aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa | / ---- ----- ---- ---- ----- | / | | | | | | | | | |/ | | | | | |---- | | |\ | | | | | | \ | | | \ | | | | | | \ | | | \ ---- | ---- | \ ----- Knights of the Old Republic II: Sith Lords ------------------------------------------------------------------------------- Star Wars: Knights of the Old Republic II: The Sith Lords In-Depth Walkthrough and Guide Created By: Morgwar Email: Alasander666@hotmail.com AIM:Raznax6669 Yahoo:Ragnarok_99_1999 Version 0.3 ------------------------------------------------------------------------------- Table of Contents _________________ I. Introduction II. History III. Basics IV. Character Creation A. Classes B. Skills C. Feats D. Force E. Lightsaber Forms V. Prestige Classes VI.Walkthrough A. Prelude B. Peragas II C. On The Way To Telos D. Telos E. On the Ebon Hawk After Telos F. Nar Shaddaa VII. Glitches VIII. Copyright ============================================================================== I. Introduction This is the first walkthrough i have written, and i think i have chosen a good place to start because i am a huge fan of Star Wars. This is the first of many versions. When Version 1.0 comes it will be a complete walkthrough for the Light Side, and Version 2.0 will follow shortly behind that one as a walkthrough for the Dark Side. Little updates will be thrown in for upgrades and character bios when they get done. ============================================================================== II. History Those who forget to learn from the past are doomed to repeat their mistakes. Version 0.1 January 04, 2004 Beginning of something big Started ToC Finished Skills Started Feats Started Basic Classes Started Prestige Classes Finished Prologue started Peragas II Version 0.2 January 13, 2005 Finished Peragas II Beginning Hyperspace jump to Telos and Telos. Getting information on Jedi Powers Listed some glitches with Jedi Powers Version 0.3 Finished the Hyperspace Jump, Telos for the Ithorians, and Aboard the Ebon Hawk after Telos. List of Jedi Powers. Additional Feats. Found information on glitches. Started list of Lightsaber Forms. Upcoming in Version 0.4 Finish Nar Shaddaa Information on Prestige Class for the Lightside (if i get there) Any new insight on Kreia, Atton, and the Handmaiden. ============================================================================== III. Game Basics Must be different than other people...well as much as the next person i guess. Here is a list of the basic controls that the manual lists. Left Thumbstick: Movement Right Thumbstick: Camera Control D-Pad: Cycle Action Menu A Button: Default Actions B Button: Cancel/Disengage Combat X Button: Add Action to Action Menu Y Button: Delete Action from the Action Menu Black Button: Cycle Characters White Button: Pause Combat Start: Access Game Menus Back: Toggle Solo Mode on/off Left Trigger: Cycle Through Targets/Menus Right Trigger: Cycle Through Targets/Menus ============================================================================= IV. Character Creation This is the fun part of the game. Fleshing out who you would like to be in a game. Brings back memories of the old paper and pen days. Your base attributes start at 8 and you will receive 30 points to add to your six attributes. Point Cost __________ 8-14= 1 point per point 15-16= 2 points per point 17-18= 3 points per point Attribute Modifier __________________ 8-9= -1 10-11= +0 12-13= +1 14-15= +2 16-17= +3 18= +4 ------------------------------------------------------------------------------ A. Classes There are three basic Jedi classes to choose from in this version of KOTOR compared to the three basic non-Jedi classes in the previous KOTOR. Starting as a Jedi will be a new experience for some. Prestige Classes will be listed later in the Walkthrough. Each Class has a Male or Female choice and as far as i know it means little for character creation if you chose male or female. ------------- |Jedi Consular| ------------- These Jedi are unparalleled masters of using the Force. As a downside to having greater Force power, they are not great in physical combat. Attributes __________ Strength: This ability is not important for a consular, you will rely on Force Powers to do most of the work for you. Dexterity: Dont worry here, Jedi Robes will offset your lack of Dexterity Constitution: A moderate constitution will get you through this game Intelligence: Depending on your forte skills may not be important to your Jedi Wisdom: This will be important to a Consular for additional Force Points and Force Power saving throws Charisma: This Ability can make your Force Powers more potent when used. This also reduces the opposite alignment penalty when using a Force Power of opposite alignment (i.e. a Light Sider using Force Lightning) Starting Attributes Starting Stats ___________________ ______________ Strength: 8 Vitality: 7 Dexterity: 10 Defense: 12 Constitution: 12 Fortitude Save: 3 Intelligence: 10 Reflex Save: 1 Wisdom: 18 Will Save: 6 Charisma: 14 You can up your Charisma when you get your Attribute bonus every four levels. With this set-up you will get 8 Skill points to use at Character Creation, instead of the normal 4. Skills ______ Class (cost 1 Skill Point) Cross-Class (Cost 2 Skill Points) -------------------------- --------------------------------- Awareness Computer Use Persuade Demolitions Repair Stealth Treat Injury Security Persuade and Awareness are always good skills to have, most of the Cross-Class can be handled by droids or other characters. Computer Use and Treat Injury are nice to have too. Feats _____ A Jedi Consular Starts with the following Feats: Armor Proficiency: Light Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Lightsaber Weapon Proficiency: Melee Weapons Jedi Defense Force Focus Jedi Sense War Veteran ------------- |Jedi Sentinel| ------------- These Jedi are a mix between Consular and Guardian, they do not completely master the Force or have unequal fighting prowess. Attributes __________ Strength: A good Strength score is in order here. Dexterity: Jedi robes will offset a low score here. Constitution: This should be mid range for a Sentinel. Intelligence: Again Intelligence may not need to be high for your character. Wisdom: A decent starting Wisdom is good for any character to have. Charisma: Charisma need not be too high to start with or during the game. Starting Attributes Starting Stats ___________________ ______________ Strength: 10/16 Vitality: 10/10 Dexterity: 10/10 Defense: 12/12 Constitution: 14/14 Fortitude Save: 4/4 Intelligence: 12/14 Reflex Save: 2/2 Wisdom: 16/12 Will Save: 4/2 Charisma: 14/10 The scores on the left of the slash are for Force Power Specialty, while the Right side is Fighter Specialty. With 12 Intelligence you get 16 Skill Points, 14 Intellegence will get you 20 Skill Points at Character Creation. Skills ______ Class (cost 1 Skill Point) Cross-Class (Cost 2 Skill Points) -------------------------- --------------------------------- Computer Use Demolitions Stealth Repair Awareness Persuade Security Treat Injury Again Persuade and Awareness are nice to have, and since computer use is a Class Skill, investing a few points here is always ok. Treat Injury can be useful if you think you will need the extra healing. Feats _____ A Jedi Sentinel Starts with the following Feats: Armor Proficiency: Light Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Lightsaber Weapon Proficiency: Melee Weapons Jedi Defense Force Immunity: Fear Jedi Sense War Veteran ------------- |Jedi Guardian| ------------- Everyones favorite Jedi, the fighter. This is pretty much the Jedi you are going to be if you pick this class. Attributes __________ Strength: A mid-range score at first is good. Dexterity: A decent number here will get you going. Constitution: Since you will be in the mix almost every battle a good number would do you good here. Intelligence: I doubt anyone would waste a point in this attribute Wisdom: A solid number will get you through the game, nothing over 12 i would say. Charisma: Something decent to make any offensive Powers have a bit more punch. Starting Attributes Starting Stats ___________________ ______________ Strength: 16 Vitality: 12 Dexterity: 15 Defense: 14 Constitution: 15 Fortitude Save: 4 Intelligence: 8 Reflex Save: 4 Wisdom: 10 Will Save: 1 Charisma: 10 You will only have your basic 4 Skill Points to Start with. Up the Strength, Dexterity, and Constitution with the Bonus Attribute Points Skills ______ Class Skills Cross-Class Skills ____________ __________________ Demolitions Computer Use Awareness Stealth Persuade Repair Treat Injury Security What can be said, skills are pretty much useless here except for Persuade Feats _____ A Jedi Guardian Starts with the following Feats: Armor Proficiency: Light Armor Proficiency: Medium Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Lightsaber Weapon Proficiency: Melee Weapons Jedi Defense Force Jump Jedi Sense War Veteran ------------------------------------------------------------------------------ B. Skills These skills are none combat related and can sometimes keep you out of battle. Each Skill is related to one Attribute Computer Use: Related Attribute: Intelligence Computer Use lets a character slice into a computer using less spikes. Spikes reduced by 1 (Minimum 1) for every 4 points total. Demolitions: Related Attribute: Intelligence Demolitions allows the character to set, disarm, or recover a mine. Disarm adds +5 to the DC while Recovering adds +10 DC. Stealth: Related Attribute: Dexterity Stealth lets the character to use camouflage to enter Stealth Mode. Awareness: Related Attribute: Wisdom Awareness give the character the chance to spot someone or something hidden by the Stealth Skill. Best used when moving slowly, running give a -5 penalty to Awareness checks. Persuade: Related Attribute: Charisma Persuade lets the character try to get extra information out of other NPC's. Different situations require different skill levels. Repair: Related Attribute: Intelligence Repair allows a character a chance to try and fix a mechanical device. The number of parts required is reduced by 1 (Minimum 1) for every 4 points total including Attribute score modifiers. This also modifies the amount of vitality recovered when droids use kits to repair themselves. Security: Related Attribute: Intelligence Security gives the ability to open electronic locks. A Security Spike give a bonus to this skill when used in opening a lock. Treat Injury: Related Attribute: Wisdom Treat Injury gives a bonus to damage healed when using a medpac, adding the modified rank to the number of vitality points healed. Advanced medpacs and Life-Support packs apply multipliers to the user's skill increasing the amount healed. ------------------------------------------------------------------------------ C. Feats These Feats are the bread and butter of combat and can spell the difference between life and death. ------------------- |Two-Weapon Fighting| ------------------- Two-Weapon Fighting Prerequisites: NONE This feat reduces the attack penalty of a character wielding a double bladed weapon or two weapons at a time. The normal penalty of -6 (main hand)/-10 (off hand) are reducked by 0/4, to a total penalty of -6/-6. Use of a "Balanced" weapon in the off hand can further reduce the attack penalty by 2/0, for a total penalty of -4/-6. Imporved Two-Weapon Fighting Prerequisites: Level 4, Two-Weapon Fighting This feat further reduces the penalty of wielding a double bladed weapon or two weapons at a time. The reduction from this feat is 2/2, for a total penalty of-4/-4. The use of a "Balanced" weapon in the off hand will further reduce the penalty by 2/0, for a total penalty of -2/-4. Master Two-Weapon Fighting Prerequisites: Level 8, Two-Weapon Fighting, Improved Two Weapon Fighting This feat again reduces the penalty of wielding a double bladed weapon or two weapons simultaniously. The penalty reduction for this feat is 2/2, for a total penalty of -2/-2. A "Balanced" weapon in the off-hand will further reduce the penalty by 2/0 for a final penalty of 0/-2. ----------------- |Armor Proficiency| ----------------- Armor Proficiency: Light Prerequisites: NONE Wookiees and droids cannot wear armor suits This feat lets characters wear Light armor. Without this feat, Light armor cannot be worn. Armor Proficiency: Medium Prerequisites: Armor Proficiency: Light This feat lets characters to wear up to Medium armor. Without this feat, Medium armor cannot be worn. Armor Proficiency: Heavy Prerequisites: Armor Proficiency: Light, Armor Proficiency: Medium This Feat allows characters to wear up to Heavy armor. Without this feat, characters cannot wear Heavy armor. ------- |Caution| ------- Caution Prerequisites:NONE This Feat gives characters +1 skill points to Demolitions and Stealth. One skill point must be invested in those skills to get this bonus. Improved Caution Prerequisites: Level 4 This Feat gives characters +2 skill points to Demolitions and Stealth. This replaces the +1 bonus of the previous Feat. One skill point must be invested in those skills to get the bonus. Master Caution Prerequisites: Level 8 This Feat gives a character +3 skill points to Demolitions and Stealth. This replaces the +2 bonus given to them by Improved Caution. One Skill Point must be invested in those skills to get the bonus. --------------- |Critical Strike| --------------- Critical Strike Prerequisites: None This feat doubles the critical threat range of melee attacks (e.g. if a weapon need a roll of 20, a critical hit will result on 19 or 20). If the attack hits the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Critical Strike works with melee weapons only. Improved Critical Strike Prerequisites: Level 4, Critical Strike This feat triples the critical threat range of melee attacks (e.g. if a weapon needs a roll of 20, a critical hit will result on 19-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Improved Critical Strike works with melee weapons only. Master Critical Strike Prerequisites: Level 8, Critical Strike, Improved Critical Strike This feat quadruples the critical threat range of a melee attack (e.g. if a weapon needs a roll of 20, a critical hit will result on 17-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Master Critical Strike works with melee weapons only. ------- |Empathy| ------- Empathy Prerequisites: NONE This Feat gives a +1 Skill Bonus to Persuade, Awareness, and Treat Injury. Improved Empathy Prerequisites: Level 4 This Feat gives a +2 Skill Bonus to Persuade, Awareness, and Treat Injury. This Feat replaces the +1 Bonus given by Empathy. Master Empathy Prerequisites: Level 8 This Feat gives a +3 Skill Bonus to Persuade, Awareness, and Treat Injury. This Feat replaces the +2 Bonus given by Improved Empathy. ------ |Flurry| ------ Flurry Prerequisites: NONE When activated, Flurry allows a character to make an extra melee attack during the round. The character suffers a -2 penalty to Defense while using the Feat and for 3 seconds afterwards. The character also suffers a -4 penalty to all attacks that round. Improved Flurry Prerequisites: Level 4, Flurry When activated, Improved Flurry allows a character to make an extra melee attack during the round. The character suffers a -1 penalty to Defense while using the Feat and for 3 seconds afterwards. The character also suffers a -2 penalty to all attacks that round. Master Flurry Prerequisites: Level 8, Flurry, Improved Flurry When activated, Master Flurry allows a character to make an extra melee attack during the round. The character suffers no penalties while using Master Flurry. --------- |Gear Head| --------- Gear Head Prerequisites: NONE This Feat gives the character a +1 Skill point bonus to Repair, Security, and Computer Use. You must have at least one point in a particular skill to get the bonus. Improved Gear Head Prerequisites: Level 4 This Feat gives the character a +2 Skill point bonus to Repair, Security, and Computer Use. This replaces the +1 Bonus for Gear Head. One Skill point must be invested in a particular skill to get the bonus. Master Gear Head Prerequisites: Level 8 This Feat gives the character a +3 Skill point bonus to Repair, Security, and Computer Use. This replaces the +2 Bonus for Improved Gear Head. One Skill Point must be invested in a particular skill to get the bonus. ------------ |Conditioning| ------------ Conditioning Prerequisites: NONE The Feat gives a character a +1 Bonus to all Saving Throws. Improved Conditioning Prerequisites: Level 4 This Feat gives a character a +2 Bonus to all Saving Throws. Master Conditioning Prerequisites: Level 8 This Feat gives a character a +3 Bonus to all Saving Throws. ------------ |Power Attack| ------------ Power Attack Prerequisites: None When activated Power Attack increases melee damage by +3, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters strength modifier. Improved Power Attack Prerequisites: Level 4, Power Attack When activated, Improved Power Attack increases melee damage by +7, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters strength modifier. Master Power Attack Prerequisites: Level 8, Power Attack, Improved Power Attack When activated, Master Power Attack increases melee damage by +12, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters strength modifier. ----------- |Power Blast| ----------- Power Blast Prerequisites: None When activated Power Blast increases ranged weapon damage by +3, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters Dexterity modifier. Improved Power Blast Prerequisites: Level 4, Power Blast When activated, Improved Power Blast increases ranged weapon damage by +7, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters Dexterity modifier. Master Power Blast Prerequisites: Level 8, Power Blast, Improved Power Blast When activated, Master Power Blast increases ranged weapon damage by +7, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters Dexterity modifier. ---------- |Rapid Shot| ---------- Rapid Shot Prerequisites: NONE When activated, Rapid Shot allows a character to make an extra ranged attack during the round. The character suffers a -4 penalty to Defense while using the Feat and for 3 seconds afterwards. The character also suffers a -4 penalty to all attacks that round. Improved Rapid Shot Prerequisites: Level 4, Rapid Shot When activated, Improved Rapid Shot allows a character to make an extra ranged attack during the round. The character suffers a -2 penalty to Defense while using the Feat and for 3 seconds afterwards. The character also suffers a -2 penalty to all attacks that round. Master Rapid Shot Prerequisites: When activated, Master Rapid Shot allows a character to make an extra ranged attack during the round. The character suffers no penalties while using Master Rapid Shot. ----------- |Sniper Shot| ----------- Sniper Shot Prerequisites: None This feat doubles the critical threat range of melee attacks (e.g. if a weapon need a roll of 20, a critical hit will result on 19 or 20). If the attack hits the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intellegence modifier. This feat lowers Defense by -5 when used. Sniper Shot works with ranged weapons only. Improved Sniper Shot Prerequisites: Level 4, Sniper Shot This feat triples the critical threat range of melee attacks (e.g. if a weapon needs a roll of 20, a critical hit will result on 19-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intellegence modifier. This feat lowers Defense by -5 when used. Improved Sniper Shot works with ranged weapons only. Master Sniper Shot Prerequisites: Level 8, Sniper Shot, Improved Sniper Shot This feat quadruples the critical threat range of a melee attack (e.g. if a weapon needs a roll of 20, a critical hit will result on 17-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intellegence modifier. This feat lowers Defense by -5 when used. Master Sniper Shot works with ranged weapons only. ---------------------------------- |Weapon Proficiency: Blaster Pistol| ---------------------------------- Weapon Profiency: Blaster Pistol Prerequisites: None This feat gives a character basic training in the use of standard Blaster Pistol weapon types. Weapon Focus: Blaster Pistol Prerequisites: Weapon Proficiency: Blaster Pistol Adds a +1 attack bonus with Blaster Pistols. Weapon Specialization: Blaster Pistol Prerequisites: Weapon Profiency: Blaster Pistol, Weapon Focus: Blaster Pistol Level 4 Soldier Adds a +2 damage bonus with Blaster Pistols. --------------------------------- |Weapon Proficiency: Blaster Rifle| --------------------------------- Weapon Proficiency: Blaster Rifle Prerequisites: None This feat gives a character basic training in the use of standard Blaster Rifle weapon types. Weapon Focus: Blaster Rifle Prerequisites: Weapon Proficiency Blaster Rifle Adds a +1 attack bonus with Blaster Rifle. Weapon Specialization: Blaster Rifle Prerequisites: Weapon Profiency: Blaster Rifle, Weapon Focus: Blaster Rifle Level 4 Soldier Adds a +2 damage bonus with Blaster Rifle. ------------------------------ |Weapon Proficiency: Lightsaber| ------------------------------ Weapon Proficiency: Lightsaber Prerequisites: Jedi Classes Only This feat gives a character basic training in the use of a Lightsaber Weapon Focus: Lightsaber Prerequisites: Weapon Proficiency: Lightsaber, Jedi Classes Only Adds a +1 attack bonus with Lightsabers Weapon Specialization: Lightsabers Prerequisites: Weapon Proficiency: Lightsabers, Weapon Focus: Lightsabers, Jedi Classes Only Adds a +2 damage bonus with lightsabers --------------------------------- |Weapon Proficiency: Melee Weapons| --------------------------------- Weapon Proficiency: Melee Weapons Prerequisites: None This feat gives a character basic training in the use of hand-to-hand melee weapon types, such as vibroblades and other powered or unpowered items. Weapon Focus: Melee Weapons Prerequisites: Weapon Proficiency: Melee Weapons Adds a +1 attack bonus with Melee Weapons. Weapon Specialization: Melee Weapons Prerequisites: Weapon Proficiency: Melee Weapons, Weapon Focus: Melee Weapons, Level 4 Soldier Adds a +2 damage bonus with Melee Weapons. ------------ |Jedi Defense| ------------ Jedi Defense Prerequisites: Jedi Classes only, Lightsaber Equiped This feat allows for energy based blaster bolts to be deflected as long as the character has a lightsaber equiped. An opposed roll is made when a character is attacked, if the result is greater than the attack roll the blaster bolt is deflected. if the attack is beaten by 10 or more the bolt is defelected back to the enemy. Jedi recieve this at Level 1. Advanced Jedi Defense Prerequisites: Level 4, Jedi Defense This Feat gives a character a +3 bonus to all deflection rolls. Certain items may apply a bonus or penalty to this ability. Master Jedi Defense Prerequisites:Level 8, Jedi Defense, Advanced Jedi Defense This Feat gives a character a +6 bonus to all deflection rolls. Certain items may apply a bonus or penalty to this ability. This Feat replaces the bonus given by Advanced Jedi Defense. --------- |Toughness| --------- Toughness Prerequisites: None This feat gives the character 1 extra vitality point every time they level up. This bonus is retroactive for levels previously gained. Improved Toughness Prerequisites: Level 4, Toughness The character is very resilient. This feat subtracts 10% of any damage over 20 points suffered. The character retains the +1 vitality bonus per level granted by Toughness. Master Toughness Prerequisites: Level 8, Toughness, Improved Toughness The character is further fortified against damage. The character gains an additional +1 vitality point at each level up, retroactive for levels previously gained. This is in addition to the vitality bonus granted by Toughness and the 10% damage resistance granted by Improved Toughness. ----------- |Force Focus| ----------- Force Focus Prerequisites: Jedi Consular This Feat adds +2 to the Difficulty Class for all saving throws against the character's Force Powers. This Feat is always active. Improved Force Focus Prerequisites: Level 6 Jedi Consular This Feat adds +3 to the Difficulty Class for all saving throws against the character's Force Powers. This Feat is always active and replaces Force Focus. Master Force Focus Prerequisites: Level 12 Jedi Consular This feat adds +4 to the Difficulty Class for all saving throws against the character's Force Powers. This Feat is always active and replaces Improved Force Focus. -------------- |Force Immulity| -------------- Force Immulity: Fear Prerequisites: Jedi Sentinel The Jedi possesses an inner calm that cannot be shaken by mere threats to mind or body. The Force grants understanding, which is a shield that fear cannot breach. This Feat is always active. Force Immulity: Stun Prerequisites: Level 6 Jedi Sentinel The Jedi has an unshakable connection to the Force and, through it, to the galaxy as well. No amount of damage or distraction will cause fear or a loss of alertness. This feat is always active. This Feat replaces Force Immunity: Fear Force Immulity: Paralysis Prerequisites: Level 12 Jedi Sentinel The Jedi is one with the Force, moving within it as it moves within all things. This connection prevents fear or loss of senses, and blocks any attempt at paralyzation. This Feat is always active. This Feat replaces Force Immunity: Stun. ---------- |Force Jump| ---------- Force Jump Prerequisites: Jedi Guardian The Jedi know that if diplomacy fails, combat must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, this feat allows Guardians to make a quick jump to their target and close the distance almost instantly. This Feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line-of-sight to the opponent. NOTE: Using a feat or special attack negates this ability. Improved Force Jump Prerequisites: Level 6 Jedi Guardian The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and also recieves a +2 to hit and damage on the first round of combat immediately following the jump. This Feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line-of-sight to the opponent. This replaces Force Jump NOTE: Using a feat or special attack negates this ability. Master Force Jump Prerequisites: Level 12 Jedi Guardian The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and also recieves a +4 to hit and damage on the first round of combat immediately following the jump. This Feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line-of-sight to the opponent. This replaces Improved Force Jump NOTE: Using a feat or special attack negates this ability. ---------- |Jedi Sense| ---------- Jedi Sense Prerequisites: Jedi Classes only The Jedi develops a connection to the Force that allows them to better sense incoming attacks. This feat is always active and grants defense bonuses dependent upon the Jedi's Consular, Sentinel, or Guardian level. This bonus starts at +2 for every subsequent 6 levels in one of these classes (levels 7, 13, 19, etc.). ------- |Dueling| ------- Dueling Prerequisites: NONE Characters that focus on using single one-handed weapons in battle gain +1 to attack and +1 to defense due to the efficiency of this form of combat. This applies to both ranged and melee weapons. This Feat also applies to unarmed combat. Improved Dueling Prerequisites: Level 4, Dueling Continued focus on the use of single one-handed weapons grants a character +2 to attack and defense. This applies to ranged, melee, and unarmed combat. Master Dueling Prerequisites: Level 8, Dueling, Master Dueling Characters that have mastered the use of single one-handed weapons gain +3 to attack and defense. This applies to ranged, melee, and unarmed combat. ------------ |Close Combat| ------------ Close Combat Prerequisites: Level 4 This Feat trains ranged weapon characters to fight effectively in close combat. When the character's target is at short range, they recieve a +1 attack bonus. Additionally, when these characters are engaged in melee combat their attacker recieves only a +4 Attack Bonus instead of the usual +6. Improved Close Combat Prerequisites: Level 8, Close Combat The Character has mastered fighting with ranged weapons in close combat. When the character's target is at short range, they recieve a +2 attack bonus. Additionally, when these characters are engaged in melee combat their attacker recieves only a +2 Attack Bonus instead of the usual +6. The effects of this Feat replace those of Close Combat. ----------------------- |Regenerate Force Points| ----------------------- Regenerate Force Points Prerequisites: Level 4 Jedi Through training and meditation, the character has become better able to channel the Force, allowing them to recover Force Points more quickly. ------------------------- |Class Skill: Computer Use| ------------------------- Class Skill: Computer Use Prerequisites: Computer Use is a Cross-Class Skill This feat gives a character advanced training with computers. The Computer Use Skill is no longer considered cross-class and can be purchased for one skill point per skill level. ------------------------- |Class Skill: Demolitions | ------------------------- Class Skill: Demolitions Prerequisites: Demolitions is a Cross-Class Skill This feat gives a character advanced training with explosives. The Demolitions Skill is no longer considered cross-class and can be purchased for one skill point per skill level. ------------------- |Class Skill: Repair| ------------------- Class Skill: Repair Prerequisites: Repair is a Cross-Class Skill This feat gives a character advanced training with repairing broken tech. The Repair Skill is no longer considered cross-class and can be purchased for one skill point per skill level. --------------------- |Class Skill: Security| --------------------- Class Skill: Security Prerequisites: Security is a Cross-Class Skill This feat gives a character advanced training with security systems. The Security Skill is no longer considered cross-class and can be purchased for one skill point per skill level. -------------------- |Class Skill: Stealth| -------------------- Class Skill: Stealth Prerequisites: Stealth is a Cross-Class Skill This feat gives a character advanced training with stealth. The Stealth Skill is no longer considered cross-class and can be purchased for one skill point per skill level. ------------------------- |Class Skill: Treat Injury| ------------------------- Class Skill: Treat Injury Prerequisites: Stealth is a Cross-Class Skill This feat gives a character advanced Medical Training. The Treat Injury Skill is no longer considered cross-class and can be purchased for one skill point per skill level. ----------- |Dual Strike| ----------- Dual Strike Prerequisites: NONE The character has advanced training using teamwork to defeat enemies. When attacking an enemy that another party member is also attacking the character gets a +2 bonus to hit. Improved Dual Strike Prerequisites: Level 4, Dual Strike Continued teamwork training grants the character a +4 bonus to hit an enemy that is being attacked by another party member. Master Dual Strike Prerequisites: Level 8, Dual Strike, Improved Dual Strike The character has mastered working together with a small team. The character gets a +6 bonus to hit an enemy that is being attacked by another party member. ------------------- |Finesse: Lightsaber| ------------------- Finesse: Lightsaber Prerequisites: Jedi Only The character has mastered using grace and speed with lightsabers instead of raw power. The character can add either their Dexterity or Strength bonus to their chance to hit, whichever is higher. ---------------------- |Finesse: Melee Weapons| ---------------------- Finesse: Melee Weapons Prerequisites: NONE The character has mastered using grace and speed with melee weapons instead of raw power. The character can add either their Dexterity or Strength bonus to their chance to hit, whichever is higher. -------------------------- |Regenerate Vitality Points| -------------------------- Regenerate Vitality Points Prerequisites: Level 4 the character has an increased healing rate, allowing them to recover Vitality Points faster. ------------------ |Unarmed Specialist| ------------------ Unarmed Specialst I Prerequisites: Level 2, Jedi (or Special Training) The character has gained extra experience in hand-to-hand combat and is able to strike much harder than other combatabts, adding 1-4 to damage to all unarmed attacks. This Feat is automatically gained at second level. Unarmed Specialst II Prerequisites: Level 6, Jedi (or Special Training), Unarmed Specialist I The character has learned more about hand-to-hand combat and is able to strike much quicker than other combatabts, adding and additional 2-8 damage to all unarmed attacks. This bonus replaces the one gained from level one of this feat and is automatically gained at sixth level. Unarmed Specialst III Prerequisites: Level 10, Jedi (or Special Training), Unarmed Specialist I Unarmed Specialist II The character has refined their hand-to-hand combat techniques and is able to do an extra 3-12 damage when using unarmed attacks. This bonus replaces the one gained from level two of this feat and is automatically gained at tenth level. ----------- |Stealth Run| ----------- Stealth Run Prerequisites: Level 4 The character has trained so extensively in Stealth that they can move swifty and still remain hidden. The character can now run instead of walk in Stealth Mode. --------------- |Repulsor Strike| --------------- Repulsor Strike Prerequisites: Bao-Dur, Level 7 Bao-Dur can release energy stored in capacitors in his ar during combat, causing an extra 1-6 electricity damage with a 10% chance of causing Slow for 2 rounds if they fail a Fortitude Save of DC=15+Attacker's level when using an unarmed attack. This damage stacks with unarmed attacks. Electrical Strike Prerequisites: Bao-Dur, Level 13 Bao-Dur can release energy stored in capacitors in his ar during combat, causing an extra 2-12 electricity damage with a 15% chance of causing Slow for 2 rounds if they fail a Fortitude Save of DC=15+Attacker's level when using an unarmed attack. This damage stacks with unarmed attacks. Gravitonic Strike Prerequisites: Bao-Dur, Level 19 Bao-Dur can release energy stored in capacitors in his ar during combat, causing an extra 3-18 electricity damage with a 15% chance of causing Slow for 2 rounds if they fail a Fortitude Save of DC=15+Attacker's level when using an unarmed attack. This damage stacks with unarmed attacks. ------------ |Precise Shot| ------------ Precise Shot I Prerequisites: Level 4 This Feat increases the damage done with ranged weapons by +1. This Feat also applies a -2 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. Grenades and Thrown Lightsabers do not apply to this Feat. Precise Shot II Prerequisites: Level 8, Precise Shot I This Feat increases the damage done with ranged weapons by +2. This Feat also applies a -4 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. Grenades and Thrown Lightsabers do not apply to this Feat. Precise Shot III Prerequisites: Level 12, Precise Shot I, Precise Shot II This Feat increases the damage done with ranged weapons by +4. This Feat also applies a -6 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. Grenades and Thrown Lightsabers do not apply to this Feat. Precise Shot IV Prerequisites: Level 16, Precise Shot I, Precise Shot II, Precise Shot III This Feat increases the damage done with ranged weapons by +6. This Feat also applies a -8 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. Grenades and Thrown Lightsabers do not apply to this Feat. Precise Shot V Prerequisites: Level 20, Precise Shot I, Precise Shot II, Precise Shot III, Precise Shot IV This Feat increases the damage done with ranged weapons by +8. This Feat also applies a -10 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. Grenades and Thrown Lightsabers do not apply to this Feat. ---------- |Jedi Sense| ---------- Jedi Sense Prerequisites: Jedi The Jedi develop a connection to the Force that allows them to better sense incoming attacks. This feat is always active and grants defensive bonuses dependent upon the Jedi's Consular, Sentinel, or Guardian Level. This bonus starts at +2 at level 1 and increases by +2 for every subsequent 6 levels in one of the classes (levels 7, 12, 19, etc.). --------------- |Force Sensitive| --------------- Force Sensitive Prerequisites: Special Jedi training affects each Padawan uniquely, allowing them to grow in ability while addressing personal flaws. On rare occasions, however, exceptional individuals open doors to strengths they did not know they had. This feat represents a heightened connection to the Force previously unseen in a newly trained Jedi. This feat grants 40 additional Force Points to the chracter's base total. ----------- |Force Chain| ----------- Force Chain Prerequisites: Main Character Jedi or Kreia You and Kreia have a special bond. Most beneficial Force powers used on one of you automatically affects the other. For example, if Kreia activates Force Resistance then you will also receive its benefits. ----------- |War Veteran| ----------- War Veteran Prerequisites: Main Character You are a veteran of the Mandalorian Wars. Your battle scars and experience give you an extra +25 Vitality points at the start of the game. ------------------------------------------------------------------------------- D. Force Powers Ah the Force, it surrounds us, flows through us, it binds the galaxy together... uh sorry about that. Here is a list of the Force Powers for KOTOR II. Universal Powers can be used by either Lightsiders or Darksiders with no penalty. ---- |Heal| Light Side ---- Heal Prerequisites: Character Level 6 This power heals all party members within a 15 meter radius. It heals 5 vitality points + 1 point for every Charisa modifier, Wisdom modifier, and level of the Force user. This power does not affect droids. Improved Heal Prerequisites: Character Level 12, Heal This power heals all party members within a 15 meter radius. Each party member gains 10 vitality points + 1 point for every Charisa modifier, Wisdom modifier, and level of the Force user. Poisons are neutralized by this effect. This power does not affect droids. Master Heal Prerequisites: Character Level 18, Heal, Improved Heal This power heals all party members within a 15 meter radius. Each party member gains 15 vitality points + 1 point for every Charisa modifier, Wisdom modifier, and two times the level of the Force user. Poisons and Stun effects are neutralized by this power. ---------- |Force Aura| Light Side ---------- Force Aura Prerequisites: NONE Restricted by Armor When this power is activated, the Jedi is temporarily granted a +2 bonus to Defense and all saving throws. The effect lasts for 20 seconds. Force Shield Prerequisites: Character Level 6, Force Aura Restricted by Armor When this power is activated, the Jedi is temporarily granted a +4 bonus to Defense and all saving throws. The effect lasts for 20 seconds. Force Armor Prerequisites: Character Level 12, Force Shield, Force Aura Restricted by Armor When this power is activated, the Jedi is temporarily granted a +6 bonus to Defense and all saving throws. The effect lasts for 20 seconds. ----- |Speed| Universal ----- Burst of Speed Prerequisites: NONE Restricted by Armor This power allows a Jedi to move very swiftly, pressing his or her body to its physical limits. For the duration of this effect (36 seconds), movement speed is doubled and 2 Defense is granted. Knight Speed Prerequisites: Character Level 9, Burst of Speed Restricted by Armor This power allows a Jedi to move more swiftly than the physical limitations of his body should allow. For the duration of this effect (36 seconds), movement speed is doubled, Defense is increased by 4, and 1 attack per round is gained. Master Speed Prerequisites: Character Level 15, Burst of Speed, Knight Speed Restricted by Armor This power allows a Jedi to move with such speed that, for the duration of the effect (36 seconds), movement speed is doubled, Defense is increased by 4, and 2 attacks per round are granted. ----- |Valor| Light Side ----- Force Valor Prerequisites: NONE Restricted by Armor This power increases the physical attributes and saving throws of the Jedi and all party members by 2 points. The effect lasts for 20 seconds. Knight Valor Prerequisites: Character Level 9, Force Valor This power increases the physical attributes and saving throws of the Jedi and all party members by 3 points, and also grants immunity to poison. The effect lasts for 20 seconds. Knight Valor replaces the bonus granted by Force Valor. Master Valor Prerequisites: Character Level 15, FOrce Valor, Knight Valor Restricted by Armor This power increases the physical attributes and saving throws of the Jedi and all party members by 5 points, and also grants immunity to poison. The effect lasts for 20 seconds. Master Valor replaces the bonus granted by Knight Valor and Force Valor. ---------------- |Force Resistance| Universal ---------------- Force Resistance Prerequisites: Character Level 9 Restricted by Armor This power offers some protection from direct Force Power attacks by Jedi opponents, possibly negating their effects. The attacking Jedi makes an opposed roll using d20 + his level versus a DC of 10 + the defending character's level. If the attacker's result is greater, the attack succeeds. If the defender's total is greater, the attack has no effect. Force Resistance lasts for 60 seconds. Force Immunity Prerequisites: Character Level 15, Force Resistance Restricted by Armor This power offers some protection from direct Force Power attacks by Jedi opponents, possibly negating their effects. The attacking Jedi makes an opposed roll using d20 + his level versus a DC of 15 + the defending character's level. If the attacker's result is greater, the attack succeeds. If the defender's total is greater, the attack has no effect. Force Immunity lasts for 60 seconds. ----------------- |Energy Resistance| Universal ----------------- Energy Resistance Prerequisites: NONE This power shields the Jedi in the Force, absorbing the first 6 points of damage from sonic, fire, cold and electrical attacks. Damage over and above the first 6 points is suffered as normal. This effect lasts for 120 seconds. Improved Energy Resistance Prerequisites: Character Level 9, Energy Resistance This power allows the Jedi to shield the entire party in the Force, granting immunity to poisons and disease and absorbing the first 12 points of damage from sonic, fire, cold and electrical attacks directed at them. Damage over and above the first 12 points is suffered as normal. This effect lasts for 120 seconds. Master Energy Resistance Prerequisites: Character Level 17, Energy Resistance, Improved Energy Resistance This power allows the Jedi to shield the entire party in the Force, granting immunity to poisons and disease and absorbing the first 20 points of damage from sonic, fire, cold, electrical and blaster attacks directed at them. Damage over and above the first 20 points is suffered as normal. This effect lasts for 120 seconds. ------- |Barrier| Light Side ------- Force Barrier Prerequisites: Character Level 6 This power shields the Jedi in the Force, absorbing the first 4 points of damage from slashing, bludgeoning, and piercing attacks. Damage over and above the first 4 is suffered as normal. This effect lasts for 30 seconds. Improved Force Barrier Prerequisites: Character Level 9, Force Barrier This power shields the Jedi in the Force, absorbing the first 8 points of damage from slashing, bludgeoning, and piercing attacks. Damage over and above the first 8 is suffered as normal. This effect lasts for 45 seconds. Master Force Barrier Prerequisites: Character Level 15, Force Barrier, Improved Force Barrier This power shields the Jedi in the Force, absorbing the first 15 points of damage from slashing, bludgeoning, and piercing attacks. Damage over and above the first 15 is suffered as normal. This effect lasts for 60 seconds. ----------------- |Battle Meditation| Universal ----------------- Battle Meditation Prerequisites: Character Level 6 Restricted by Armor This power grants +2 to attack rolls, +2 to damage, and +2 to Will saves to all party members. It also increases the Vitality Point Regeneration rate of the party. This effect lasts for 20 seconds and will not affect any droids in the party. Improved Battle Meditation Prerequisites: Character Level 12, Battle Meditation Restricted by Armor This power grants +2 to attack rolls, +2 to damage, and +2 to Will saves to all party members. It also increases the Vitality Point Regeneration rate of the party. Additionally, any enemies within 10 meters that fail a Will save against a DC of 5 + the attacking character's level + attacking character's Charisma and Wisdom modifiers suffer a -2 to attack rolls, -2 to damage, and -2 to Will saves. This effect lasts for 20 seconds and will not affect any droids in the party. Master Battle Meditation Prerequisites: Character Level 18, Battle Meditation, Improved Battle Meditation Restricted by Armor This power grants +4 to attack rolls, +4 to damage, and +4 to Will saves to all party members. It also increases the Vitality Point Regeneration rate of the party. Additionally, any enemies within 15 meters that fail a Will save against a DC of 5 + the attacking character's level + attacking character's Charisma and Wisdom modifiers suffer a -4 to attack rolls, -4 to damage, and -4 to Will saves. This effect lasts for 20 seconds and will not affect any droids in the party. ---------- |Force Body| Universal ---------- Force Body Prerequisites: NONE This power enables the character to use part of their own health to fuel Force Powers. All Force Powers take 50% of their cost from Vitality and 50% from Force Points. This effect lasts for 30 seconds. Improved Force Body Prerequisites: Level 9 Jedi, Force Body This power enables the character to use part of their own health to fuel Force Powers. All Force Powers take 40% of their cost from Vitality and 40% from Force Points. The total Force Point Cost is actually less using this effect. This effect lasts for 30 seconds. Master Force Body Prerequisites: Level 15 Jedi, Force Body, Improved Force Body This power enables the character to use part of their own health to fuel Force Powers. All Force Powers take 30% of their cost from Vitality and 30% from Force Points. The total Force Point Cost is actually less using this effect. This effect lasts for 30 seconds. ---------- |Revitalize| Light Side ---------- Revitalize Prerequisites: Character Level 9 Restricted by Armor This power allows the Jedi to rekindle the life energies of any of their non-droid fallen allies. This brings a single ally back to consciousness with 5% of their total Vitality Points. Improved Revitalize Prerequisites: Character Level 15, Revitalize Restricted by Armor This power allows the Jedi to rekindle the life energies of any of their non-droid fallen allies. This brings all allies back to consciousness with 5% of their total Vitality Points. Master Revitalize Prerequisites: Character Level 21, Improved Revitalize, Revitalize Restricted by Armor This power allows the Jedi to rekindle the life energies of any of their non-droid fallen allies. This brings all allies back to consciousness with 10% of their total Vitality Points. ----------- |Affect Mind| Universal ----------- Affect Mind Prerequisites: NONE Affect Mind enables persuasive use of the Force. Once a Jedi has this power, extra options will appear in conversations as appropriate. Success is not guaranteed for extreme commands or if the target is strong willed. This power does not even droids. Only the main player character can select this power during level-up. Dominate Mind Prerequisites: Character Level 6, Affect Mind Dominate Mind enables persuasive use of the Force. Once a Jedi has this power, extra options appear in conversations as appropriate. Dominate Mind is more powerful than Affect Mind, and very few beings can resist its effects. This power does not affect droids.Only the main player character can select this power during level-up. ---------------- |Force Deflection| Universal ---------------- Force Deflection Prerequisites: Character Level 6 This power gives the Jedi the ability to deflect any ranged attacks without a lightsaber. The Jedi can't reflect blaster bolts back at enemies, however. This power is always in effect. Force Redirection Prerequisites: Character Level 12, Force Deflection This power gives the Jedi the ability to deflect ranged attacks without a lightsaber. Unlike with Force Deflection, the Jedi can also reflect these attacks back at enemies. This power is always in effect and provides an extra +3 to all Deflection rolls. ---- |Stun| Light Side ---- Stun Prerequisites: NONE This power allows the Jedi to assault the mind of an opponent, effectively stunning them for 9 seconds. A successful Fortitude save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the target is slowed for the duration instead of stunned. This power does not affect droids. Stasis Prerequisites: Character Level 9, Stun An opponent targeted by this power is held in stasis, unable to move or take any action for 12 seconds. A successful Fortitude save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the target is slowed for the duration instead of stunned. This power does not affect droids. Stasis Field Prerequisites: Character Level 15, Stasis, Stun Restricted by Armor This power can lull the senses of a group, placing all hostile creatures within a 10-meter radius of a target enemy in a catatonic stasis. The victims remain in this state for 12 seconds, but a successful Fortitude save versus a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the target is slowed for the duration instead of stunned. This power does not affect droids. ---------- |Stun Droid| Light Side ---------- Stun Droid Prerequisites: NONE This power can send a surge of energy through the processor of a droid, rendering them immobile for 12 seconds. The droid also takes damage equivalent to the attacking character's level. A successful Fortitude save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates the stun and reduces damage by half. Disable Droid Prerequisites: Character Level 6, Stun Droid Disable Droid temporarily shuts down all droids within 5 meters of a target droid, inflicting damage equivalent to the attacking character's level. Affected droids remain disabled for 12 seconds. A Fortitude at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers will negate the stun and reduce damage by half. Destroy Droid Prerequisites: Character Level 12, Disable Droid, Stun Droid Destroy Droid affects all droids within 6 meters of a target droid, disabling them for 12 seconds and inflicting 1-6 damage per level of the attacking character. A successful Fortitude at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers results in half damage. ----- |Wound| Dark Side ----- Wound Prerequisites: NONE This power triggers spasms in the victim's lungs, causing great pain and inflicting 2/3rds of the attacking character's level in damage every 2 seconds for the duration (6 seconds). A successful Fortitude save at DC 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers results in no effect. This power does not affect droids. Choke Prerequisites: Character Level 9, Wound This power constricts the throat of a target at range, stunning and inflicting 2/3rds of the attacking character's level in damage every 2 seconds for the duration (6 seconds). The target also suffers a temporary (24 second) -4 penalty to Constitution, Dexterity and Strength. A successful Fortitude save at DC 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers results in no effect. This power does not affect droids. Kill Prerequisites: Character Level 12, Wound, Choke This ranged power causes the target to choke for 6 seconds and inflics damage close to half the target's maximun Vitality points. If the target makes a Fortitude save versus DC 5 + attacking character's level + attacking character's Wisdom and Charisma modifiers they are not choked, but instead suffer damage equal to the attacking character's level. The power does not affect droids. ---- |Slow| Dark Side ---- Slow Prerequisites: NONE This power clouds the mind, making a target's actions unusually sluggish. The victim suffers a -2 penalty to Defense, Reflex saves, and attack rolls. The effect lasts for 30 seconds unless a successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers is made. This power does not affect droids. Affliction Prerequisites: Character Level 6, Slow Affliction causes a target to suffer as though poisoned, unless a Fortitude saving throw is made at a DC of 20. Failure causes the loss of seven points from each physical attribute (1 point every 3 seconds over 21 seconds), and the target is slowed for the duration. A successful save negates this effect. This power does not affect droids. Plague Prerequisites: Character Level 12, Slow Affliction Restricted by Armor Plauge causes a target to suffer as though deathly ill from poison, losing 12 points from each physical attribute (1 point ever second over 12 seconds). The target is also slowed for the duration. Plague has a DC of 100, making it impossible to save against its effects. This power does not affect droids. ---- |Fear| Dark Side ---- Fear Prerequisites: NONE This power causes fear in a single creature, such that they cower in fear of the attacking Jedi for 6 seconds. A successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates this effect. This power does not affect droids. Horror Prerequisites: Character Level 6, Fear This power causes all hostile creatures within a 5-meter radius of a target enemy to cower in catatonic fear of the attacking Jedi for 12 seconds. A successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates this effect. This power does not affect droids. Insanity Prerequisites: Character Level 12, Fear, Horror This power can greatly confuse an enemy force, inflaming paranoia and doubt. All enemies within a 10-meter radius of the target must make a Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers or cower in catatonic terror for 18 seconds. This power does not affect droids. ----- |Shock| Dark Side ----- Shock Prerequisites: NONE Restricted by Armor This power unleashes a direct energy attack on a single target enemy. The victims suffer 1-6 points of damage to both Vitality and Force Point totals per each of the attack character's levels. A successful Will save by the target at a DC 5 + the attacking character's level + the attacking characters Wisdom and Charisma modifiers reduces the damage by half. Force Lightning Prerequisites: Character Level 9, Shock Restricted by Armor This power unleashes a direct energy attack on all hostile creatures up to 16 meters directly in from of the Jedi. Victims suffer 1-6 points of damage to both Vitalityand Force Point totals per each of the attack character's levels. A successful Will save by the target at a DC 5 + the attacking character's level + the attacking characters Wisdom and Charisma modifiers reduces the damage by half. Force Storm Prerequisites: Character Level 18, Shock, Force Lightning Restricted by Armor This power unleashes a direct energy attack on all hostile creatures within 10 meters of a target enemy. Victims suffer 1-6 points of damage to both Vitality and Force Point totals per each of the attack character's levels. A successful Will save by the target at a DC 5 + the attacking character's level + the attacking characters Wisdom and Charisma modifiers reduces the damage by half. ---------- |Force Push| Universal ---------- Force Push Prerequisites: None An opponent targeted by this power is pushed back 5 meters, thrown to the ground stunned for 3 seconds, and suffers damage equal to the attacking character's level. A successful Reflex save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the target is not stunned, but still suffers damage equal to half the Jedi's level. Force Whirlwind Prerequisites: Character Level 9, Force Push This power encircles the target victim in a small maelstrom of air and dust, inflicting one third of the attacking character's level in damage every 2 seconds and rendering them unable to take action (12 seconds total). A successful Reflex save at a DC of 5 + the attacking character's Level + the attacking characters Wisdom and Charisma modifiers negates the damage and the immobilizing effects altogether. This power does not affect droids equipped with energy shield hardware. Force Wave Prerequisites: Character Level 15, Force Whirlwind, Force Push This power creates a telekinetic explosion around the Jedi. All enemies within 15 meters are thrown 5 meters, fall to the ground and are incapacitated for 6 seconds, and take damage equal to one and a half times the attacking character's level. A successful Reflex Save at a DC of 5 + the attacking character's Level + the attacking characters Wisdom and Charisma modifiers means an enemy is not stunned, but still suffers half damage. ---------- |Drain Life| Dark Side ---------- Drain Life Prerequisites: Character level 9 Restricted by Armor This power allows the Jedi to drain the life of others to heal him or herself. 1-4 points are drained for every level of the character. A successful Fortitude save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces the damage by half. This power does not affect droids. Death Field Prerequisites: Character Level 18, Drain Life Restricted by Armor Death Field targets all enemies within a 10-meter radius, draining life to heal the attacking Jedi. The damage is 1-4 per level of the character. A Fortitude save made at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces the damage by half. The character is healed to equivalent of the most damage dealt to any single enemy. This power does not affect droids. ----------------- |Force Suppression| Universal ----------------- Force Suppression Prerequisites: Character Level 9 Restricted by Armor This ability will cancel normal and improved versions of the following Force powers active on the target: Force Aura, Force Valor, Burst of Speed, Energy Resistance, Force Resistance, Battle Meditation, Force Barrier, Force Body, and Force Fury. The first three tiers of Force Inspire Followers are also cancelled with this power. These powers are instantly cancelled, but the target can reactivate them if Force Points are available. Force Breach Prerequisites: Character Level 15, Force Suppression Restricted by Armor This ability will cancel normal, improved, and master versions of the following Force Powers active on the target: Force Aura, Force Valor, Burst of Speed, Energy Resistance, Force Resistance, Battle Meditation, Force Barrier, Force Body, and Force Fury. The first six tiers of Force Inspire Followers are also cancelled with this power. These powers are instantly cancelled, but the target can reactivate them if Force Points are available. ---------------- |Lightsaber Throw| Universal ---------------- Lightsaber Throw Prerequisites:NONE Requires Lightsaber Throw Lightsaber allows the character to attacka target at range by throwing a lightsaber, guiding it with the Force. The target must be at least 5 meters away. This attack always hits. Damage is 1-6 for every two levels of the attacking character. NOTE: Once the lightsaber is thrown, it will automatically return to the Jedi's hand at the end of the round. Advanced Lightsaber Throw Prerequisites: Character Level 9, Lightsaber Throw Requires Lightsaber This power allows the character to attack up to three separate targets with a single lightsaver throw. The first target must be at least 5 meters away, and each additional target must be within 5 meters of the previous. This attack always hits. Damage is 1-6 for every two levels of the attacking character. NOTE: Once the lightsaber is thrown, it will automatically return to the Jedi's hand at the end of the round. ----------- |Drain Force| Dark Side ----------- Drain Force Prerequisites:NONE Restricted By Armor This power allows the Jedi to draw raw Force energy from a single opponent to him or herself. The targeted opponent loses 10 Force Points or half that amount if they make a Will save against a DC of 5 + the attacker's level + attacker's Wisdom and Charisma modifiers. A Jedi can't draw more Force Points from an opponent than they have total. Improved Drain Force Prerequisites: Character Level 9, Drain Force Restricted by Armor This power allows the Jedi to draw raw Force energy from a single opponent to him or herself. The targeted opponent loses 20 Force Points or half that amount if they make a Will save against a DC of 5 + the attacker's level + attacker's Wisdom and Charisma modifiers. A Jedi can't draw more Force Points from an opponent than they have total. Master Drain Force Prerequisites: Character Level 15, Improved Force Drain, Force Drain Restricted by Armor This power allows the Jedi to draw raw Force energy from all hostile creatures within 10 meters of a target enemy to him or herself. The targeted opponent loses 10 Force Points or half that amount if they make a Will save against a DC of 5 + the attacker's level + attacker's Wisdom and Charisma modifiers. A Jedi can't draw more Force Points from an opponent than they have total. ------------ |Force Scream| Dark Side ------------ Force Scream Prerequisites:NONE This power creates a wave of sound that does 3-18 points of sonic damage and reduces attributes by 2 points to all enemies within 10 meters of the attacker for 30 seconds. A successful Will save by the target at a DC 10 + the attacker's level + the attacker's Wisdom and Charisma modifiers reduces damage by half and negates the attribute penalties. Improved Force Scream Prerequisites: Character Level 9, Force Scream This power creates a wave of sound that does 5-30 points of sonic damage and reduces attributes by 4 points to all enemies within 10 meters of the attacker for 30 seconds. A successful Will save by the target at a DC 10 + the attacker's level + the attacker's Wisdom and Charisma modifiers reduces damage by half and negates the attribute penalties. Master Force Scream Prerequisites: Character Level 15, Improved Force Scream, Force Scream This power creates a wave of sound that does 7-42 points of sonic damage and reduces attributes by 6 points to all enemies within 10 meters of the attacker for 30 seconds. A successful Will save by the target at a DC 10 + the attacker's level + the attacker's Wisdom and Charisma modifiers reduces damage by half and negates the attribute penalties. ---------- |Mind Trick| Universal ---------- Mind Trick Prerequisites: None Mind Trick distracts a non-droid target making it easier to sneak by them. If the target fails a Will save of DC 5 + the attacking characters level and Wisdom and Charisma modifiers, then they are distracted for 30 seconds. Distracted targets won't notice the player unless the player gets too close or interacts with them. Force Confusion Prerequisites: Any Prestige Class, Mind Trick Force Confusion is a more powerful version of Mind Trick that can actually cause an opponent to fight for you. If the target fails a Will save of DC 5 + the attacking character's level and Wisdom and Charisma modifiers, then they will fight your opponents for 30 seconds. Only one opponent can be affected by Force Confusion at a time. This power only works on sentients; beasts and droids are immune. Only the main player can select this power during level-up. ------------ |Precognition| Universal ------------ Precognition Precognition warns the Jedi whenever they are about to enter extreme danger. These warning are quite rare. Gained on Peragus II. Always on. ------------------------------------------------------------------------------ E.Lightsaber Forms These are gained during gameplay as you level up. 1. Determination (Shii-Cho Lightsaber Form) The Determination Form, or Form I, is a defensive style that is ideal when heavily outnumbered. This Form has the following effects: Attack Modifier +1 Defense +3 Defense vs. Current Target -3 (Note that the Defense bonuses are cumulative, so this form provides a net +0 Defense against your current target, but +3 Defense agaist enemies that are not your target.) =============================================================================== V. Prestige Classes There are six prestige classes to pick from in this game. Three are for the Light Side while three are for the Dark Side. The choice is ultimately yours which side of the Force you want to be on. Each Class has its strengths and weaknesses. A. Light Side 1. Jedi Weapon Master 2. Jedi Master "Yoda, You Seek Yoda!" 3. Jedi Watchman B. Dark Side 1. Sith Marauder 2. Sith Lord "Wipe them out, All of them!" 3. Sith Assassin =============================================================================== VI. Walkthrough Finally, the point to this Walkthrough, the game itself. Let's just get down to business shall we. A. Prologue An opening scenimatic shows the Ebon Hawk flying through an asteroid field. The Hawk is adrift in space. The hyperdrive is out and all the crew is either dead or dying. The only one that can fix the hyperdrive and restore main power is trusty T3-M4. The Prologue is mainly here to teach new people how to play the game and get a feel for the controls. Nothing you will do in the Prologue will affect the Main Storyline, skip if you wish or play through to learn a little. -------- |Missions| -------- 1. Repair 3C-FD (Bonus Mission): Another droid! But he is broken! Use a Part to repair it and the little droid may join you. Try talking to the Droid and it will tell you it is broken and a Part is needed to make it functional again. Luckily a part was gained previously so use it now and the droid will join your group. (Mission Complete) 2. Garage Access (Bonus Mission): Two droids are needed to access the Garage. Where will you find the second one? Wow this place looks like a disaster area. Looks like someone got trigger happy and decided to blow the crap out of the Ebon Hawk. You can look out the Window and see what is left of Peragus. The sparking wires to the right of the door still power the two Garage Doors. On the other side of the room is a workbench. These workbenches are scattered throughout the game, and will be used a lot to upgrade weapons and armor. Next to the workbench is a hallway, once you enter there is a Sealed Blast Door to your left, don't worry about it, Ahead of you is the exit, but you won't need to worry about that for a while. To the right is a blast door, but this one not sealed, it is just closed. You must go outside the ship to get it open. I will switch to 3C-FD for this part. to the right of the console is the lift controls. Activate the control and take the lift outside of the ship. A scenematic will show the outside of the Ebon Hawk, and what a mess it is. You will start outside the ship, to your right is an engine port, access it to gain 3 Parts. Behind the port is an Open Hatch, by opening it you will gain another Part. Beside that hatch is another one that also has a Part you can take. The other side (turret side) of the Hawk has some exposed wiring. You can use 1 Part to override the Dormitory Blast Door and open it for exploration. Take the ramp up and over to the other side of the Hawk, Before you go over the other ramp you will see a few mines scattered across the hull, those may be useful, go attempt to Recover the mines. After you get the two mines look at the Proton Missle, you will gain a Minor Frag Grenade and a Part. On the other side you can access the Quadlaser and gain 3 more Parts. After that access the Lift Controls to go back inside the Ebon Hawk. Once back inside the Garage head over to where the Dormitory doors are and enter the Starboard Dormitory. There are 2 footlockers in here that you can access. The right one gives you 4 Parts, while you can snag a flamethrower from the one in back. Go back into the Garage and leave after cycling the doors. (Mission Complete) 3. Save the Ebon Hawk: You must repair the hyperdrive to restore main power so that the Ebon Hawk can dock with the Peragus mining station for repairs. From the Cockpit, go down the hall until you come to an opening on your left. In this room will be a Plasteel Container with a computer spike inside. Use this spike on the Communications Console to the Right of the container to gain access to the Main Hold containment door. Continue left down the hall until you come to the Main Hold. In here will be a red footlocker that must be Bashed open. Press up to change Security to Bash and open the footlocker for a Broken Item and 2 Computer Spikes. The Broken Power Droid has a Part you can take from it for later repairs. The woman on The floor has a locker keycard on her that you can take, while the droid behind her has another part you can have. The low Security Door can be opened manually by selecting it, but the blast door is sealed shut. Use the 2 Spikes you just gained on the Security console which will grant you access to the Hawk's security camera's and security doors. You can use the camera to see into the Engine Room, look at the Outer and Inner Garage Doors, and see the Utility Lift that is down the hall. When you finish with the camera's, access the security doors and make sure the Inner Garage Door is Open and the Outer Garage Door is closed. After that turn around and enter the hallway beside the red footlocker and follow it to the end. You will come to a blast door that cannot be opened. Oh well, turn around and go back down the hall, this time take a right and enter another hall. Down this hall you will come to another right turn, take this turn and enter the Cargo Hold. *See Mission 1* After getting the droid press the Black Button to switch to 3C-FD and press the Back button to enter Solo mode with it. Take the droid to the security console and press the Black Button to switch into Solo Mode with T3-M4. Beside the entryway is a locker, if you have the Locker Key (which you should if you are following this) the door will open and you will reciece: 1 Computer Spike, Droid Impact Armor Mark I, and 1 Droid Part. Equip the armor if you would like to. Behind the locker is a Metal Box that contains a Field Survival Pistol. By opening this container 4 Sensor Droids emerge from a corner. You can use them for target practice or leave them alone, your choice. From the corner where the droids came from is an unlocked cylinder and a high security cylinder. The unlocked one contains 3 Security Tunnelers and a Droid Part. Your skill will be too low to open the other container, but luckily you have the Tunneler. Activate the Tunneler and open the box and recieve 2 Components, a Computer Spike, and a Droid Part. Leave the room and follow the hallway to the right. At the intersection keep going straight and come to the Inner Garage Door. Switch to 3c-FD and access the security console. From here access the security doors and close the Outer Garage Door and open the Inner Garage Door. Log out and switch back to T3-M4 and enter the Garage. *See Mission 2* Across from the Lift is a Security Door, Open it up to gain access to the medical bay. At the far end is a Storage Bin, open it to get 3 medpacs. *See Mission 4* After that switch into Solo Mode and take control of 3C-FD and place it at the security console and then place T3-M4 at the Garage Door. Cycle the doors and get T3-M4 inside. *Back to Mission 2* To the left of the Garage Door is the Engine Room Door. You will have to use the Frag Grenades you got from the hull to blast the door open. Just roll up to the door and plant a Frag Mine on the door and back up. Once the door opens go to the back of the room and acces the Hyperdrive to restore main power by using 5 Parts to rig main power and get one engine working. Head back to the Cockpit and select the Galaxy Map on the Left of the screen. Choose Peragas II as your destination and watch the scenematic of your "Landing." (Prologue Complete) 4. Heal (character) (Bonus Mission): Use a medpac to stabalize your character. With the 3 medpacs in hand go up to the Character and click Dialog, and from there choose to Treat Injury to Stabalize your character. (Mission Complete) ------------------------------------------------------------------------------- B. Peragas II This section starts with a scene of 5 korla tanks. A mysterious voice tells you to "Awaken" and you are uncerimoniously dumped onto the floor. Looking around you see four other Kolto tanks with four other people in them... are they dead? 1. Turbolift Lockdown: Open the turbolift to the Administration Level From the hololog of the Administration Officer you learn that the first three digits are 3, 17, and 13. The other two are 5 and 7 (X=5, .+1, -=10) simple. Now to enter the code at the turbolift console. The code was reversed the new code is (7,5,17,13,3). *Mission Complete* 2. Voiceprint Protocol: Find a way to bypass the voiceprint blocking access to the dormitory. There has to be a way to over-ride the voiceprint. Let's have a look around this area. From the room with the droid head across the hall to the next room and check the container for a datapad on a sonic imprint sensor and the Sonic Imprint Sensor! You gain 50XP and learn this can copy voices! This may be what is needed to over-ride the voiceprint lock, but how to get the code? Leave this room and heard to the door on the right and open it. This area has two mining droids (150XP), two excavation droids (150XP), and one maintence droid (100XP). From the entry door, the left access is blocked by a force shield, so head to the right. The first door you come to is damaged and will instigate the realease of two mining droid Mark II's! Defeat them (200XP) and head through the newly opened door in front of you. To your left will be an excavating droid (75XP), a maintence droid (100XP), and another Mark II Mining Droid (100XP). From the first room open the door and beware, there are 4 floating mines. If you have a ranged weapon switch to it and take them out from a distance so you do not take any unnecessary damage (400XP). This room is the Airlock to reach the dorm, and the door is locked by voiceprint. Leave and go to the room you fought the droids in and open the door on the left. In here is a plasteel container on your right with some parts and components, and in this room is also the Maintenence Station Console. Checking the system ID signature will reveal that the command to issue the sedatives. There is no record of who issued the command:( You get 100XP for finding this information. There are two ways to open the airlock door, one is to figure out the voiceprint or destroy the console (250XP). Accessing the security logs will get you some information and also a part of the voiceprint ID! Access to the emergency subroutines will show you which exits from the Depot are accessable at this time. Only the exit to the Admin level is usable right now. The camera controls shows that your missing T3 is in the Fuel Line, how did he get there? 150XP is gained for these actions. You now have one-third of the voiceprint, time to find the rest. Head out of the room and take the turbolift on your left to the Administratoin Level. Head staright and the Blast Door will automatically open to the Communications Blister. Go left and talk to Atton. Atton tells you to go to the Security Office and check the logs there for any more of the code. Head over there and you get another part of the code plus 50XP. Where is the last part of the code? Atton also said to check the Maintenence officers logs. If you watched them all he said the HK droid talked his ear off, maybe the droid has an idea where to get the code. Head back to the Fuel Depot and talk to HK. Ask HK about the body and his screams and you will find out that HK can mimic the Maintenence Officer!!! Use the sonic sensor and have HK repeat what he said and you will have a complete Voiceprint Code and 50XP. Return to the Maintenence Officers console and enter the voiceprint code and finally open the airlock (750XP). *Mission Complete* *Return to Mission 5* 3. Rescure Character: You must unlock the Emergency Hatch to allow for escape. You are in Hanger 25, in front of you is a footlocker that should contain some components, chemicals, and a sonic grenade. To your right is a broken droid that should contain some Repair Kits, and in front of the droid is another footlocker that contains more components. From that footlocker is a door on your right and left. Opening the right door will lead you to a battle with 2 mining droids. Open the left door to enter the Hanger Control area. On the left of the ramp is a door to the Hanger Bay, and the right has a door to the Fuel Depot, both are locked right now so go up the ramp and check both footlockers for items. When you access the hanger control console it will tell you it is damaged and several parts have been removed. You will need 1 Part to repair the console, so go down the ramp and enter the door where you fought the 2 droids. To the right is a ramp down that has 2 droids you can fight, neting you 200XP. The plasteel container will have some items for you to gather, so take them and go down the next ramp to your left. Open the door you find and it takes you to an elevator to the Peragus Fuel Depot. When you enter here to your right is a broken droid with some components you can snag. Open the next two doors and fight the two droids you find awarding you 200xp for the battle. The human corpse will have a droid weapon, some sonic mines, and a datapad with a Depot Survey on it. The broken droid will have another droid weapon, some components, and the parts you are looking for to repair the Hanger Console. Head back up to the Hanger Bay to repair the Console with the Parts you just found. Before you can repair the console you must deal with some shielded droids, before you fight them, equip the Droid Ion Blast Mark I. This item has 10 charges but it will stun 100% of the time. Use this to Stun the shielded droids before you fight them, this way their shields will be down. Going up the ramp will lead you to two shielded droids, stun one and attack it, then stun the other and finish it off for 200XP. Head up the ramp and head to the console and repair it. Access the emergency control commands and run a diagnosis on the system to find where the systems have been rerouted to. By checking the sub-system status you will find you need two spikes to open the doors to the sides of the console. Accessing the comm system will tell you that the comm has been destroyed in the Hanger area. You can watch the holologs to find out that the Ebon Hawk has been repaired by the mining droids. View the security cameras next. When you view the Security Cargo Room, you will see 3C-FD sitting there. Its status in Non- Operational, but its motivator still has power. Attempt to overload the motivator by remote to blow the containers up and gain access to the Cargo Room. You gain 100XP for this interaction. Head down the ramp and go to the right to the newly opened Cargo Room door. The footlocker will contain a few spikes and components. Head back to the console and open both doors under the sub-system status. Whoops the door to the hanger had its power conduit removed, now you have to repair the conduit to get it open. For now just open the Fuel Depot door, and if you want get the Hanger Bay Map for 1 spike. You get 110XP for opening the door and getting the map just gets you a complete Hanger Bay map. Head through the Fuel Depot door and fight 3 droids for 300XP. Open the door at the end of the hall and check the broken droid for any items. Open the door to the right and fight 2 more droids for 200XP. To the left of the door is a footlocker that may not open on the first try, try again for some useful items. Open the door at the end of the room to go to an elevator to the Fuel Depot. Head down the walkway passed a force shield to a T-intersection. The right leads you to another force shield so head left. Access the Fuel Control Console. Call up the system schematics and open the Emergency hatch on the Administration level for your main character. Log out and see M3-T4 be shot by someone! *Return to Mission 5* *Mission Complete* 4. Recover Ebon Hawk: You must find the Ebon Hawk and escape quickly. During Mission 1, you will find the Ebon Hawk, there must be a way to get the characters to the ship. "To your upper left is what is left of Peragus II!" Being outside the station kinda makes you feel small and insignifigant doesn't it? Follow the walkway to the right and stay to the left of the walkway as you pass the emmision pipe, otherwise you will get burned. Follow the walkway around all the way until Atton contacts you. As you pass the transperisteel viewport in the Communications area Atton will contact you. You two will have a conversation about saving the miners in the dormitory section. Atton tells you that the facility is venting fuel into space right in your path, and there is no way to shut it down. A ship comes in, Republic? And who is the guy amidst all the bodies? Keep heading passed the Communications area to the right and head down the ramps again staying to the left of the walkway to avoid the fuel being released and enter the Dormitory Airlock. Open the other airlock and prepare to battle 2 Mining Droids (250XP). The plasteel container has some credits and items inside of it. Opening the door will reveal a Mark II Mining Droid (175XP). The corpse on the other side of the room will have a shield and a Datapad with the Storage Log in it. To the left of the corpse is a security door that is locked, if you have any of the mines from the earlier tunnels set one of the minor sonic mines and stand back. The door will open and inside is a workbench and 4 lockers. Bashing the left locker will get you broken items and about 80 credits. The locker next to the bench will have 2 weapon components for later use, the locker beside that will have a medpac and some insulated gloves, and bashing the locker closest to the blast door will get you more broken items and a stamina shot. Head out of here and open the blast door at the other end of the hall. Inside are some automated fire extinguishers, equip a ranged weapon and take them out safely from a distance (250XP). To the left are 2 sonic mines and a corpse with an energy shield. Opposite this area is a broken droid with a sonic grenade and some components. To your right will be a door, open it and fight 22 Fire Suppression Droids and 2 Mark II Mining Droids (600XP). Follow the hallway around to a console on your right and a Blast Door on your left. Ahead will be another Fire Suppression Droid (125XP) that should be dealt with first, then access the console. Rerouting the Console Systems or slicing the console will get you 60XP. While destroying the console and not being able to see the other functions will get you 250XP. Accessing the camera controls will let you see there are droids in the Mess Hall, people down in the East and West Dormitory, and also someone down at the Turbolift to the Administration Level. Access the Dorm camera and use a spike to shut down the ventilation system. Access the Dormitory Comm System next, sadly there will be no answer. End Dormitory Lockdown to open the door behind you then log out of the console recienving 270XP for your troubles. Enter the area that just opened and there will be a door to your right and left. Choose one side and open the door. Opening the left door will leave you face-to-face with a Mark II Mining Droid (150xp), follow the hallway to another blast door and open it. Here is the West Dormitory. Checking the console will reveal no holologs but the ability to play a log saved on a datapad, and a strange subspace flash sequence: (... -X.. -... X X..), what this means you dont know yet. Exit the terminal and search the rooms for any items. The Administration Officer's log can be plugged into the Terminal near the door and find out that the flash sequence starts (3, 17, 13, ..., ...) the last two digits were interupted by another person. This will give you some idea on how to figure out the rest of the code. Head back to the intersection and open the other door to the East Dormitory and be greeted by another Mark II Mining Droid (150XP). Opening the other door will lead you to the East Dormitory and another console. This one is broken but you can scavenge parts from it. Searching this area should get some decent stuff and the Mining Foreman's Log and the Dock Officers Log, both will need to be plugged into a console to view, so you will have to head back to the West Dormitory to do so. Head back to the West side and view the new logs you just got. Viewing the Foreman's log will let you know the Maintenence Officer helped disable the station along with Coorta and his group. Head back to the intersection and take a right back to the hallway and go left to where you fought the Suppression droid earlier. Equip a ranged weapon and take out the Automated Fire Suppression Turrets. Surprisingly there is a Maintenence Droid in here that will repair the turrets, and there is also a Fire Suppression Droid that must be dealt with before any of the others can be disabled. When the Carbonite clears you will have gained 525XP for your troubles. When you enter here there will be a security door in front of you, a damaged plasteel container to your right, and the Dormitory Mess Hall to your left. If you can open the container do that first. Using a Mine on the security door will get you a fight with an Excavator Droid (125XP) and a Fire Suppression Droid (125XP). Only basic items are in this security area. Now head to the Mess Hall and deal with the droids. There will be 1 Fire Suppression Droid (125XP) and 2 Excavator Droids (250XP). The corpse will have a datapad that tells you in the Eastern Dormitory, room farthest from the main door, in the bottom bunk is some contraband. Head to the East Dorm and check the room out first. In the room you will find some grenades, a pistol and a medpac. Head back to the mess hall now. Once you enter the Mess Hall the door to your right leads you to the Turbolift and Coorta's body (someone didn't want him alive). On Coorta's body will be a log that needs to be played in a console (all this running back and forth is a little tiring), check the room to the left of the main enterence before heading back to the West Dormitory to read Coorta's log. There are some general components here and a breath mask and the Mess Officer's Log. Now head to the West Dormitory and read Coorta's Log. The log is locked so head back to the turbolift and access the console. Enter the code above... what it doesnt work, watch the security holo and hear Coorta talk to someone, HEY that sounds like the HK droid in the Fuel Depot, what is going on here. Access the turbolift controls again and this time reverse the sequence and the door opens gaining you 250XP. Head up the turbolift to the Administration Level. Head down the hall and the Blast Door will automatically open and Kreia will be standing there waiting for you. She tells you your enemy is here and you must leave post haste. Kreia informs you the door to the docking bay has opened and that you must be careful. She now joins you as a Character that you can control. Head towards the Communications Blister and talk to Atton. He will join your party and you all head toward the docking bay. On your way HK will get in your way and get annoyed that you have not listened to him. You find out he was the one that is behind the whole accident here at the Peragus II Mining Facility. He reproggrammed the droids and was the one who requested the sedative be used on the Kolto Tank inhabitants. In the end you will have to fight him and 4 Floating Mines (700XP+500XP for the conversation). The remains of HK-50 will have an HK vocabulator (for HK-47). Head right up the passageway and use Atton to fix the droids for 120XP. Head over to the other passageway and enter the Harbringer's Command Deck. When you enter the command deck a conversation will start between your three characters on what to do next. Searching for the Drift Charts is the consensus on what to do. *See Mission 7* Behind you is another door, open it and head to the other door and open it. Inside this room are 2 doors, head to the right one and be attacked by 3 Sith Assassins (450XP). After the battle open the door and follow the hallway around to another door to open. Use Atton to open the containers then open the door at the other end of the room. Opening the door at the end of the next room will get you into another fight with 4 Sith Assassins (600XP). Nothing is useful in this room (Escape Pod Bay) so head back to main hallway and open the door beside the exit to the Peragus Administration Level. Head to the other door and open it leading you to a passageway that leads to a + intersection. Before you can go anywhere you will have to battle 4 Sith Assassins (525XP). After the battle head to the left to the Briefing Room. Accessing the Console will get you some information on what the Harbringer was doing and 100XP. Head back out and go left and follow the passageway to another door needing to be opened. Opening the door will prompt a battle with 4 more Sith Assassins (600XP). Open the containers then head through the other door to the Harbringer's Crew Quarters. You will start in a hallway with another hallway in front of you and a door on both sides of you. The left door has a footlocker inside that Atton can open without destroying the contents. Keep Atton as your primary character for this area and go to the door across from you and get the items from the canister to your right. Leave here and take a right to the next hallway. You will get a conversation screen when you get to this area, one of the rooms happens to be the one your main character stayed in while on the Harbringer. Collect the items and go through the door on your right, the one in front of you may not be able to be opened, but if it can enter here and collect the items. Through the door is a fight with 4 Sith Assassins (800XP). The door on the left leads to the Medical Bay and possibly some answers on how you got aboard the Ebon Hawk. Take the first door on the right into the Medical Bay. There are 5 Containers that should have decent items, a medical droid that you can repair and use for healing, and the Medical Console needed to use your Datapad on. You learn you were given enough sedatives to kill a person when you were in for a routine examination. Watch the logs and camera recording for some information. If possible you can get some chemicals from the medical bay console, this nets you 100XP. If you choose to repair the Medical Droid it will heal you after battles, this gets you 90XP. Leave through the door in front of you and check the corpse to get some items. The door to your right is locked so go left and fight 4 Sith Assassins (800XP) at the intersection. Take the right and open the door to a storage room and collect the items in here. Head to the right passing the turbolift on your right and go through door and head down the passageway to a security door on your right and prepare for a battle against 4 more Sith Assassins (800XP). Open the security door and check the fallen republic soldier. Head to the right and open the door and follow the hallway around to a dead end! Turn around and go to the turbolift you passed earlier and head to the Engine Deck. You will enter the Engine Deck and learn that Atton has a special Passive ability to have feeling when something is wrong. Head straight to the door in front of you and open it and come to a cut-scene. Kreia leaves to face the new enemy and leaves you and Atton to get to the ship alone. Open the security door ahead of you and access the Maintenence console and repair/spike the console and open the door to the ion engine (250xp). Head to the right to get a few items, then head out and go straight to the newly opened Ion engine room. Just follow the passageway until you come to a room with a console to your left and access that console to open the door to the engine maintenece room (250XP). Turn around and head left and go through the door to your right to get back to Peragas II through the Harbringer's fuel line. You will see a cut-scene with Kreia and her former student. Once you re-enter Peragas you will see your missing droid, and he will join your group (100XP). After you get the droid you will find a concealed stash that contains the missing hanger control conduit. In this section your levels of Demolitions may be too low to recover the mines, if it happens to be too low just disable them. Open the door and exit and fight 2 Excavator Droids (100XP), 2 Mining Droids (100XP), and 1 Maintenence Droid (75XP). Around the corner is another door that has an average mine that must be disabled/recovered, then you will fight 2 Excavator Droids (100XP) and 1 Maintenence Droid (75XP). Do not go up the ramp but head beside it to another blast door and fight the mining droid outside the door (50XP). Open the door, disable the mine, and open the next door and fight 2 Mark II Mining Droids (150XP). Now head back and go up the ramp and access the Emergengy Field Console and disable the Energy Field (110XP). Head up the ramp and go through the door and fight 4 Mark II Mining Droids for about 750-800XP. From the ramp head right and take the turbolift to the docking bay. Head straight and go through the door and take the left door in the next room and prepare for a fight. You will fight 2 Mark II Mining Droids and 1 Mark II Excavating Droid (700XP). Follow the passageway to the next room and head up the ramp and repair the console to open the other blast door (110XP). Enter the newly opened door and fight 2 Mark II Excavating Droids and 2 Mark II Mining Droids (200XP). Enter the door on the left and fight 2 more Mark II Mining Droids (100XP). Head down the ramp and either Disable/Recover the mines. At the end of the ramp is a Mark II Excavating Droid (50XP). Down the ramp are 3 more mines and there is Mark II Environment Droid (50XP). Open the door and access the Decontamination Console to Repair/Slice the console so you are able to Shut-off the Venting and open the decontamination chamber (325XP). Enter the Decontamination Chamber and follow it to the Hanger Bay holding the Ebon Hawk. Open the door and enter the Ebon Hawk. You will have to fight some Sith Warriors, if any of them get passed you, you will have to fight them, but if none get passed Kreia appears and you all leave. You will have some choices here on what to do. Either fire on the asteroids or try and escape. The decision is your too make, afterwards you jump to Telos. *Mission Complete* 5. Recent History (Bonus Mission): Find out where you are and how you got here. Head down the hall to the door and open it to another hall. To the right is the Morgue, to the left is another door and down the hall is a broken door. The Morgue door is locked right now, so open the door on the left to reveal the Medical Station. The container on your right should have two Medpac's inside it. The storage door behind the console is locked (how to open?), so your only choice is to use the console. [Console] Medical console 1. Access Medical Logs. [A] Log 253-12 Log 253-15 Log 253-28 Access main console functions. Log out 2. Access patient lifesigns. The other four people in the Kolto tanks are dead. Could they have been saved? 3. Access patient treatment. The final treatment given resulted in the deaths of all Kolto tank people except for you. {Treat Injury} Check last treatment request. A lethal dose of sedatives was given to all tank members. No record of who ordered it is present. {Computer} Attempt to track treatment request {1 spike} *See Mission 2* Access medical logs. Access main console. Access medical bay functions. Log out 4. Access medical bay functions. The final treatment given resulted in the deaths of all Kolto tank people except for you. Access medical cameras. Access morgue cameras. Unlock morgue doors. {Computer} Unlock medical storage room [0 spikes]. Access medical inventory. Access main console options. 5. Log out. [Obvious] Around 210xp should be gained You cannot spike the computer just yet, as you have no computer spikes. Behind you the door opened so enter there and take all the items in there. Enter the morgue and proceed to the back of the room and examine the corpse and take the plasma torch and equip it as a weapon. After taking the item, the other corpse will rise and start talking to you! She is Kreia, and she thinks you are a jedi. (It is sorta obvious which choices are the light ones and which are the dark ones, so i won't list choices unless it either is necessary or you ask me to.) If you are going for the light side, when the choice to talk about the Kolto incident comes around choose the Persuade option not the Persuade/Intimidate. After your "wonderful" conversation you will recieve your first Light Side Point. (Note: the more heroic deeds you do, the higher your LSP will be, evil deeds will get you Dark Side Points instead.) Head to the damaged door on the right of the hallway and attack it with the plasma torch. It is the only way to open the door and you gain 100XP from it. There is a corspe and a broken droid you can loot in this room. The Blast Door on the right is locked (for now), when you are done looting the dead, head down the passageway and open the door... only to be attacked by 2 Mining Droids. Attack them with the vibroblade you got from the corpse or the torch, and gain 200XP, if there are any remains loot them and proceed down the corridor to another battle with 2 more droids. After 200XP more, open the Blast Door. In the next room is a damaged droid that you can loot. To the left is an Emergency Hatch that is sealed, Kreia will say in her vision is was opened??? Instead go through the other door into the security office. In the Security Office is a console that you can use to find out a little about this place, and of a console that has been modified, and the location of a stealth field generator in the Security Storage Room. It will help get passed droids if you have the Stealth Skill. Checking the security cameras will let you know there are three droids in the security storage room, and there is someone locked up in the Holding Cells. The corpse will gain you a Security Tunnler, while Bashing in the Locker will get you some broken items and 2 Ion Grenades (Good against droids). Open the door in front of the Console to a hall with another door to open. Before you get to this door Kreia will Telepathically contact you warning you of danger behind the door. You gain Precognition, a passive skill that should be heeded when it desides to help you out. You gain 110Xp for this little chat, so open the door and prepare for a fight against three mining droids. After you defeat the second of the three Kreia will talk to you again and help you start getting a feel for the Force again. This message will open up the Force Abilities in the Level Up screen. Defeat the third droid to gain a total of 300Xp and enter the Level Up screen to gain some new skills, feats, and/or Force Powers. The left Footlocker should contain the Stealth Field Generator, some Medpacs, and some more Ion Grenades. The other Footlocker should contain even more Ion Grenades and possible a broken item. Opening the door will lead to another door to open and access to the Communications Blister. There are two choices in this area, either you can fight all the droids and get the XP or make a run for the console and turn them all off. The choice is yours. Once you enter there will be a droid to your right, fight or run, you must make your own choice, to the left of you will be another with yet another droid across from that one. As you head towards the console you will have a droid to your left as you pass the opening, and in front of the console will be the next to last droid in the area. The final droid will be beneath and behind the communications console. If you chose to fight the droids you will get a total of 600XP. Grab the items from the two Plasteel containers behind the console and then head up to the console. The console is locked from outside use, but you can still press the switch to open the Holding Cell's and/or deactivate the droids if you do not want to fight them. You gain 100 XP for pressing the switch. Turn around and head to the left. The door on the left wall will be the access to the docking bay, but the door is locked right now. so head to the right passed the door you used to enter here and go straight to the door that was originally blocked by a force shield and enter the Holding Cell. Kreia will tell you that you have nothing to fear from this person and that he might be able to help you. Talking to the guy you find out that he is Atton Rand, and that if you shut off the security grid he may be able to get you all out of here. During the conversation he figures out that you are the Jedi, and asks you to let him out. At this point if you have a point in Persuade you can try to get some information out of him about someone trying to kill you, he does not know anything. You both head back to the Communications Console and he slices into the console but he cannot gain access because it has been removed from the main hub of the computer system. After a bit more conversation you get to try to contact someone to help get the level opened. By making the obvious conversation choice's you can gain a LSP from this conversation. Go up to the console and access the Comm system, the Dormitory will have no response, but Hanger Bay 25 will have T3-M4 in there. Gain his help to open the turbolift. * See Mission 3* After your little adventure with the droid have your conversation with Atton and get a comm unit. After the conversation you gain 250XP and a LSP. *see Mission 6* From the Medical Room, head back to the room right before the Security room and take the now open door on your left. At the end of this hall is a turbolift to the Peragus Mining Tunnels. Head down the hall and you will be contacted by Atton. After the conversation open the door. The Plasteel container will have some equipment for you to equip. Atton will contact you again, he will tell you there is a "batallion" of droids in the Tunnels and to be careful. The broken droid will have some items. Open the next too doors and you will come to a room with 3 doors. I will orient the door from whatever door you happen to be standing at at that moment. The door on your right will have 2 mines that can either be disabled or recovered. With a Demo skill of 7 (4 ranks and +3 Bonus) you should be able to recover the mines and use them later. The broken droid will have some ok loot. The door to your right will only have a broken droid with some components and parts. The door on your right will have a damaged droid, if you have repair parts you can try to fix it, but with a low skill it takes quite a few parts.A t the end of the hall are some mining droids to fight. In the first room are 4 mining droids and some items to gather, for some decent loot and 400XP. To the right is another tunnel and 2 corpses with nice loot plus 4 mining droids (400XP), 1 Maintenence Droid (125XP) and 1 Excavating Droid (100XP). To the right is another tunnel, but before you enter it Atton will contact you and warn you of the heat and will tell you to equip a Mining Energy Shield and turn it on so it will take some of the damage. Equip and turn on the shield. At the end of the tunnel is a mining droid (100Xp) and 2 mines you can recover. After you take care of the mines there will be 3 mining droids (300XP), 1 excavating droid (100XP), and 1 maintenence droid (100XP). From the enterence to this tunnel on the right are some little side areas, the first one has nothing, and the second one has 2 mines and the corpse has some nice stuff. Leave here and head to the right and Atton will contact you and tell you that you are near the central shaft and that there are mining droids here. The central corridor has Mining Droids, Excavating Droids, and a corpse with decent loot. The plasteel container has a broken item, another security tunnler, some sonic grenades and a medpac. The console beside the container will let you reprogram the droids if you have enough spikes or you can leave them alone. The security cameras have a hidden security holo of Corta talking to someone about the Jedi in the Medical Bay. Access the Fuel Functions to shut down the containment fields in the corridor. With the shields down you will have to fight some more mining droids. When all the smoke clears you will have fought seven mining droids (700XP) and three excavation droids (300XP), and gotten some items from the remains and/or the corpse. With the console to your left head forward and go to the left and head down the corridor with the broken droid for some items, the door cannot be opened so head out and to the right to another opening with 2 corridors. The first you come to is a high security door you cannot open, while the other has two mines and many droids. There are only 2 passages that can be entered in the first room, the on across from the enterence has a mine and the plasteel container is locked (you must have security to open with security tunneler). The other passageway leads to another room with more droids. In here are more droids and the exit turbolift. These two rooms will have a total of four mining droids (400XP), two excavator droids (200XP), and two maintenence droids (200XP). Take the turbolift back up to the Fuel Depot. You will come out of the turbolift just in time. When you get up you will be in the Peragus Fuel Depot area. You see a body lying on the ground and go to check on it, but sorrowfully the man is dead. A droid walks up to you and calls you "Master" is this droid yours? The droid is HK-47, a protocol droid on its way to Telos. He will fill you in on some things that happened while you were incapacitated in the Kolto tank. During the conversation you learn that some of the miners may still be alive and you intend to try and rescue them. You also learn that the Maintenence supervisor "voice-printed" the airlock control console so you cannot open the airlock to get to the miner's dormitory. There must be some way to get the door open! You gain 100XP and a LSP from this conversation. *see Mission 1* Go to the newly opened airlock and open the locker to get the Spacesuit so you can go outside the station. Open the door and head outside the station. *See Mission 4* *Mission Complete* 6. Medical Bay Murders (Bonus Mission): Find out who tried to and wanted to kill you. By using the Treat Wound skill you find out someone put a lethal amount of sedatives into each of the 5 Kolto tanks. You were the only one to survive:( Head from the Communications Blister back to the Medical Console and use your spike to access the treatment records. You find that the treatment was administered by remote from somewhere else (Console 34-103). Find this console and maybe you can gain more answers. You gain 150XP for finding this out. *Back to Mission 5* The Maintenence Console's System ID matches the one that issued the command for the sedative treatment. There is no record of who issued this command, a dead end? HK-50 is the culprit behind the Murders and all the problems with the facility. HK-50 is dealt with in the end. *Mission Complete* 7. Orbital Drift Charts: Find the orbital drift charts that way you can leave Peragus II on the Ebon Hawk. From the hallway the door on the left cannot be opened, so head to the right and open the door to the bridge. Dead bodies lie everywhere on the bridge, head past them to the navicomputer and access it to get the Drift Charts and learn a little about what happened (350XP). *Mission Complete* *See Mission 4* ------------------------------------------------------------------------------- C. On the Way to Telos After you jump to hyperspace you and Kreia will have a conversation about the Sith and Jedi, and she will walk off to rest from her ordeal. Now you and Atton will have a conversation about Kreia and going to talk to her about her wound and if she is ok (1000XP and a LSP). To find Kreia, head down the hallway and when you get to the central room take the right passageway and follow it all the way to the back and she shall be sitting there on the floor. You can take many roads with your conversation with her. Most make you lose Alignment with Kreia, while if you talk about feeling the Force you can gain Alignment with Kreia. No matter what you will get a LSP or DSP or the discussion. Head back to the Cockpit and have a conversation with Atton. When he starts talking about the lightsabers answer the questions on what lightsaber you would have, the answers do not matter as of yet. When your conversation is over access the galaxy map and choose Telos as your destination. *Mission Complete* ------------------------------------------------------------------------------- D. Telos 1. Arrested: Shortly after landing on Citadel Station you are put under house arrest until the destruction of Peragus II is investigated. You will land on Telos and shortly later detained because of the explosion of Peragus II. Lt. Grenn will escort you to a holding area until living quarters can me made available (how nice of them not to keep you in jail). During your stay in the cell a man will come in and tell you he took the place of another security officer in hopes of killing you and getting the reward from the Exchange. He will open the cells and you will have to fight (LSP and 1000XP). The fight with the Bounty Hunter should go quickly and without incident. The security guards will come rushing in and you are ordered back into the cell, but you are able to get an explaination out and are showed to your quarters whenthe Lieutenent tells everyone that Batu Rem is on leave and the guy you just fought is an imposter. You are escorted to your apartment where the next few minutes of game take place. While in your room you are contacted by an Ithorian named Moza and a Czerka officer Jana Lorso. One is lightside based, the other is darkside. The choice is yours, make a decision. Open the door to your room and you will be greeted with a hallway of other rooms. To your right is apartment C2, but there is nothing in there you can take. Again to your right is another apartment, this one is C1, but the door will not open. Another door on the right, this one has no designator and will not open. Acroos from this room is a similar door. Between these door is the blast door that leads to the main hallway of Citadel Stations East Living Quarters. To your right is the door leading to Apartment Complex B. Inside here Room B3 will not open, Room B2 has a Duros inside that starts talking about the Exchange. He will tell you he can repair droids and sells droid parts. There are some good droid parts you may want to pick up later when you have T3-M4 in your party. Apartment B1 will have to be bashed open, but the room is completely empty? Head back to the Main Hallway and the next door on your right is Apartment Complex A. Room A3 will have a footlocker you can open for an item, Room A2 will have a medpac but a man will come in and start an arguement with you about coming into his apartment and taking his stuff. Apartment A1 has a Twi'lek inside who works for Czerka as a data processor. He is in desparate need of credits to repay a gambling debt. He used is "girlfriend" Ramana as collateral and lost. He took this job to get enough credits to hopefully get her back. He needs 2000 Credits to pay Doton Het for Ramana. You can choose to help or leave him alone. Starting from the Apartment A side of the Main Hallway and working towards the end the doors are: Shuttle Bay, Bumani Exchange Corp., the enterence to the West side of the Residental Complex at the end of the hall, Czerka Corp., an unmarked door, Apartment Complex C, then Apartment Complex B. ----------- A: Apartment Complex A | WR | B: Apartment Complex B | | C: Apartment Complex C | BE| CC: Czerka Corp. |CC | BE: Bumani Exchange | | X: Unknown | | WR: West Residental | | SB: Shuttle Bay | | |X SB| | | | | | | |C A| | B | ----------- Head to the Western Residental Complex and to your right will be the Ithorian Compound. Open the door and you will be greeted by an Ithorian, tell him Moza sent you to speak with Habat and he will let you pass. Head around the corner to an open door that leads to a large room. On your left will be the Vivarium, and to your right is Habat's room. Head there and you will find Moza and Habat. You can talk a little to Moza and find out a little about him, then start a conversation with Chodo Habat. Habat tells you he is a Force Adapt, he can feel the Force but not use it the way a Jedi uses it. Your conversation will go on and Habat will ask you to help protect a "new" droid intellegence that will take the place of one that was recently stolen. Accepting the offer will get you 100XP. As you leave there will be a little cut back to Moza and Habat, Moza will say he felt great pain coming from you as you stood here, and he asks Habat if he has ever felt anything like it. Habat says the only time he felt something of that magnitude was when he first came to Telos and felt the suffering of the planet. Habat says you have the pain of an entire planet on your mind and hopefully by helping this one your pain will lessen. The only other room on this side of Citadel is the Medical unit, and it only has a Medpac and a man from Onderon there. Head back to the East Residental side and take the Shuttle to the Entertainment Zone. When you get to the Shuttle landing on your left are two ramps, one heading up to a locked modular bay, and another heading down to the Entertainment Zone. Take the left on heading down and head left past the Merchants to come to a Sullustan argueing with two mercs. Listen to the Sullustans side of the story and try to end this peacefully. In the end you will have to fight the mercs but they are not difficult (650XP and an LSP). When talking to the Sullustan afterwards you find out Czerka hired too many mercs to add to the defense of Citadel that the mercs have gotten out of hand and Czerka cannot control them. Let him keep the reward and you will gain another LSP. Head to the left passed the Cantina and take the passageway to your left to another shuttle landing. Head straight and there will be a ramp to the right that goes up. Go left after the ramp and the TSF office will be on the right. Talk to the droid about your ship, items, and droid. SHAZBOT! Your ship and droid is missing, they are somewhere on Telos? Get your items and on your right is a Blast Door, open it and talk to Lt. Grenn. Talk to him about Peragus's destruction and he will tell you Citadel only has enough fuel for the Restoration of Telos and keeping the station in orbit. Talk to Grenn again and get youselg a job as a "Bounty Hunter". There are three jobs: Find Batono, look for some escaped cons, and information about the real and fake Batu Rem. These don't need to be done, but you get experience and credits for completing them. Time to take care of some of the sidequests. *See Mission 2* 2. High Stakes: Harra would like to get his "girlfrind" Ramana out of the hands of Doton Het. 2000 credits is the asking price, try to change Het's mind. After you talk to Grenn head to the Merchant room passed earlier and talk to the first Duros you come to (Dendis Dobo) and buy all his Pazaak cards about 380 credits for the transaction. Head to the Cantina and be stopped by Benok. He will talk about a person named Slusk, the head of Exchange on Citadel. Tell him you are not looking for trouble and he will leave. Head right towards the dancing girls and look for a green Twi'lek and you will find Het. Start a conversation with him and tell him you are here on behalf of Harra. Next ask him if there is something he wants for in exchange. He will talk about credits and tell you that if you pay 2000 credits you can have the girl. You can either pay 2000 credits, Persuade him to let her go for 1500 or if you have the choice play a game of Pazaak for 1000 Credits and the girl's freedom. You may want to exit out of the conversation first and save if you are going to try and win her through Pazaak. When you win her you have the choice of taking her to Harra or keeping her here and dancing, the second choice is a dark side choice and will get you DSP and credits over time. Take her back to Harra and she will say she does not want to have anything to do with him and would have left on the first shuttle had it not been for you. Let her go and Harra will yell but say it is for the best. You will get 350XP total and a LSP for this mission. There will be a cut-scene of a Republic Star Destroyer in pretty bad shape, then a cut-scene of a female with her face covered going to talk to a person in a white mask. Who are they, what do they talk about, these questions may be answered later. *Mission Complete* *See mission 3* 3. Replacement Restoration Droid: The Ithorians have ordered a new droid to help with the restoration of Telos, they want you to help guard it. Head to the Entertainment Module and head towards the TSR office, but instead of taking the ramp up to the office, take the shuttle to dock 126 that is in front of you on your left. Head forward and a Twi'lek will start talking to you. He will tell you that you should talk to Executive Lorso at Czerka, she can pay you better than the Ithorians can. Stay your course and he will leave. Talk to the Ithorian in front of the Bay 2 door and he will let you in. Head inside and open the door on your left by accessing the terminal beside the door. Head towards the shuttle and a TSF officer will talk to you, and then the droid will chime in and let you know that there are some Thugs headed your way. A battle will take place and 5 thugs will attack (875XP for the fight and 500XP extra). The droid will show you a blaster that seems to have been modified. Someone must know something about this blaster. Talk to the droid and you will automatically go to the Ithorian compound. Talk to Habat and he will talk about Czerka and the Exchange, tell him you will look into this (500XP and Infiltrator Gloves). *Mission COmplete* *See Mission 4* 4. Suspicious Goods: You have discovered a strange blaster, maybe Lt. Grenn can can shed some light on the weapon. Leave the Ithorian Compound and head to the East Residental side and take the shuttle to the Entertainment Zone. Head over to the TSF office and talk to Lt. Grenn. He will tell you he has had suspicions about a "Black Market" on Citadel. Offer your services and he tells you to show this "discreetly" to people and see if anyone says anything. Leave the TSF office and head to the Merchants to see if they know anything. Dendis does not know anything, but says his brother may because he deals with unsavory sorts. Head to the other side of the room and talk to Samhan about the weapon. Tell him you think there is something he is not telling you, he will ask you why, so tell him you would like to get involved in the "Black Market" trade on Citadel. He will want you to steal three items, the first being the leaves from an Ithorian Bachani Plant. You can either do what he says and be bad or tell Lt. Grenn and be good. Head to the TSF office and inform Lt. Grenn about the smuggling and he will get you all three items. Take the items back to Samhan and he will ask you to escort him to the docking bay. Head over there and Lt. Grenn will be waiting for you. A battle will start between you and Samhan. After the fight Grenn will take Samhan to the Force Cell and Samhan will tell you that you have made a big mistake in helping the TSF (500 Credits, 300XP total, and a LSP). *Mission Complete* *See Mission 5&6* 5&6. TSF Bounty Batono has vanished: Find out what happened to the informant Batono for Lt. Grenn. TSF Bounty False Batu: Find any information on the false Batu Rem. Head down to the shuttle landing and take the shuttle to Docking Port 126. Go through the door and head to the right to Bay 3. Talk to the Twi'lek guarding the door and he will tell you to go talk to Jana Lorso at Czerka Corp. Next talk to the Duros behind the counter about a passenger and he will tell you that he cannot release that information. Persuade him and he will ask for 25 credits. Pay the Duros and he will give you what information he has. Now head back to the shuttle and take it back to the Entertainment Zone. From here head to the East Residental Area and go to the Czerka Corp. office, once inside a droid will talk to you, tell him you will be on your way and head to the left and go through the door to a room full of mercs. Go right and take the next door you come to, through the next door and to your left you will see a person standing behind a desk, go up to her. Well if it isn't Ms. Lorso, talk to her. Start talking about Batono and she will go off about him and what Czerka must do to remain profittable. Asking her where Batono might be and tell her the reason you are asking is your own she will tell you Batono spent time with the Ithorians and that if you do find him to let her know and there will be a reward waiting for you (100XP). Leave Czerka and head to the West Residental Area and go to the Ithorian Compound. Head to the back where Habat is and talk to him about Batono. He will play dump, saying Lorso said he spent time here will cause him to play dump again. Persuade him by saying Lt. Grenn sent you to find him and he will tell you where Batono is located. You will get the Apartment C1 keycard and 150XP. Go talk to Batono and convince him to follow you to Lt. Grenn so he can tell the Citadel Counsel what he knows about Czerka (200XP). On your way out you will have to fight 2 mercs (450XP), then you will automatically be taken to the TSF office and to Lt. Grenn, you will recieve 300 Credits, 200XP and a LSP. Talk to Lt. Grenn again and give him the information on the False Batu Rem, he will give you an Armorphy Plating Mark II enhancement for Armor as your reward. *Missions Complete* *See Mission 7* 7. Ithorian Diplomacy: Habat would like you to speak with Loppak Slusk of the Exchange. Leave the TSF office and head to the East Residental Area. From the Shuttle Bay head left until you come to a Rodian, talk to him about talking to Slusk on behalf of the Ithorians. He will tell you to talk to Luxa in the Cantina to get an appointment with Slusk (50XP). Head back to the shuttle to the Entertainment Zone. Go to the Cantina and save your game, if you want before talking to Luxa you can participate in a swoop race. Talk to the Twi'lek behind the bar and he will tell you it is 100 credits to race, you can Persuade him to let you race for free. Before you race you should take a few practice races to get a feel for the course and the swoop controls (Right Trigger is speed, A is shift gears up, and B is jump). Once you can get a few practice races under 41 seconds you can tell the Twi'lek you are ready to race. Be careful of the mines on the field because they will stop your swoop. Finish a race in under 41 seconds and you will be the Citadel Station Swoop champ and you will recieve 500 credits. Look for Luxa near the bar, and start a conversation with her. She will want you to take care of Slusk so she can become the leader of the Exchange on Citadel, and for your trouble she says she will get the bounty off of your neck. Accept her deal and head back to the East Residental Area. Head to the right when you get to the East Residental Area and talk to the Rodian again. Tell him that Luxa sent you and he will have the door opened for you. Enter the office and talk to the female Vula behind the desk on the left. Either Persuade or Force Persuade her to open the door, neither gives you a Light or Dark Side Point. Head to the left and open the door, inside on your right will be an Ithorian in a Force Cell, talk to him. He says he was imprisoned by two Gamorreans and not told why. He would like to be freed, but the Cell is operated remotely. Tell him you will get him out. Head back to the large room and go across to the other door and open it. Head right and open the other door and you will encounter a room full of mercenaries. Slusk will ask what you want. In the end you will have to fight Benok and all the Merc's in the room (975XP). Use Atton to open the door Benok was standing by and talk to the Gamorrean Boss standing in front of a console. He will get the door open for you and you will have to fight 2 bodyguard droids before you will be able to get inside (450XP). You will next have a conversation with Slusk about why you are here. Tell him you want him to leave the Ithorians alone and he will be surprised that is what you want. Luxa will interrupt your conversation and you have a choice to make on what you want to do, you can fight Slusk and Luxa, or you can only fight Luxa. It is your choice there is no Light or Dark answer. When the smoke finally clears you will have 2050XP for fighting only Luxa or 2635 for fighting everyone there. Open the footlocker for some grenades and a few other items. The plasteel cylinder will have some nice items inside it too. Access the security terminal and access the camera feeds to release the captured Ithorian from his Force Cell. Do not forget to check the remains for any items. Leave here and head to the West Residential Area and go to the Ithorian Camp. Talk to Habat and he will be saddened that the Exchange could not be dealt with peacefully. He will then tell you that Czerka's misdeeds must be brought to light and there is a Czerka employee in the Cantina that may help you. Ask Habat if he has tried bribery on the employee and then Persuade him that it can be tried. He will give you 500 Credits to try and bribe the Czerka employee with. When the conversation is over you will recieve 500 Credits, 700XP, and a Lightsaber Energy Cell Fixture. *Mission Complete* *See Mission 8* 8. Czerka Mainframe: Habat would like you to help finally bring Czerka to its knees. Leave the Ithorian Compound and head to the East Residential Area and take the shuttle to the Entertainment Zone. Head to the Cantina and go to the Dancer's Stage. You are looking for a man named Corrun Falt. During the conversation you learn that only Lorso and B-4D4 are the only ones allowed to enter the computer terminal room. You find out you need to go talk to Chano in the East Residential Area room B2 to get his credentials so B-4D4 will follow you (100XP). Leave the Cantina and head back to the Residential Area. Head to room B2 and talk to Chano about getting his credentials. He will say he cannot let you have his credentials because he has a debt to the Exchange that must be repaid. Offer to pay his loan (2500 Credits) and once you pay him he will gladly give you his credentials. You can also decline his offer to pay you back to gain a LSP or let him repay you and not recieve the LSP. With the credentials in hand head over to the Czerka room and talk to B-4D4. Show him the credentials and he will follow you back to Habat's room. They will reprogram the droid so it will gain the information for you and if it is caught it can wipe its memory banks and leave no trace of the Ithorian's work (300XP). Now you are in control of B-4D4, leave the Ithorian Compound and head back to the East Residential Area and go to the Czerka Headquarters. Once inside head to where you talked to Lorso earlier and to the left of here are 2 guards next to a door. Talk to Lorso so she will open the door and let you in. Walk in and head to the back and T1-N1 will ask you a question. During the conversation you find out Chano reprograms the little droid so it will not learn that it has been acting against its core programming not to harm organic life. After your conversation the little droid will leave and start firing on the guards, giving you time to access the database. With the data in hand head back to the West Residential Area and go back to the Ithorian Compound. Talk to Habat and you will be let go to do as you wish. When given control back to your characters talk to Habat and he will thank you for helping get rid of Czerka from Citadel. He will offer his help in finding your missing ship. He tells you of a Zebrak named Bao-Dur who is on Telos. He helped set up the shield network and is a friend of Habat's. When the talk of Bao-Dur is over ask Habat about his promise to heal you and he will start talking about the great pain he feels in you and that he can try to help you just like he is trying to help Telos. When all is said and done he will raise your maximum Force Points by 5 (500XP). *Mission Complete* *See Mission 9* 9. Ebon Hawk Stolen: With the Ebon Hawk gone you cannot leave the Telos system. The TSF cannot help you but the Ithorians have sent you in the direction of your missing ship. Head over to the East Residential Area and head toward the Shuttle Pad. Moza will contact you saying Mercs are attacking the compound. Head back and you will have to fight mercs and battle droids (1200XP). In the next room are some more War Droids[5] and some mercs[3] (1850XP). From the main door head left to the Vivarium to save Moza and the plants. You will have to fight more mercs[4] and war droids[1] (1050XP). Talk to Moza to get the passkey for Habat's room. Head to Habat's room and fight more mercs[3] (1375XP). Head to the Shuttle Pad in East Residential Area, now head to the Shuttle Pad to Docking Bay 126. Head to Landing Bay 2 and talk to the Ithorian behind the desk. Tell him Habat sent you and he will let you pass. Access the Airlock Terminal to open the Airlock door. Once inside head to the rear of the shuttle and enter to be transported to the surface of Telos. A cut-scene between Lt. Grenn and a Republic Admiral will take place and you will find out the Republic is not going to arrest you. Grenn learns the truth about you and is surprised but is cut short. The next cut-scene is of your transport taking off from Citadel and heading towards Telos. It is shot down on approach and crashes. When you get up a Zebrak will be standing above you and call you "General"? Ask him why he is calling you General and you find out he was on Malachor during the Jedi Civil War. The other members of your party will awaken as you and Bao-Dur converse and as usual Kreia and Atton will get into an arguement over his abilities as a pilot. Atton will mention seeing and Air-Defense turret as he flew in... what do scientists need with an AD Turret? The scene will cut to a little droid watching your group and then leave and go to an encampment of some sort. Bao-Dur will join your group, you will have to choose who you want as your third member. Choose either Atton or Kreia and head to your left and fight some Cannoks[3] (750XP). From the Cannoks head right and you will come accross some more Mercs[3] and a Sentry Droid[1]. You may have to use Bao-Dur's Shield Breaker to take down the Energy Shields of the Veteran Merc (750XP). Behind you next to your Landing Craft are some frag mines surrounding a Merc Stash. Disable or recover the mines and take the merc stash. Head back to the merc encampment and head behind it and follow the valley to the left. You will come across another Sentry Droid (200XP). Keep following the valley until you come across some more mercs[3] for 375XP. Head towards the beach and you will fight two more Cannoks (400XP). On the beach beside the rocks will be a bag with a shielding visor and some chemicals. Walk along the beach and Bao-Dur will start a conversation about the serenity of this place. Then Bao-Dur will notice a merc encampment and warns that if you stay near the beach or the cliffs you should be safe. Follow the beach and you will have to fight some Cannoks[3] for 600XP. Check the plasteel cylinder for a few items. Follow the cliff wall closely and you will not have to fight the mercs. If you fight the mercs you will have to fight 4 mercs and 1 veteran merc (700XP). Follow the cliff and you will come across a mine field, pass the mine field for now and cross to the right to another open area and fight some more Cannoks[3] for 600XP. Search the Bag and Backpack for some grenades, a dark padawan robe, and a few other items. Follow the cliff to the right for another Merc stash surrounded by mines. Recover/Disable the mines and search the stashs for some very nice weapons and healing items. Head back to the minefield and enter solo mode with your character and recover or disable the mines. Then head back to your party and disable solo mode. Head up the hill and attack the two Heavy Defense Turrets (400XP) and head to the Czerka Excavation Site. There will be another Sentry Droid in front of you when you enter this area. Take it out(250XP) and follow the valley forward until you come to a female Twi'lek. She and her two Warbots will attack you, the only problem is she is protected by mines, the quick and easy way is to enter solo mode and let them blow up, but you can also send in one member to disable/recover them one at a time. Once the mines are dealt with take care of the droids and the Twi'lek for 875XP. Continue following the valley and you will come to some Czerka buildings and some mercs[4] guarding the way in. A conversation will start with the leader of the mercs saying Corrun Falt hired them to protect this area. The mercs will end up attacking and you will have to deal with 2 mercs, 1 commander, and 1 veteran merc, this battle will not be easy because the commander and the veteran merc both have shielding but with Bao-Dur's shield breaker it will make the battle go faster (875XP). There are mercs[7], turrets[2], and merc veterans[2] guarding the entire base. An easy way to deal with all of these people is to take out the first merc on the left by himself with Atton's sniper attack, the use Ion Grenades on the two turrets, attacking the veteran mercs and his regualr mercs next, followed up by attacking the two mercs guarding the door on the left in the back, and finally attacking the 2 mercs guarding the console on the platform (1950XP). The plasteel cylinder near the veteran commander should have a set of Massassi Armor, a pair of Infiltrator Gloves, some chemicals and components. Once the mercs are dead and the remains have been looted, access the console and Bao-Dur will try to find your missing Ebon Hawk. Bao-Dur finds that there is an "anomaly" in the shield network, energy is being diverted to a mesa in the polar region of Telos, that is the best lead you have on the Hawk and you take it. The only shuttle is in the research facility, but Czerka teams that have gone in recently have not been coming out of there... Head down the ramp and back to the area where you fought the 2 veterans and disable/recover the mines blocking your way into the Old Military Base. Head inside and start your search for the Shuttle and any possible information on the "Lost" Czerka teams. Once inside your main character should reach level 11 if he hasn't already and he should gain the Shi-Cho Lightsaber Form of combat. When you get to the base do not step on the big panel in front of you or your characters will get poisoned. Head to the right around it and try to open the force field. Bao-Dur will step in and use his arm to break the shield down. Head to the next room and there will be more turrets[4] to fight (800XP). The panels in this room are also booby-trapped with poison, you should easily be able to take out the turrets before your characters succumb to the poison. The plasteel container at the enterence should contain parts and a Sith Disruptor pistol. Select Bao-Dur and access the terminal to get a map of the facility and/or deactivate the turrets (For this walkthrough I am not going to deactivate the turrets!). The salvage pack on the next to last panel has only a computer spike inside. Using Bao-Dur, disable the Shield and proceed to the next room and fight a Telos Military Droid (200XP). When you get to the intersection you will have two more Droids to fight for 400XP. The left passageway contains a backpack with an Administrative ID inside, the right passage has a door that cannot be opened, and heading straight leads to an open room with 2 more trap panels inside. Open the Blast Door at the other end of the room and be greeted by a Military Droid on your left and 2 on the right (600XP). The salvage pack here contains about 50 credits. Ahead of you are two metal cases with some components and a melee shield, the left passage has an unopenable door, and the right passage has another force shield Bao-Dur can open for you. Down the hall and into the next room will be a few more Telos Turrets[4] and some Military Droids[2] to occupy you (1200XP). Thre is another Force Field in this room for Bao-Dur to handle. In the next room is the shuttle Bao-Dur told you about. A conversation between you and Bao-Dur will let you know that you need to find the hanger door controls and the shuttles ignition codes (Guess we aren't leaving yet kiddies). To your right is a deactivated Telos Military Droid and a Military Blast Door that you cannot hack into. Head to the left (there are 2 more trap panels on the floor) and hack into the Bay Door on your right. Access the terminal and try to open the hanger doors... whoops is the reactor off-line, guess it has to be turned on. Bash the Force Shield to turn it off and Access the secutiry controls and shut off the security gas vents. Open the 4 lockers to your left for some very nice items. Head out of here and open the Security door on your left that leads to a passageway. At the intersection there will be a Military Droid on your right to fight (250XP). Search the pack for some credits and head back down the hall and go through the opening on the right. Inside will be another Military Droid to deal with (250XP). Open the door at the back of the room and there will be a person standing opposite of you. The Twi'lek will talk and ask if you are part of a rescue team, the obvious light and dark side answers are here. After the conversation take care of the Military Droid on your left (250XP). Lead the Twi'lek back to the enterence to the base and he will thank you for your help this will get you a LSP. Head back to where you got the Twi'lek and on your right is a damaged cylinder, set a sonic mine on the cylinder to open it and gain a few medpacs. Head down the tunnel and have Bao-Dur take care of business with the Force Shield in your way. Two Military Droids will be waiting for you so take care of them (400XP) and open the security door on the other side of the room. Inside will be some more Military Droids[3] that you will have to take care of (600XP). From the enterence access the terminal on the left of the room to find it is inactive, so access the terminal on the other side and overload the droid recharging stations (500XP). Open the security door to your left and have Bao-Dur take care of the Shield in the next room. Head down the hallway and at the intersection head right and open the door. In here is a damaged HK droid you can reactivate to follow you. Head back to the intersection and... the HK suddenly blows up! Well head forward and open the door. At the next intersection head left for a few basic items and go back and take another left and open the Force Shield with Bao-Dur. Inside here will be some turrets you cannot play with :(, have Bao-Dur do his thing on the Force Shield and access the reactor control terminal to restart the reactor. Head back to the other room and the turrets[4] that were not play-toys earlier would like to have a word with you, do your thing and get 800XP for showing them what happens when "Good Turrets Go Bad". Head back to the lab where you overloaded the droids and open the security door on your left. Opening the metal containers and the footlocker will get you some nice items plus the ignition codes for the shuttle. Leave here and go left down the corridor back towards the shuttle. When you get outside the shuttle bay you will see a droid walking around this Droid Tank is not too difficult as long as you turn on your energy shields. Enter the room on the left first and access the Hanger Terminal to open the Hanger Bay Doors, now exit and wail on the Droid and it will fall (625XP). Head to the other side of the Hanger Bay and enter the room where the droid came from and there will be 4 metal boxes, 2 on each side, and 3 out of the 4 lockers that can be looted for some very nice stuff. Head now to the rear of the shuttle and take it to the mesa in the polar region of Telos. There will be a cut-scene with the shuttle taking off and then seeing some HK droids in the hanger bay looking for you. They dispatch a squad to the polar region and one of them shoots you down. When you get control the HK droids[3] will start talking to you. They will tell you in not so short of an answer that no matter where you go they will be there waiting for you. You will have to fight the three droids and you should turn on your energy shields again for this battle (1125XP), looting their corpses will get you some nice droid armor and equipment, plus the HK Control Cluster. Head towards the downed shuttle and you will see Bao-Dun unconcious, if you find refuge from the elements he should get better. As you look away from the shuttle you should see a little "dimple" on the plateau, head there and on the back side is the enterence to the plateau. A cut-scene will appear and you will see two people walk up to Bao-Dur and stand there. What do they want? Once inside the Plateau a female will talk to you. She will not answer you, she will only repeat that you must disarm. Kreia will tell you to do it because she senses no harm will come to your group. Another cut-scene will happen, this one between Atton and Kreia. Their conversation is not a very nice one. Kreia knows that this place is a training ground for Jedi. She seems to know more than she is letting on. She senses fear coming from Atton about the Jedi here and she probes his mind and finds the source of his fear. She finds something hidden deep within "Atton" and it has to do with a male Jedi, possibly the Exile. She promises to keep his secret as long as he follows you until she says otherwise, if he doesn't do what she says she will not keep silent and the punishment she can dispatch on you is far worse than anything the Jedi can think up. (I have a strange feeling Kreia is not the at all a good person at heart, i feel some blackness coming off of her). The next scene will be between the Exile and Atris. She is surprised to see you and did not expect to see you after the Council stripped you of your Jedi title and cast you out as an Exile. There are many choices here, some dark, some light, some even neutral... The path i chose was to tell her i am looking for my ship to get off of Telos, and that the destruction of Peragus was an accident. Have her tell you what you have done and ask her what she means the destruction of Citadel will echo across 20 other worlds. It was also not your intention to harm other planets and now you are getting blamed for the actions of the Sith. Tell her you encountered them on Peragus and that they believe you to be the last Jedi. She will tell you because you are an Exile she is the last Jedi. She believes you were let go so they could follow you, let her know you are offering your help to her. Persuade her to believe she cannot do anything alone. She will charge you with finding others and bring them to the remains of Dantooine so she can call a Counsel. This will end the conversation and the Handmaidens will remove you from the room. You will gain a LSP for this conversation. Talk to either handmaiden next to you and you can learn some things about Atris and this place you are being kept. You will find where your ship and your friends are being kept. You will also find out that the Handmaidens believe that Atton has had some special Echani. You can even spar with a handmaiden and see how you stack up against one. (For the walkthrough i will proceed as if you choose to fight). Your first match is a one-on-one match with a handmaiden with no armor, weapons, Force Powers or stimulants of any kind, if you use one you will automatically loose. The second battle is another one-on-one match and this time you can use a melee weapon but nothing else. I find fighting unarmed easier unless you are focused on melee combat. The third match is again another one-on-one match but you may use any weapon, item or Force Power you wish, but still no armor. The fourth match will be against a pair of handmaidens and you can again use any weapon, item, or Force Power. I lost here so i decided to go find my allies. Take the door behind you and in the next room open the door on your left next to the two handmaidens. At the end of the hall open the next door and your allies will be inside their cells. Kreia will start talking and the Lightside answers seem pretty obvious. When you lower the shield Bao-Dur will come around and appologize for falling unconscious. Again the Lightside path is obvious and Bao-Dur will tell you he can travel with you or meet you at the Ebon Hawk, the choice is yours. Open the Plasteel container in here for some nice items. Head back to the room you sparred the handmaiden in and switch to Bao-Dur and open the doors surrounding the ring for some handy items. You can continue fighting the handmaidens again, you have Kreia in your party (i have her as my healer) she can heal you between matches. Using a Melee shield in battle is necessary when fighting two opponents. The final battle is against 5 of the handmaidens! You only get to do this match once. I would wait until later in the game that way you have better weapons at your disposal to spar with these women. Head back to the room you got your allies from and open the other door in the room, follow the hallway and open the door on the other side. In this room open the door on the left and again open the door on the left and you will find T3-M4. After your conversation (gaining a LSP and Influence for T3-M4 from this), open the plasteel cylinder in the upper-left for a blaster Atton might find useful. If you head back the way you came and take the right passage, now open the door on your left and open the plasteel containers[3] for some armor[belts]. Now head back to the room you rescued T3-M4 at and take the door on the right. Follow the passage to find the Ebon Hawk. There is one container here you can open with a decent item. Board the Ebon Hawk and a cut-scene will ensure that shows you leaving. The next scene will let you know that one of the handmaiden's has stowed-away on your ship for some reason. *Mission Complete* *All but Fuel complete for Telos* ------------------------------------------------------------------------------- E. Aboard the Ebon Hawk after Telos Aboard the Hawk, T3 will become agitated for some reason. He will tell you that he downloaded Atris' archive files while she was downloading his memory core. He has a holorecording of your Jedi trial and Exile. I am not sure if the choices here have any affect on the game in the present, but here is my path. You have called me here to answer for my crimes on Malachor V. I realize that following Revan to war was in violation of the Jedi Code-and i broke it, knowingly defying the wishes of the Council. You will be cast out as an Exile and your Lightsaber taken from you. After you leave an interesting conversation will ensue between the Council members. They feel something different about you, not truly the Dark Side, but what they do know is that the Dark Side is the cause of that rift. You also learn that of everyone that left there was one common thread, a female "teacher" seems to have turned anyone she taught to the dark side (Kreia possibly). They also discuss that one day they may have to tell you why they made you an Exile, but for now you must walk this path. After the video T3 will tell you he has a list of the missing Jedi and where they are located. Funny thing each of them was on the Council that Exiled you. Now a handmaiden will enter the room and tell you she is here to help you, and that Atris thinks you will need it. Another conversation will ensue about her living quarters, be careful what you say here, you can possibly make Atton mad at you. In the next scene Bao-Dur will ask you about your lightsaber. He will tell you that the lightsaber you once had was one of a person who served Reven and Malek and it does not represent the person you are now. He tells you that you can build another. You are not afraid of building one if that is what he is trying to say. Bao-Dur says he knows that but without it you are not complete. With the enclave destroyed you don't know where to get the parts to create one. He will tell you he knows how to find the parts you will need. After that conversation you will overhear Bao-Dur wanting to give T3 a memory wipe because over time droids will behave erratically without one. Let T3 know Bao-Dur knows what he is doing and T3 will get a permanent +2 bonus to Constitution. Head to the Cargo Hold and talk to the Handmaiden. She has some interesting thoughts on Atris, you, and the Dark Jedi Reven and Malek. You can also learn why she is different from the rest of her sisters. She will also teach you some of the Echani way of fighting (LSP and Influence Gained:Handmaiden). By choosing to learn her way she would like you to tell her about the Force (it is unknown to the Handmaidens). I am not sure which is a good one to pick but the Darkside answer is very obvious, i will leave this choice up to you. You can talk to Kreia and Atton and try to gain Influence with them, with Atton be careful how you word your questions because he will get defensive, he is holding something back. Talking with Kreia will get you knowledge of the Handmaidens past, use it how you like. Now you have a choice to make, where you want to start your search for the missing Jedi. The list is not that long because there are not many left. Master Vrook- Dantooine Master Vash- Korriban Master Zez-Kai-Eil- Nar Shaddaa Master Kavar- Onderon The choice is yours where you want to start your search, but I have chosen Nar Shaddaa to start my Jedi Search. But lets take a quick detour to Telos and talk to Lt. Grenn. He will inform you that even though you violated the terms of your house arrest by heading down to the planet's surface, the Republic has found that you are clear of any wrong-doing in the destruction of Peragus and Lt. Grenn isn't going to arrest you. After this head back to your ship and see a scene between the Handmaiden and Atton, more questions than answers come from this encounter. Time to head to Nar Shaddaa. ------------------------------------------------------------------------------- F. Nar Shaddaa Underconstruction. =============================================================================== VII. Glitches Any new game is bound to have them. Major 1. Force Aura does not give the bonus to Defense like it says :( 2. Burst of Speed also does not give you the defense bonus at the first or second tier. Minor Some times during the game a character will get stuck behind a container or a wall. This is not bad during normal movement, but in a battle this is a serious problem (Tank Droid on Telos). =============================================================================== VIII. Copyright Copyright 2004 LucasArts and Obsidian Entertainment Inc. All rights reserved. =============================================================================== This FAQ is for personal use only. It may not be altered or used for commercial use. Websites may use this without permission, but proper credit must be given to the author and not alter it in any way shape or form. =============================================================================== Copyright 2005. All rights reserved. This author is in no way, shape, or form affiliated with any of the Lucas brands, Obsidian Entertainment Inc, or anyone on the Star Wars: KOTOR II development team.