Walkthrough by Morgwar
Star Wars: Knights of the Old Republic II: The Sith Lords on SuperCheats.com
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Knights of the Old Republic II: Sith Lords


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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 0.1
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Table of Contents
_________________

I. Introduction
II. History
III. Basics
IV. Character Creation
    A. Classes
    B. Skills
    C. Feats
    D. Force
V. Prestige Classes
VI.Walkthrough
    A. Prelude
    B. Peragas II
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, 2005
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

Upcoming in Version 0.3
Finish the Hyperspace Jump and Telos for the Ithorians
List Jedi Powers
Going to find information on if the glitches will be worked out.
==============================================================================
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.

 -----------
|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.

 -----------
|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.

 ------------
|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.

-------------------------------------------------------------------------------

D. Force Powers

UNDER CONSTRUCTION
===============================================================================

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.
Once in the Hanger Bay go to the Ebon Hawk and enter through the landing ramp.

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* *Peragas II 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*

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*
===============================================================================
VII. Glitches

Any new game is bound to have them.

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 to either the first
   or second level of the power. The added attack seems to work as of now.
===============================================================================
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.