master Uthar afterwards. The code is located here, for your convenience.
Peace is a lie.
There is only... passion. Through passion, I gain... strength. Through strength, I gain... power. Through power,
I gain... victory. Through victory... my chains are broken.
I don't know what type of chains he's talking about.
Like, the ganster chains, or the chain to my watch? Anyway, Uthar will throw you a curveball after you recite the
code, asking one more question. Here are the questions and answers:
Nothing worse than love (False) Victory is always
desirable (False) Passion fuels the force (True)
You get a DARK SIDE POINT for reciting the code, but it's not like
you also gain a disease that will eat at your brain until one day you fall over and die. This is a easy prestige point
here, people!
========== 2. Lashowe ==========
Yuthura will hint this sidequest in one of your later conversations.
It seems Lashowe has found a Jedi Holocron that, thankfully, is guarded by a beast. Of course, giving Uthar a holocron
will surely boost up your prestige points by one. Anyway, Lashowe is located on the northwestern part of the academy.
Once you find her, use your persuasion skills to allow yourself in on this once in a lifetime opportunity. Then kiss
butt and she will go off to the lair.
Go to the northern side of the valley to find Lashowe again. Talk to her and
fight the beast that will come thereafter. Afterwards, she'll take the holocron and say she'll give you credit. But
she won't, that lying ho- person. Since we're good people, just let her take the credit. You get light side points for
it, and you don't want massive dark side points, do you?
================= 3. Revolting Sith =================
To
start up this quest, talk to Yuthura about the renegade sith that fled to Shyrack Caves. They will fill you in on all
the details, but it seems that pretty much covers it; some people opposing the sith are in Shyrack Caves. You can
enter the cave in the southern part of the valley. Once inside, hit the south wall and then follow the wall east.
Soon,
you'll meet up with the renegade sith. Currently, you can only talk to one of the three of them. Tell'em that you will
help'em get out of here in one piece. This means you have to kill the Tarentak located on the eastern part of the
cave. Once done, go back to the renegade sith and they will leave. Go back to Uthar and lie to him to get the prestige
point with no stringes attached.
====================== 4. Double-Double-Cross ======================
If
you want to forgo the path of the light and go to the dark side, this is your chance. Basically, you double-cross people
all the way around. First of all, double-cross Yuthura by telling Uthar about her plans. After that, Uthar will give
you a datapad and tell you to give it to Adrenas, who is located in the library.
After you hand off the datapad,
Yuthura will be poisoned. Now it's time to get even darker. Go back to Yuthura and tell her that Uthar knows about her
plan. Do not tell her about the poison or your snitching, please. She will give you a poisoning device and tell you
to plant it in Uthar's bed. Do just that, it's located on the southwestern side of the academy. Now you have massive dark
side points and a couple hard-fights-turned-easy.
=============== 5. Kel's Doubts ===============
Located
on the southwestern wing of the academy you will find Kel Algwin, a doubting sith. First of all, persuade Kel about the
ways of the sith. Then, it's time to tell him to run away. Just make sure to tell him not to go on a genocide. Or
kill any students, for that matter.
=============== 6. Hermit Jorak ===============
Engage in conversation
with one of the trainers near the entrance of the valley. Talk to him/her about Jorak. They will give you the lowdown;
he was a sith master and vanished from the academy. Not much else geography on this planet besides the caves in the
valley, so he must be in one of those. He's in the tomb of Tulak Hord, to be precise.
Make your way to the tomb,
which is located in the valley of death, and get ready for some weird stuff. Once inside, use the ancient console on the
eastern side of the cave to *gasps* open a door. Go through this door and it will time be time to say goodnight. When
you wake up, Jorak will give you the whole deal; if you answer a question correctly (evily), he will torture Mekel. If
you answer a question incorrectly (light-like), Jorak will torture you. Great.
We're light fools, so answer three
questions incorrectly. Here are the correct answers, be sure to choose different answers then the ones provided below:
1.
I use the opportunity to kill him. 2. I take the reward and leave the weak fools to their fate. 3. I keep it to myself. 4.
Kill him. 5. A true Sith never dies.
After playing twenty questions, Jorak will be mad that you "passed" his little
test and will fight you. Just kill him; Mekel will help. Take the tablet from his beaten corpse and present it to
Uthar for a prestige point.
====================== 7. Mandolarian Weapons ======================
In the
academy, you should stumble upon a torture chamber on the southeastern side. When you find it, speak with the Sith torturer
and agree to take over on the torturing. We want light side points, so persuade the prisoner into an escape plan,
and he'll tell you what to do. After you put him in a catatonic state with your uber high computer skills, he can run
away. Nice light side points!
============== 8. Lost Droids ==============
A sith student, near the
entrance to the Marko Ragnos tomb, will fill you in on the details of the droid. Enter the cave and get the data recorder
and sound dampening stealth unit from the corpse on the ground near the entrance. After that, use the sound dampening
stealth unit and head down the cave. Soon enough, you will meet the Rogue Droid, who will tell you what happened. Agree
to switch the power button on his killer instincts to get light side points. Disable the system in this order:
Combat
matrix Motor function matrix Memory matrix Cognitive matrix Emotional construct matrix Creative simulation
matrix Core
If you do this out of order, you'll lose "chances" to do it. If all chances are depleted, the droid
will attack you. After you do everything in the correct order, permanently disable the combat matrix, which will free
the droid. More light side points will be obtained for doing this. Go back to Uthar and lie to him about the ordeal
to receive a prestige point.
============== 9. Ajunta Pall ==============
Talk to students in the academy
to learn about Ajunta Pall. Afterwards, enter the tomb, appropiately named "Tomb of Ajunta Pall." Once inside, follow
the path until you find yourself at a fork. Bash the door and kill the creatures. Afterwards, take the item off of
the severed arm on the right side of the bridge. Go on the bridge and put a plasma grenade in it. Walk into the newly
found area.
This will lead to the last area. Take the three swords inside the sarcophagus and try to leave.
Ajunta Pall will confront you and give you a clue as to "which sword is which." After going to the rear of the tomb, put
the notched steel sword into the sith statue. Converse which Ajunta and the spirit will tell you to take all the swords.
Don't get Ajunta mad, or you'll have to fight a battle. Since we are light side, try to get Ajunta to return to the "high
life."
After this, opt to leave the tomb. Shaardan, one of the sith students, will be awaiting you outside.
I just gave him one of the fake swords and told him to go fly a kite.
===============================================================================
------------------------------
3.9 - Unknown Worlds
------------------------------ ===============================================================================
w00t!
We finally get to plot a course for the Star Forge system! It seems Bastila is going to love Force Storm when she is done
being tortured. Anyway, the Ebon Hawk goes down hard and we have to find the source of the disruptor.
========== Main
Quest ========== 1. After The Fall 2. The Elders 3. The Temple 4. The Catacombs 5. Temple Summit
=================== M
a i n Q u e s t ===================
================= 1. After The Fall =================
Well,
it's time to get rolling. Choose the party that bests suits you up to this point - I chose Juhani and Jolee because they
are both good fighters. You might, however, want to make a blaster party. Anyway, once off the 'Hawk, head east and
some Ratakans will engage in a fight with you. They are easy to defeat.
Some aliens will come out of hiding and
thank you. Afterwards, go east and then follow the path north. Take out the ten Ratakans here (just use Force Wave a couple
times) and take the north path to North Beach. In North Beach, walk north up the path and you'll be greeted by Ratakans
and Rancors. Agree to see "the One."
It seems the One knew you in your previous life. Quiz him about EVERYTHING
to learn that you have to kill some Elders. Leave the settlement via the southeast path. It will lead to the beach.
============= 2.
The Elders =============
From North Beach, head south to Central Beach. In here, go down the small path until
you come a fork. You can either go back to the Ebon Hawk OR chart unknown territory. Choose to southeast and follow this
path to the Temple Exterior. Exterminate the Rancors while heading south, hugging the wall as you go along. Soon,
you should reach a small path. It will lead to South Beach.
Walk west a little and a Gizka will eat it (blasted mine).
Great. Walk west and stay on the wall to avoid the mines. Passed that, kill the Rancors and go to the settlement.
In the middle you'll see four pillars. Go over to them and a holocron will start conversing with you. Tell him that you
are Revan and he will let you enter.
Bejesus, these settlements look the same! Tell the Elders that you want to
kill them and do just that. They are pretty easy to dispose of. Anyway, it's time to clear out this stupid settlement.
These Ratakans are pathetically easy to defeat. Make your way to the south side of the settlement (you are in the north
side) and go down the south path. Kill the Keeper and take the Ancient Tome. Go us!
Leave the settlement and
head back to the other Ratakan Settlement. Talk to The One and he'll snatch the Ancient Tome from you. It seems that his
people can open the barrier to get inside the temple, but you have to go inside by yourself. Well that sucks. Run
back to the Ebon Hawk and choose to fly solo. Afterwards, go back to the Temple Exterior.
============= 3. The
Temple =============
The Priests will start the ritual when suddenly Jolee and Juhani will return. Persuade
or threaten to get Jolee and Juhani in your party. We will go back to a chinless Malak, then back to the party. First,
go north and follow the hall until you have defeated the two droids on the corridors. You should now be at the northern
part of this place.
Open all the rooms up here, killing Sith along the way. In one of the rooms you will find a
Sith Master who goes down easily. In the adjacent room is an armory, which has a bundle of good weapons in it. Once you
have raided that room, follow the halls to the south rooms and do the same for them. In one of the south rooms you
will find a computer.
Use the computer to turn off the turrets in the Obelisk room. Now that you have that taken
care of, go to the eastern side of the temple and open the door. After killing the droids with shields (use force powers)
open the adjacent door and walk down to the Catacombs.
================ 4. The Catacombs ================
Kill
the droids just ahead of you. They should be pretty easy to defeat. To the left of these droids you will find a couple
footlockers and a Sapith Crystal in a pillar. After getting these items, follow the doors until you reach the 3x3 grid
puzzle. This puzzle is extremely easy.
It's so easy that they give you the solution to it in the datapad you just picked
up. The goal is simple: get all the squares to turn blue. To do this, walk in an H formation. Walk across one line of
the H, the other, and finally go through the middle. All the squares should turn blue.
In the new room you will
find the bestest computer ever. It will tell you clearly about the Star Forge, Star Maps, and the Ratakans. It basically
explains all the puzzling stuff we've come to love. Anyway, talk to him about everything - in one of your conversations
he will open the temple door for you. I love this guy.
Go back to the entrance of the temple. Y'know, the place
that you entered to get in. To be specific, it is in the Temple on the western side. The door that was locked is now
open. Run through it, and a couple adjacent doors, to reach the Temple Summit.
================ 5. Temple Summit ================
Pilfer
all the items in this room and walk outside. Finally, you meet up with Bastila again! She will attack you, but she is
but a mere weakling. After fighting her, join her or side with the light - you decide. This is really the only decision
in the game that changes the ending entirely! Afterwards, disable the energy shield and disruptor in the adjacent room's
computer. Once that is complete, return to the Ebon Hawk.
If you went the dark path, you'll have a huge conversation
with everyone, where they all will join you, besides Carth and Mission. Carth will run away, and Mission can be disposed
of in the most atrocious way possible; force persuade Zaalbar to kill Mission!
If you went the path of light, just
skip the above.
In both cases, you need to slap some stabilizers on the Ebon Hawk. To get the parts, go back to
the settlement and talk to The One. Tell him that you couldn't find more than he knew and he will, obviously, be in an
outrage. Time to kill the last of the Ratakans. In this room, he'll summon four rancors to help, all of which are
really easy. Yes, they are "easy."
Check the cages for "Ship Parts," which are the stabilizers, and jet out of here.
Kill all the Ratakans along the way - they are all easy to defeat. Back at the ship, use the parts on the hyperdrive in
the southern part of the ship to get everything working again. Choose to go to the Star Forge (finally) on the Galaxy
Map.
===============================================================================
--------------------------
3.10 - Star Forge
-------------------------- ===============================================================================
The long
cutscene ends in the Star Forge.
========== Main Quest ==========
1. Deck 1 2. Deck 2 3. Command
Center 4. Darth Malak
========= 1. Deck 1 =========
When you enter the Star Forge an army of Dark Jedi
will come out of an elevator. Choose to fight them - they are a good warmup for what is to come and you have other
Jedi to help. Once they are dead, go south down the path, passed a few doors, until you reach a junction. From here, you'll
have another cutscene, where Malak will summon droids to attack you.
Droid come from all sides - but they are still
more than beatable. Make sure to loot their remains for valuable items. After that, take the west path, opening doors
as you kill the droids. Turn south with the path and go east as the path turns east. Soon, you will reach Jedi fighting
Dark Jedi.
The Jedi will go down easily, and now it's your turn to fight the Dark Jedi. Sadly, they are extremely
easy to defeat. After the battle, go west and follow this path to more Dark Jedi. Once they are gone, go through the door
at the end of the path. Another Malak cutscene - this time he's sending troops and apprentices. Joy.
========= 2.
Deck 2 =========
Follow the path, killing all the Dark Jedi and Heavy Troopers along the way. You'll spend an
amazing amount of time killing them, and they'll send another wave before you're free. Run south, through the doors, which
will lead to even more bad guys. Make your way east, stopping and kill the dozens of the Sith along the way. Don't
venture too far east; cowardice Sith will come from behind and Flank you. Whatever you do, DON'T let your party members
try to fight the turrets.
Regen lost Force Points here and heal up; you'll have to kill many more Sith. Walk
east until you come to a door to your left. Open it and the adjacent door to find four apprentices waiting. After killing
them, use the computer terminal to deactivate the turrets and (optionally) get Revan's Robe/Star Forge Robe, but that
costs twenty-five spikes.
Anyway, go back to the turrets (west), fighting all the Dark Jedi and Heavy Troopers
along the way. Use Medpacs as necessary; you will get healing items from the remains of the Heavy Troopers. Make your
way passed the turrets and over to the door at the west. It is positioned exactly the same as the east door. From
the door, walk into the Command Center.
================= 3. Command Center =================
After the
cutscene, go south, killing all the troopers and Dark Jedi along the way. Don't go inside just yet, though. Wait for a
second, weaker wave to come along and kill them as well. Afterwards, heal up and regen Force Points, then go south
until you see a doorway to your left. Go into this small hallway and through the door thereafter.
In here, kill
the trooper and Dark Jedi ahead of you, then get ready for the flank from behind. After dispatching of the flank, continue
following the hall, until four Jedi block your path. These guys are pretty tough, but constant spamming of spells
will kill them somewhat quickly. After the fight, continue follow the path until you come to the three Dark Jedi (if you
chose dark side) or Bastila (if you chose light side) that Malak was speaking to earlier.
Both are pretty easy
to defeat; again, use the proper spells and hack away with flurry, you'll be fine. If you want to bring Bastila back to
the light side, here is what you have to say:
"I'll never give up on you, Bastila..." "I'm as strong in the
light as I ever was..." "Malak will never let you..." "You're dooming yourself to..." "Then strike me down..." "You
are no evil, Bastila..." "Now you can see the dark side..." "There's no need for me to..." "You can reject the dark
side..." "I was redeemed, Bastila..." "You did protect me..." "Help us defeat..." "I trust you to..." "You
won't, Bastila..." "You could use your..."
(As taken from Prima's guide.)
Now that you have destroyed Malak's
ploy, heal up and open the door south of the forge. Any characters that were in a party with you will now leave, and you'll
be alone again. Go south until you reach an entrance to *somewhere*. Get close to the door and Malak will arrive.
This
is where the **** hits the fan. Malak will unleash the full power of the Star Forge upon you. Six droids will attack you
- each will respawn if you kill it. It seems as if you couldn't win, but each droid generator can be shut down with
computer spikes. It takes eight computer spikes per generator, which seems like something even more hopeless. However,
the droids drop computer spikes into spike bins each time they respawn, so you can attain an infinite amount!
With
that in mind, get to killing droids! When you have killed eight, check all the bins to get computer spikes and shut down
one of the six generators. Do this five more times and we will be finished with Malak's uber "plan." Once the last
one explodes, the door to Malak will open! It is time to finally meet Malak face-to-face, one-on-one, mano-y-mano, Apprentice
versus Master!
============== 4. Darth Malak ==============
Walk through the newly opened door to the
Factory. Finally, a battle against Malak! Sadly, this has to be one of the most pathetic last battles in the history
of gaming. Though it is epic because it seems Malak has twenty lives, it is not. First of all, the game actual helped
you with all that Sith Trooper fighting - you should have at least ten healing packs by now. Those will be very useful.
Obviously,
the general strategy against Malak is simple; Flurry away at him with Knight Speed activated. This will double your attacks,
effectively quadrupling your attacks with Flurry. This will make Malak go down FAST. If that wasn't enough, if you
ever get low on health one of those healing packs will come in very useful. Merely pause the game and use it.
The
only way Malak can kill you is if he stuns you and finishes you off. Don't let that happen - if you ever get below a third
health use a healing pack. Once you have Malak to around a third life, he will suck life from one of the many Jedi
in this room. Now you know Malak's secret! Well, it's time to exploit it! Use Stasis or Drain Life on each and every Jedi
in this room (the ones on this floor and the above floor) and Malak won't be able to use them!
Once all the Jedi
are "dead," hack away at Malak one last time with Flurry and Knight Speed. After a little more dialogue, Malak will finally
fall! Enjoy the final ending; it differs if you chose to the path of the light or otherwise.
>_>
|
 |
|
 |
|
 |
|
 |
|
 |
My Light Side Walkthrough
|
|