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Star Wars Knights of the Old Republic II: The Sith Lords - Walkthrough
System: Xbox
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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   7.   Dantooine                                     :DNTIN:
-------------------------------------------------------------------------------

  The first planet you aren't shot down on, congratulations. The first time I
  played, I went through Onderon/Dxun first, where it looked like getting shot
  down would be a trend.

  Dantooine is a good solid place to start your wanderings, as it has the
  Kinrath/Crystal Cave with the best lightsaber crystal in the game. Also, you
  will build your lightsaber here.

  Dantooine has a very sharp Light/Dark split, to the point where the planet
  will be very different after you finish it one way rather than the other.
  If you came here from another planet, put your lightsaber away before exiting
  the Ebon Hawk. It disturbs the locals.

  Influence Gains/Losses on this Planet: (just a heads up, see below for
  specifics)

    Bao-Dur (Mechanic, Atmospheric Sensors)
    Kreia (Mercenaries, Vrook, Mechanic, Salvager)
    Handmaiden (Mercenaries)
    T3-M4 (Malfunctionig Droid)
    Visas (Salvager)
    Everyone (Akerre's Hydrospanner)

Dantooine - Khoonda
-------------------------------------------------------------------------------
                             /-----\
                            |x  x   |
     To Enclave,            |  Ebon |
     Salvagers              |M Hawk |
       |  |                 |      x|                 To Enclave,
      --  -----\            |   xIp /---\             Mercenaries
  |--/           \---       |  -----     ----\          |  |
  |           _____  \      \----  _          \     /---|  |-\
  \  kins    |     \  |    /      / \           \--/          \
   \       -/       | |   /   T  ----S                         -\
    \  ---/         | ----      E| K |G                          \
     |/              ------   T  |   |x    --------\      kins    |
                           |     -----     |        \x             \
                           |        x     /         |At             |
                           ---          /           |               \
                              |       /             |     /|_|\_____ Cave
                               \-----/              -----/

    At - Militiaman, Atmospheric Sensor   kins - Kinrath Areas
    M - Mechanic                          x - Containers
    Ip - Ithorian Pazaak Player           G - Garage Door
    S - "Sealed" door                     E - Entrance to Khoonda
    T - Gun Turrets                       K - Khoonda

  A woman greets you right off your ship. If you have a lightsaber out, she's
  a lot less friendly. Just don't tell her you are a Jedi, ask whatever you
  want to know, then leave her.

  Also immediately off the ship is a Battered Protocol Droid, if T3 is in your
  party, he'll notice right away that this droid is malfunctioning. You can
  also get the [Awareness] This Droid is Malfunctioning line. Compliment
  T3 on recognizing this to gain +INF+ with him. Then do a [Computer]
  diagnostic on the droid and then [Repair - 5 REQ] Fix the memory unit. This
  will bring Tarn, the mechanic over, as the droid now calls you a Jedi. Deny
  this, either with [Force Persuade] or [Persuade] or he'll never talk to you
  again. After Persuading him, you can tell him "But Jedi are defenders of
  common people like yourself" for a LSP. Kreia will also be upset with you if
  you admit to being a Jedi. If you fail to Persuade him, then you lose -INF-
  with Kreia.

    Note: If your lightsaber (assuming you have one) is out, you can't Persuade
          him that you aren't a Jedi.

          Also, this can lead to infinite LSPs or DSPs, see the Cheats section
          below.

  There is an Ithorian Pazaak player a little over to the left (listed as a
  SIDEQUEST below), he also has a Locker filled with goodies. There are a
  number of other containers around the docking bay. Be sure to get them all.
  One has to be Mined open.

  Leave the docks and through the passage to the large building, Khoonda. The
  door we want is on the right side. (which is the "left" side if you look at
  it from the Map) Enter.

  A couple of women are gossiping about Jedi, and if you go up to them with a
  Lightsaber out, they'll shut up real fast. There's a receptionist with some
  useless information. Open the right doors and go through. Talk to Suulru to
  get a quest (see SIDEQUEST: Suulru's Vaporators below). Take note that if you
  complete his quest you'll get a guaranteed LSP. Go through the next doors,
  and the doors after that.

  Go up and talk to the Administrator, Terena Adare. You just need to find out
  about Vrook here, as well as get access to the Enclave Sublevels. You can
  talk to her for more information as well. You might think that she gives you
  a quest to get the people to like Jedi again, but it's really nothing. You
  can't ever complete it (and I've only seen one person that you can talk to
  about Jedi not being so bad: Berun).

  Leave her room, and go up the hallway to talk to Berun. He has some
  information if you want it, and a quest (see SIDEQUEST: Changing of the Guard
  below). Just behind Berun is a Rodian shopkeeper, who sells Lightsaber color
  crystals (Green), you will need at least one of these to make a Lightsaber,
  although you should get one later in the Crystal/Kinrath cave. Down the hall
  is the captain of the guard, Zherron.

  Go up to Zherron and talk to him. If you got Berun's quest, you can tell him
  about it, but it changes nothing. He gives out a couple quests if you want
  to try them (SIDEQUEST: The Kinrath Problem and SIDEQUEST: The Will). When
  you return later, he will have a mission to deliver a message to Dopak of
  the mercenary camp, which is easy and worth XP. The only other person to
  talk to in here is Gerevick, but he's rude and ignores you after a sentence.

  Leave the building. Time to hit the Kinrath cave, for both its sweet, sweet
  treasures and to complete a couple of quests -- SIDEQUEST: The Kinrath
  Problem and either SIDEQUEST: Changing of the Guard or SIDEQUEST: Atmospheric
  Sensors.

  The Kinrath Cave is "right" (from the map) of Khoonda, or just go in the
  opposite direction of the entrance. As soon as you can, turn right to talk
  to the militiaman there to get the Atmospheric Sensors quest (see below).
  It helps to have Bao-Dur for this quest, but isn't required.

  You'll have to fight through the Kinrath to even get to the cave. (The cave
  continues after the SIDEQUEST listing for this area)

  SIDEQUEST: Defeat the Ithorian at Pazaak

    Another Pazaak player, another compulsive gambler. Buy cards from him
    first to set your deck up. Get him interested in a game and he'll mention
    that he has Armor Components that he might be willing to wager, but not
    until you get all his money. If you play immediately, there won't be a
    wager. Throw the game quickly, then switch the wager to 750 credits, exit
    and save. Unlike the previous Pazaak player on Telos, you don't have to
    win sequentially, but you must win 3000 credits to get him to wager the
    armor components. Beat him then, and they are yours:

      Bonded Plates Mk II
      Environment Underdaly Mk II
      Armorply Plating Mk II
      Durasteel Underlay Mk III
      Heavy Bonded Plates Mk II

    Also note that you can lose thousands of credits to him, win the 3000
    (meaning you still lose a lot of mone) and he'll still claim to be out of
    cash.

  SIDEQUEST: Suulru's Vaporators

    Inside the Khoonda complex, you'll find a farmer named Suulru who had some
    bad dealings with a Salvager. He accidentally left it behind and it got
    stolen. He had to buy it back from Joran, then when he did, found it was
    missing a part, that Joran would charge him another 500 credits to get.
    Offer to help.

    You find Jorran in the sublevel of the Enclave. You can either kill him on
    the spot (DSP) to take the Vaporator part, or talk to him again later back
    in the Salvager camp. He wants to sell you the Vaporator as well. You get
    150 XP when you get it back, here are the options to get it:

      - [Force Persuade] You will give me the modulator.
        > [Force Persuade] You will give me 500 credits. (only works with
          Dominate Mind)
      - [Persuade] I saved your life. You owe me better than that.
      - [Persuade/Lie] Can your conscience live with dooming Farmer Suulru, his
        wife, eight children, and handicapped grandmother to starvation?
      - [Persuade/Intimidate] Suulru is a former soldier, you know. He's hinted
        that he might try to take matters into his own hands.
      - DSP - I could take the modulator from your dead body, if you prefer.

    Take the part back to Suulru. You can throw in 500 credits when you return
    the part for an extra LSP, otherwise you just get: LSP, 400 XP (scales up), 
    and some random blasters. Even if you killed Jorran, you can't avoid the 
    LSP.

  SIDEQUEST: Changing of the Guard

    Berun, in the Khoonda Administration Center, believes that Zherron is doing
    too much to antagonize the mercenaries, and he wants you to find some
    evidence against Zherron. It's only a coincidence that Berun is next in
    line to get his job. Once you find your evidence you have to present it
    to the Admininstrator, not Berun, to finish this quest.

    The evidence is the Atmospheric Sensors that the militiaman near the
    Kinrath Cave asks you to collect. This quest is mutually exclusive with
    that quest. You can't do both unless you follow the Dark Path in that
    quest. (check out that SIDEQUEST below for more information on that)

    If I'm not doing the dark path, then personally I would rather get the
    credits and the same amount of XP from the militiaman than the paltry
    500 XP from turning the sensors in and getting Zherron replaced.

      Note: Zherron will be put back in charge when the mercenaries attack
            later.

            Doing this will make it impossible to turn in the Kinrath quest for
            a reward, as well as the Will for that treasure.

  SIDEQUEST: The Kinrath Problem

    Zherron, in Khoonda, will tell you that they are having a problem with
    Kinrath running around the area. Agree to help him. Leave Khoonda and
    head to the cave (it's "right" on the map). Enter, fight your way all
    to the back (or get the Musk from the mercenary just inside) and kill
    the Kinrath Hive Mother. She is the only Kinrath that has to be dead.
    Return to Zherron for your reward. (2000 credits, 250 XP)

    Note: This quest cannot be completed if you have Zherron stripped of his
          command (see Changing of the Guard, above).

  SIDEQUEST: The Will

    Zherron, in Khoonda, will mention a problem with Gerevick and some
    salvagers. Turns out some salvagers died without leaving a good solid
    claim to their recent finds. Now, Zherron has to hold on to these items
    until a valid claim comes in.

    When you reach the Salvager Camp in the next area, the female salvager
    will ask you to search the Enclave Sublevel for the two Salvager bodies.
    This isn't out of the kindness of her heart, she just wants the swag.
    Once inside the Enclave Sublevel (see that section below), you will find
    both the bodies, and the Will. If you want the items from Zherron you
    MUST forge the will to give yourself the items.

    Return to Zherron to get the claim. (500 XP, DSP, Lightsaber*, Crystal*)
    * I think these are random. I got a Double Bladed and a Kasha Crystal.

    If you didn't forge the will, you can still return it to Zherron (or the
    Salvager, see below) for 500 XP and a LSP. But you won't get the shinies.

  SIDEQUEST: The Atmospheric Sensors

    Near the Kinrath Caves you meet up with Saedhe, a militaman. Talk to him
    and ask what he is doing out here to learn that he is looking for some
    "atmospheric sensors" that are missing from this crashed speeder. He offers
    you a reward (and a "good one") if you can find them for him. He doesn't
    know where they are, but I do. He offers you 3000 credits for all 3 of the
    sensors (despite that, they are all one "item", so you don't have to search
    for three different sensors). Right inside the Kinrath/Crystal Cave is
    some "rubble" search it to find the Atmospheric sensors. When you find them
    you can either use [Repair] (at least 15) to search them yourself, or with
    an [Awareness] (of at least ) 4you can have Bao-Dur search them for you. In
    both cases Bao-Dur can gain +INF+ if you compliment him (or he you).

    Return to get your reward. Note that if you do this quest, you can't finish
    the Changing of the Guard quest above.

    When you show him the sensors, you can alter your reward with:

      > [Awareness - 8 REQ] It sounds like it's worth more to you than that.
      > (If you or Bao-Dur opened the sensors) Not so fast - we found a little
        surprise inside them.

      The first option gets you 4000 credits, while the second leads to 5000.
      You can turn down the extra amount, taking 3000 and gaining a LSP. If
      you don't want to be light sided, taking the 5000 credits is neutral.
      You also get 500 XP. You can gain +INF+ with Atton, Bao-Dur or Visas
      by taking the 3000 credits after asking about the surveillance equipment.

      TE Whalen adds: Interestingly, if you bargain him up to 4000 with

      > "Actually we found three of them"
      > "[Awareness] It sounds like it's worth more to you than that."
      > "I think I'll hold on to them for now."

      Then speak to him again and go down the "Not so fast - we found a little
      surprise in them" path, you end with up with 4000 instead of 3000
      credits, everything else being equal.

    There is a Dark Path here as well. Say these:

    > Not so fast - we found a little surprise inside them.
    > I'm sure that Azkul would be interested to know that you're spying on
      him.
    > I think I'll see what he'll offer for this information.
    > Do you think I care about your pathetic farmers?
    > You're a loose end now - time to take care of that. > COMBAT (DSP)

    Note: If you do this, you will have to deal with INFLUENCES of your
          companions nearby. Atton and Visas will gain influence, while
          all others will lose it. If you have Kreia plus someone who
          normally loses influence, Kreia will even out, while forcing the
          other companion to gain influence. (which, if you use the infinite
          Kreia Influence, works just fine)

    You can then search him for the 5000 and some odd credits, but you don't
    get the 500 XP (just the XP for killing him). However, you can use the
    Sensors as evidence in the Changing of the Guard SIDEQUEST (as above)
    for that 500 XP.



The Crystal/Kinrath Cave
-------------------------------------------------------------------------------

  Ahrnell, the Mercenary

  This place is pretty easy to figure out. When you first enter, you'll see a
  mercenary walking by unharmed by the Kinrath. If you are persuasive, you can
  get him to tell you the secret, and give you the ability to walk by Kinrath
  without getting into battle. You can't get the Gland without taking a DSP,
  but if you want one, it's easy enough to get. First, ask about why the
  Kinrath don't attack him, then either [Force Persuade] or [Persuade] him that
  he should tell you. He mentions the gland. Then ask for the gland. At this
  point he'll ask for it back. Giving it back is neutral, however:

    - DSP - My deepest apologies. My need is greater than yours.
    - 2xDSP - No, I think I'll keep it.
    - 3xDSP - Ha, I hear the kinrath coming, worm. You'd better run for it.

  With any of the above options, he'll try to run for it and get eaten by
  Kinrath on the way out. You can then kill the Kinrath for extra XP. Straight
  out killing him for the gland is worth less XP, and no DSP. (and no Influence
  reactions, either, if you're wondering)

  Atmospheric Sensors

  Find the Atmospheric sensors at the rubble just past a column near the
  entrance. Bao-Dur will talk to you about them, and you can follow up with:

    [Awareness - 4 REQ] Can you examine one of the sensors?

      or, if you want to do it yourself (whether Bao-Dur is there or not)

    [Repair - 15 REQ] I'll just crack one of these sensors and see what's
                      inside.

    Succeeding at either of these will give you +INF+ with Bao-Dur and you
    learn something about these sensors. (500 XP)

  Search the caves for treasure! There are several passages, but only two
  things are here, really. There is the mercenary camp, currently abandoned
  up the first left tunnel, and the Kinrath Lair at the very end of the cave
  which has a whole load of Lightsaber Crystals. You'll have to fight through a
  boatload of Hive Kinrath, Hatchlings and the Kinrath Matriarch. (which, once
  dead, allows you to get a reward for killing it from Zherron, see SIDEQUEST
  above) (100 XP)

    Tip: Use Mandalorian Melee shields or Force Barrier to remove/reduce the
         damage taken from the Kinrath. Viper Kinraths can also poison you, so
         a Breath Mask can come in handy. (Although Force Power: Improved Heal
         cures poisoning)

  Kreia (whether she is in your party or not) will tell you that this Crystal
  Room holds memories in the Force, and that Revan came this way once. (Visas
  Handmaiden and Disciple can also feel it) What you say to her doesn't matter.
  She pipes up again when you find the very, very valuable "YOURNAME" Crystal.
  (insert your name, there) This crystal will give very good bonuses to attack
  damage, and best yet, to your stats. And it levels up, too. To level up
  the crystal, talk to Kreia, if she says that it isn't fully bonded to you,
  then remove it from the lightsaber, and have her re-attune it to you.

    Note: Destroying the eggs seems to do nothing.

  Take the crystals and go. There are four searchable formations, plus the
  remains of the Matriarch, with crystals.

  Once you've gotten your rewards from the SIDEQUESTS, head up to the only
  other area here.


The Enclave Courtyard Area
-------------------------------------------------------------------------------

   |--\
  |E   \                 E - Entrance to the Enclave
    |   |                S - Sealed, former Entrance to the Enclave
     \  |
      | |     _      /-----v-\
    _ | |    - -|   |         |
   - -   -  /   |   |          -\        /----\
   |      --     \   |           \      / Mercs\
   -_-    --|     \  |           |-v---/      -/
      | |-  \      \_|   /-\               /\/
      | |    \  Salv    /   |    ||       /
     /  |    |          |    ----  --\   |
   S_|  |     \        /             |  /
   /   /      |  /-----              |  |
   ---/       | /                    \  |
           To Khoonda                 | |
                                   To Khoonda

  Go up the "right" (as seen on the map) entrance to the next area so you can
  start closer to the Mercenary base. The mercenaries are located just ahead
  and right.

  There are a number of things you can do here. If you have Mandalore with you,
  talk to the Leader of the Mandalorians here, Esok, who decides to fight
  rather than submit. Kill him and the other Mandalorians join Mandalore and
  go to Dxun.

  If you got the "quest" from Zherron to deliver the message to Dopak, you can
  do that now, but he's just confused by it. If you want an easy kill for some
  XP, or some DSPs, talk to Nallek. After he insults you, say one of these:

    > A mudlicker? Is that even an insult? > COMBAT

  Dark Path > You want to fight *me?* You're as dumb as you look.
            > DSP - [Force Persuade] Let's have some fun. Hand me your gun.
            > [Force Persuade] Now hand me your credits. And *never* speak to
              me again. > gain 275 credits
            OR > Your mind is beyond weak. Now let's fight. > XP for killing

            You also get: Argazdan Riot Buster

  Just beyond the mercenaries camp you can see the ruins of the old Starforge
  map temple.

  Head along the only path there is towards the salvager camp. Deraala there
  has a SIDEQUEST for you, to get the two bodies from the sublevel (see below),
  and also can be convinced to sell you Jedi items (after insulting you and
  telling you to get off the planet, of course). If you're lucky, she'll have
  the Zeison Sha Initiate Armor, which is an upgradable Medium Armor that Jedi
  can use without restrictions on Force Powers. She also sells Robes, Crystals
  and various Lightsaber parts. (not the kind that we use to build our
  Lightsaber, the kind we use later to upgrade our Lightsaber, however, I
  almost always just make these at a Workbench out of my old useless items)
  She'll give you the quest when you say farewell to her.

    Bug: Talk to Deraala for the first time, and get to her shop. Leave the
         shop. Talk to her, and she will think she already gave you the
         dead bodies quest.

  If you want, talk to the salvager, Ralon (SIDEQUEST below), otherwise just
  keep going to the Enclave. When you get closer to it, you get a cutscene
  showing the damage.

  Cross the bridge, and start fighting the Kath Hounds. To the left is the
  "old" entrance, which is collapsed. But go that way anyway to kill the
  monsters. Once they are all dead, head around to the other end, and watch
  as 4 salvagers exit the Enclave. There is no Light Path, you simply don't
  fight them. Otherwise...

    Dark Path > I want you out of my way. Now
              > You obviously have *no* idea who you are dealing with.
              > You've tremendously overestimated your pathetic abilities.
              > COMBAT & DSP

  Once past them, open the doors and enter the Enclave Sublevel. (listed after
  SIDEQUESTS)


  SIDEQUEST: Ralon's Fake Holocron

    The other salvager here, Ralon, is selling a fake Holocron. There, I said
    it. You can get a LSP by finding out it is a fake, then giving him 500
    credits anyway after he tricks you. Yeah, gullibility is worth a LSP. The
    Dark Side option goes about the same way except that you take the Holocron
    off him for nothing.

           Path > Get to the point.
                > How much do you want for it?
                > Can I inspect the holocron? Maybe it's broken.
                > That *is* a remarkable fake, but it's not even worth the time
                  you've wasted describing it.

                From here, either:

      Dark Side > Actually I *can* blame you. Violently.
                > (DSP) Give me the fake holocron. Now.

                Or:

     Light Side > That's all you can say?
                > So you didn't make this?
                > Wife and children?
                > How much money do you need?
                > (LSP) Here's 500 credits. Just try to do something worthwhile
                  with it.

  SIDEQUEST: The Two Dead Bodies

    Deraala wants you to find the two dead bodies, for purely noble reasons
    such as burial, of course. She offers to pay you 500 credits for each
    body. With an [Awareness] you figure that she is being a little too
    generous, but she shrugs it off. Salvagers got to stick together, y'know?
    You'll find the bodies in the Enclave Sublevel (see that section below),
    when you do, you can come back and give them to her for 500 credits each.

    However, you can also, when you find the body with the Will, forge the
    Will and give that to Zherron for the treasure. (see that SIDEQUEST above)
    Forging the Will isn't Dark itself, but redeeming it for a reward is.


Enclave Sublevel
-------------------------------------------------------------------------------

        ------------------|--------v---------                S - Locked Door
        |  ----S---- ---  |  ---S---- ----  |                = - open passway
     ---|  | |  | |  | |  |  | |  | |  | |  |               Dr - Droids
     |J S  |[    =  B ]|  |  |[    =    ]|  |                W - Workstation
     ----  | |  | |  | |     | |  | |  | |  ----             J - Jorran
     | ----|  --   --   \    / -S------  |---- |             D - Disciple
     | =(*)              \--/  |Dr  W|       | |             V - Signs of Vrook
     | |  |------  _           -------       | |---|         C - Destructible
    /   \ |  S  | | |                 ----|--| |   |---\         Console
  -/ /-\ \-----S---  --               |   =  S | D   V  \    B - Salvager Body
   G |                |               |C  |--| S        /    G - Gerevick
  -\ \-/ /-----S---  --               |   =  = |   |---/         (on exit)
    \   / |  =  | |_|                 ----|--| |---|         X - Storage Door
     | |---------               --------     | |             Y - Storage Room
     | =   S    |        /--\   |Y X   |     | |
     | `------S--  --   / B  \  ------S| |---' |
     ----  | |  | |  | |     | |  | |  | |  ----
     |  S  |[    =    ]|  |  |[    =    ]|  |
     ---|  | |  | |  | |  |  | |  | |  | |  |
        |  ---- ---S----  |  ---- ----S---  |
        ------------------|---------------/\-

  If you haven't gotten Visas by now, and have gotten her cutscene earlier
  (she's the woman who gets chocked by the masked caped dude in the ship that
  looks like a Star Destroyer), I would go back to the Ebon Hawk now to get
  her. She's handy to have, and if you are Dark Sided, she has an Influence
  option coming up. (I list Visas up in the previous Ebon Hawk section above)
  Also, if you haven't built it already, bring Bao-Dur so you can finish your
  Lightsaber early.

  You get 150 XP for just entering this place. The best way to go is forward,
  ignore the opening to the left, around the fountain, and through the door
  that was straight across from the entrance.

  Take out the two mines here, then forward. Be careful for Laigreks, although
  they aren't too big of a problem for you. Ignore the two side doors for now
  and charge all the way forward, killing any monsters around. Get the stuff
  in the Footlocker here, then back to the two doors. The opened door has
  nothing in it, so open up the Locked Door. Another locked door and footlocker
  later you get some items.

  Back to the fountain. We're going to be going "up" the next passage (as seen
  on the map). There will be Laigreks along the way. The first room you pass
  on the right, a little round room, has nothing in it. Pass it and keep going.

  Jorran, the Brave

  The next room, however, has Jorran locked inside. You can't open the door,
  he must open it himself. If you're Dark Side, the absolute easiest way to
  deal with him is to [Lie] Yes, the Laigreks are all dead. This gets him
  eaten by monsters. Do this if you have Kreia in your party, she'll get +INF+,
  plus you get a DSP. If you've killed the laigreks around, then you obviously
  can't get that option. The more interesting Dark Side option is to let him
  out, give him the "Saving you. How quaint" line followed by "People think
  you're already dead. They're right." to kill him, get a DSP plus a INFLUENCE
  reaction from various party members, such as Visas and Atton. Remember you
  can only gain influence with one person at a time with things like this.

  If you're Light Side, you merely have to clear out the monsters here then let
  him out. (50 XP) Then you have to go back to the Salvager Camp and talk to
  him again. He's greedy, and wants 1000 credits for the Lightsaber Parts &
  Crystal that he found. All you can do is pay him the 1000 credits.

    You get: Lightsaber Focusing Lens (part 3 of 3)

    If you already built your lightsaber, obviously you won't get it here.
    You can't build more than one lightsaber. If you already built your 
    lightsaber you'll get a random Lightsaber off him.

  Now talk to Bao-Dur at any time to build your lightsaber. You MUST have a
  color crystal already (luckily we have at least one from the Crystal Cave).
  Decide on single or double-bladed. I always take double. (2000 XP) Now
  head back to the workbench from earlier and upgrade this bad boy with all
  the crystals you found. Then start creating Lightsaber parts to add to it.
  Very quickly you have a devastating weapon.

  If you killed him, also search his things for the Evaporator Module. (150 XP)
  If you did the Light Side, you'll have to get this off him at the Salvager
  Camp.

  There's nothing in Jorran's room, so time to move on. This passage turns
  right and goes across the top of this area. There will be a locked door,
  followed by an open door. These go to the same place. Skip the locked door
  and go into the open door. (this keeps the mine from going off later) Kill
  the laigrek and recover the mine. You will find the first Salvager Corpse.
  This is important for The Will SIDEQUEST from above. Open the locked door to
  the side, there's nothing in this room, then open the last locked door at
  the top (this is just for the XP of using Security).

  Keep going through the passage, it turns right to go down, through a small
  round room, nothing there (maybe a Laigrek), so back up into the next
  passage.

  This leads to another of the door-then-door situations, with the first door
  being STUCK, and only openable by bashing (or instantly using a Plasma Torch
  or Lightsaber). Just ignore the stuck door, keep going, then down through
  the open door. Nothing in the first room, so across to the other. Recover
  the mine, then through the Locked door at the bottom.

  Search for Signs of Vrook

  Protocol Droids, lots of Protocol Droids. Reactivate the Droids (1 part)
  and send them on their way. (base cost: 6 parts) (280 XP, but this XP reward
  scales up in level) Do this for each droid for a total of 1680 XP. What this
  does is send walking explosives towards the Laigreks still in the
  passageways. You can watch the droid's progress on the nearby console, and
  every once in awhile, hear the explosions (it will also show the XP gained
  for the kills). There are also 3 Broken Droids, 2 Lockers and a Workbench in
  here. Once you've upgraded/created anything you can, exit these rooms, and
  continue on the passage.

  If you've activated all the droids, these hallways might now be clear
  (although you might still see a droid wandering about, or a laigrek that
  wasn't taken out). Continue along, then down the hallway.

  There will be a short circuiting conduit on your right, with some locked
  doors. You can sneak in, overload the circuits, then sneak out and watch it
  take out the monsters. Or, more likely, you kill the monsters, then overload
  the circuits afterwards. This takes [Repair] of 1 part, and [Computer] with
  one spike. (210 XP) Set it to 20 seconds and run away, every single conduit
  there is going to blow.

  Across the hall, and through the door into the library to talk to Disciple.
  A couple things to know about him. First, he will join if you're playing a
  female main character. Second, he'll return to Khoonda if you're a male
  character. Third, he's the easiest companion to convert to a Jedi. If you
  follow the dialogue map below, you can do it right here.

    Note: In his first dialogue, just ask him every question until they all
          disappear. To gain +INF+ with him, finish with either "We would
          welcome your company." or "We need all the help we can get. And he
          seems capable."

  Disciple

    Soldier -- Level 6
      Stats                          Skills             Powers
      -------------------------------------------------------------------
      STR  14  +2    Vitality  78    Stealth       5     none
      DEX  16  +3    Force      0    Awareness     8
      CON  14  +2    Defense   15    Treat Injury  8
      INT  10   0    Fortitude  8
      WIS  10   0    Reflex     6
      CHA  14  +2    Will       3

      Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Close Combat,
             Toughness, Improved Toughness
      Items: Clothing

      Disciple can become a Jedi Consular if you talk to him and gain enough
      influence (see that dialogue map below). However, Consulars gain fewer
      feats. So, if you want to gain a few extra feats, give Disciple a few
      (3 or so) levels more of Soldier. Otherwise, just hold off on leveling
      until you make him a Jedi.

  Don't level him up yet. Immediately talk to him again. If you are
  significantly Dark Sided, you instantly lose INFLUENCE with him. There is no
  way around this. Many of Disciple's Influencing dialogues are Light Sided,
  but some aren't. Also, not all Dark Side options lose influence, either.
  When this conversation ends, he'll watch your trial and comment on it the
  next time you talk to him. Once you discover his secret, ("You look
  familiar") which requires an Influence check (increased 2 times), (500 XP)
  you get the chance to train him as a Jedi, which requires another Influence
  check (increased 5 times). What you say once he agrees to train doesn't
  matter, although he calls himself a "Sith" in the dialogue if you are Dark
  Side, he'll still react as he always did. He can then level up to your level.

  Also, you'll want to talk to him once you get back to your ship, he's in the
  medbay to learn his Meditation. (500 XP, +10 Force Points, +INF+)

    Note: His dialogue after viewing the holorecording has no Light/Dark
          options or Influence.

  Disciple....................................................................
  . D1: Yes? Is something wrong?                                              .
  .   - (if on the Ebon Hawk) What are you doing? > D-MED1                    .
  .   - I had some questions. > D2                                            .
  . D2: Of course. What did you wish to know?                                 .
  .   - (If you learn he was a Jedi Trainee) Tell me of your training on      .
  .     Dantooine. > D22                                                      .
  .   - What are your problems with the Jedi? > D7                            .
  .   - You look familiar to me. > INFLUENCE Check > FAIL, back to D2         .
  .     > SUCCEED, D18                                                        .
  .   - What do you do again? > D17                                           .
  .   - What are you doing for the Republic? > D14                            .
  .   - Tell me about the Republic. > D8                                      .
  .   - Can you tell me what you were doing on Dantooine again? > lines > D2  .
  .   - Do you know what happened to the Jedi? > D3                           .
  .   - What do you know about Force bonding? > discussion on bonds > D2      .
  .   - Nothing. Never mind. > D-END1                                         .
  . D3: No. It is something of a mystery why they would exile themselves as....
  .   - Why do you think people hate the Jedi? > D4                           .
  .   - The Jedi never knew the common people - especially when the common    .
  .     people were dying at the hands of Mandalorians. > D4                  .
  . D4: It is difficult sometimes for the Jedi to see such things, since ...  .
  .   - LSP - But Jedi have protected the galaxy for centuries, they seek     .
  .     peace, often through sacrifice. > D5                                  .
  .   - Do you hate the Jedi? > D6                                            .
  .   - DSP - You are right to hate Jedi weakness and hypocrisy. > D6         .
  . D5: Not always. Jedi often fall. They caused much harm on Onderon, for... .
  .   - > D4 responses                                                        .
  . D6: Hate? No, I do not hate them. They only raise questions without...    .
  .   - What do you mean? > INFLUENCE Check > Fail, back to questions         .
  .     > SUCCESS, D7                                                         .
  . D7: [Influence: Success] The problem is my own, I fear. I harbor...       .
  .   - LSP - I was one of those Jedi. I must accept part of that             .
  .     responsibility.                                                       .
  .   - Do you blame the Jedi who turned - or the Council?                    .
  .   - DSP - And they were right to turn on the Order, for the Order's       .
  .     cowardice and fear was to blame.                                      .
  . D8: I do not know if you are aware of how fragile the Republic is at...   .
  .   - What would need to be done to save the Republic? > lines > D8         .
  .   - Why Telos and Onderon? > lines > D8                                   .
  .   - How did this happen? > D9                                             .
  . D9: The Jedi Civil War brought much suffering to the galaxy, and the...   .
  .   - What do you mean? > D10                                               .
  . D10: The war was costly, and it shattered the Republic. In time...        .
  .   - What worlds must be held? > line > D8                                 .
  .   - +INF+ LSP - Then we must do what we can to defend the Republic.       .
  .     > line > D8                                                           .
  .   - So what? Does the Republic deserve to be saved? > D11                 .
  .   - -INF- DSP - Let the Republic burn for all I care. > D11               .
  . D11: It is strange that someone who went to war against the...            .
  .   - No, I simply believe the Republic doesn't deserve to survive. > D12   .
  .   - I think the worlds the Republic control deserve their freedom. > D13  .
  .   - -INF- DSP - The galaxy belongs to those who can hold it. Perhaps the  .
  .     Sith are a better choice.                                             .
  .   - What would need to be done to save the Republic? > lines > D8         .
  . D12: Does that mean that all who would die if the Republic collapsed ...  .
  .   - -INF- DSP - If they are that dependent on the Republic, then yes.     .
  .     > END                                                                 .
  .   - > other D11 responses                                                 .
  . D13: It would not be freedom for many. There would be economic ...        .
  .   - +INF+ LSP - I did not consider that - perhaps you are right.          .
  .     > line > D8                                                           .
  .   - -INF- DSP - The eventual independence would be worth it. > END        .
  .   - -INF- DSP - Then let them die. > END                                  .
  .   - -INF- DSP - I don't really care. > END                                .
  .   - What would need to be done to save the Republic? > lines > D8         .
  . D14: (Different lines, sometimes, and 4th option not always available)    .
  .      Not much remains of the Jedi - I am trying to find what little ...   .
  .   - Why did they choose you? > D15                                        .
  .   - Have you had any luck? > D16                                          .
  .   - Do you know what happened to the Jedi? > D3                           .
  .   - Why do you feel that is necessary? > D23                              .
  . D15: I know something of the Jedi. I have studied them for a good ...     .
  .   - > back to D14                                                         .
  . D16: I do not think it is a matter of luck, or chance - only my own ...   .
  .   - > back to D14                                                         .
  . D17: I am an historian and scientist working for the Republic...          .
  .   - > back to D2                                                          .
  . D18: [Influence: Success] You are correct. I am afraid I have not been... .
  .   - But the Force... the path of the Jedi? You abandoned it? > D19        .
  .   - So you turned away from the Jedi - the Force. Because of me? > D19    .
  . D19: It is possible to forget the Force, you know - if you not have ...   .
  .   - I could train you to feel the Force again. > INFLUENCE Check          .
  .   - +INF+ LSP - I am sorry that my leaving for war had such...            .
  .     consequences on your future. > D20                                    .
  .   - It was not my intention to leave, but I had to. > D20                 .
  .   - -INF- DSP - It is good you turned from the weakness and hypocrisy of  .
  .     the Jedi - as I did. > D21                                            .
  .   - There is something else I wanted to ask. > D2                         .
  .   - Never mind. I'll be going now. > END                                  .
  . D20: There is nothing to be done - and the past is the past.              .
  .   - I could train you to feel the Force again. > INFLUENCE Check          .
  .   - If you were once a Jedi, what are you doing for the Republic then?    .
  .     > D14                                                                 .
  .   - So are you some sort of spy for the Senate? > D14                     .
  . D21: Perhaps. I still harbor doubts about the path I walked.              .
  .   - > D20 responses                                                       .
  . D22: Many Jedi went to go fight in the Mandalorian Wars, and few ...      .
  .   - Do you blame the Jedi who left? Do you blame me? > back to questions  .
  .   - +INF+ LSP - I am sorry if my leaving ruined your chances of becoming  .
  .     a Jedi Knight > back to questions                                     .
  .   - -INF- DSP - Well, I doubt you could have completed the training       .
  .     anyway. > back to questions > back to questions                       .
  .   - -INF- DSP - I really could care less. > back to questions             .
  . D23: [Influence: Success] Because I fear that unless the Jedi ...         .
  .   - Do you have a problem with the Jedi? > D24                            .
  . D24: No, not their lore, their histories - but their masters, their ...   .
  .   - +INF+ LSP - The Republic has also been saved countless times by       .
  .     these same Jedi, often through acts of sacrifice. > back to questions .
  .   - -INF- DSP - It is the truth - the foolishness and arrogance of the    .
  .     Jedi has brought much harm to the galaxy. > back to questions         .
  . D-MED1: I try to treasure these moments before the next crisis begins.    .
  .   - +INF+ Can you teach me to meditate? > 500 XP, increase Maximum Force  .
  .     Points by +10 > back to questions                                     .
  .   - -INF- I order you to tell me how to do the same. > increase Maximum   .
  .     Force points > back to questions                                      .
  . D-END1: Forgive me, but there is something I must ask. In my study of ... .
  .   - And why do you want to discuss it? > extra line > back to D-END1      .
  .   - LSP - I left to protect the innocents on the Outer Rim. > D-END2      .
  .   - DSP - Battle called, and I answered. > D-END2                         .
  .   - DSP - The Jedi held no truth for me - only war did. > D-END2          .
  .   - I don't want to talk about it. > END                                  .
  . D-END2: I see. And because you went to war they cast you out?             .
  .   - Yes, that is what they told me at the trial. > D-END3                 .
  .   - At first, I thought that was the sole reason. Now I am not so sure.   .
  .     > D-END3                                                              .
  .   - That was my belief, but recent discoveries seem to indicate there may .
  .     have been other causes. > D-END3                                      .
  .   - I don't want to talk about it. > END                                  .
  . D-END3: Do you have a record of this trial?                               .
  .   - [Lie] No, those records are lost, along with the others. > D-END5     .
  .   - Yes, the droid has a holo-recording of it. > D-END4                   .
  .   - T3-M4 has a copy of it. > D-END4                                      .
  . D-END4: Perhaps I shall examine it when I get the chance - with your ...  .
  .   - +INF+ You are free to do so. > END                                    .
  .   - +INF+ I trust you - go ahead. > END                                   .
  .   - The record is personal. I would appreciate it if you would refrain    .
  .     from seeing it. > END                                                 .
  .   - No, the records are not for you. > D-END5                             .
  . D-END5: That is a shame - I feel nuances are often found when one pays... .
  .   - Why do you want to know? > D-END6                                     .
  .   - Perhaps, but not today. > END                                         .
  .   - Very well, I'll be going now. > END                                   .
  . D-END6: Well, it is not solely professional interest - I confess I ...    .
  .   - I still do not want you looking at them. > END                        .
  .   - Then the records exist, and you may see them. > END                   .
  .   - In that case, feel free to examine them. > END                        .
  .   - I doubt such things will be illuminating. > END                       .
  .   - -INF- DSP - You waste your time on such things - such Jedi knowledge  .
  .     will only weaken you. > END                                           .
   ...........................................................................

  Once you're done with Disciple, head into the room. You see three dead
  mercenaries with lightsaber wounds. Interesting... Search them to find the
  Datapad that links them with the outside mercenaries, and also mentions that
  Vrook is probably captured by Azkul now. (250 XP) Head out, and continue
  down the hallway. Kill the laigreks as you see them.

    Note: You NEED to search the Mercenaries to get Vrook to appear in the
          Crystal Cave, otherwise he won't be there.

  Continue Looting

  Follow this as it turns back, then to a Stuck Door. You can Lightsaber this
  open, or skip it and enter the next, open door. There's nothing in the open
  room, go through to the stuck room. There's a datapad in the center here that
  tells you what to do in the next room, and some mines that guard it.
  Recover the mines, and go up to the next room. Kill the Laigrek, then you
  need to use the Computer Panel, and Overload terminal (1 spike). Set the
  time and run away. 5 seconds is plenty. Wait in the next room for it to
  blow, then return and enter the storage room for your prize: 7 containers of
  shinies!

  Return to the hallway to continue the circuit around the sublevel. The
  passage leads around and up to another small circle room, with the second
  salvager corpse, this one has the Will on him. Tamper with it (150 XP) to
  put your own name on it. Or not for the same XP (although you get a better
  reward later if you tamper with it).

  Almost done. Continue on through the next doorway, and through the halls.
  It turns again to another door-then-door setup. Predictably, the first door
  is again locked and the second door is wide open. Security open the first
  door for the XP, then charge over to the second open room. Kill any laigreks
  you find, then up and open the locked door there. Open the last locked door,
  and take a turn to the left to the hallways we just skipped.

  Last room here, and it's mined. Recover the mine, unlock the door, and go
  in. Three locked footlockers to search here. Take the booty and go up the
  rest of the hallways to the fountain where we came in.

  Oh, looks like someone came to meet us! Gerevick wants to steal your salvage,
  and brought some Goons to back him up. This will only end in violence, and
  what you say doesn't matter. Dark Siders can wipe them all out with a single
  Force Lightning. (unless they Save) Kill them, and check for remains. Time
  to go.

  If you are doing the SIDEQUESTS: Suulru's Vaporators, The Will or The Two
  Dead Bodies, you can now complete them. You can't do both The Will and the
  Two Dead Bodies, as they requir that you either did or did not alter the
  will.

Return to the Crystal Cave
-------------------------------------------------------------------------------

  Time to go get Vrook. Go back to the Crystal Cave, and go up the left
  passageway at the fork. Follow this up to the large room to the left. Here
  you'll see mercenaries guarding Vrook in a Force Cage. They immediately talk
  to you. Do these idiots not *see* your lightsaber? You can get 300 credits if
  you help them upgrade their Force Cage.

  Mercenary Captain...........................................................
  . MC1: Halt, settler. This is a restricted area.                            .
  .   - LSP - I'm here to rescue the Jedi. > MC2                              .
  .   - Why are you holding Master Vrook prisoner? > MC3                      .
  .   - So the mercenaries are branching out into kidnapping now? > MC4       .
  .   - That Jedi belongs in his cage. > MC5                                  .
  . MC2: We are highly trained veterans. And you're just a settler with a...  .
  .   - > MC4                                                                 .
  . MC3: He's a Jedi Master? Well, the bounty is going to be that much ...    .
  .   - > MC4                                                                 .
  . MC4: I'm going to say this nice and simple for your little kath ...       .
  .   - [Force Persuade] Open the cage. Let the Jedi out. > FAILS, COMBAT     .
  .   - I don't want to fight, but I can't let you take Vrook to Nar Shaddaa. .
  .     > COMBAT                                                              .
  .   - Can we work out some sort of deal? > line > back to MC4               .
  .   - Defend yourself then. > COMBAT                                        .
  .   - Can I ask you a question? > line > back to MC4                        .
  .   - I'll just leave then. > line > END                                    .
  . MC5: I know that you settlers have a score to settle with Jedi. Trust...  .
  .   - I can't let you take Vrook to Nar Shaddaa. > line > COMBAT            .
  .   - (Requires an 8 Awareness, even though it doesn't show that) You know, .
  .     your cage won't hold him. He's an elite Jedi Master. > MC6            .
  .   - I'm afraid imprisonment isn't good enough. He must die. > MC8         .
  .   - Vrook betrayed me - I want him to suffer. > line > MC5                .
  .   - I'll let you go about your business then. I hope he enjoys Nar        .
  .     Shaddaa.                                                              .
  . MC6: He's a what? It doesn't matter if he's a master. That forcecage ...  .
  .   - DSP - No, it won't. But if you let me make some alterations... > MC7  .
  .   - So certain are you? Enjoy the consequences. > MC5                     .
  .   - DSP - That's the last insult I will take from you. > COMBAT           .
  . MC7: (The Exile modifies the Forcecage) I have no idea what you did...    .
  .   - Now that Vrook is safely locked away, I can deal with you mercenary   .
  .     scum. > COMBAT                                                        .
  .   - I'll be going now. > END                                              .
  . MC8: I can understand how you feel, but he's worth a lot less to us ...   .
  .   - You have no choice in this matter. You're all dead. > COMBAT          .
  .   - > other MC5 responses                                                 .
   ...........................................................................

  Vrook gets out of his forcecage, and isn't happy to see you. If you answered
  the previous lines in a Dark fashion, this will be going to combat soon.
  There's really nothing in this dialogue, no Light/Dark options or Influences
  for any nearby companions. Ask him for everything, then he'll leave. If you
  have to fight him, he'll stun you and retreat. (500 XP)
  
  Search the remains of the mercenaries, as well as some new metal boxes that 
  have appeared.

  Before you leave the cave, if you are siding with the Mercenaries (Dark Side)
  against Khoonda, take Handmaiden out. If you're siding with Khoonda and
  against the Mercenaries, put in Handmaiden and take out Kreia. If you're
  siding with Khoonda, strangely, you can gain influence with HK-47 so put him
  in.

The Mercenary Attack
-------------------------------------------------------------------------------

  Exit the cave, and you'll immediately meet with Azkul and his mercenaries
  show up. Azkul wants to offer you a job. This is the final Light/Dark choice
  for Dantooine, once chosen you can't go back on it, you become committed to
  either the Light or Dark path. That said, there's no reason a Dark Sider
  can't do the Light Path or a Light Sider to do the Dark Path. You just gain
  Dark/Light points depending on which you choose.
  
  If you side with Khoonda, tell him that you aren't interested, then "Die 
  mercenary scum!" for a DSP and +INF+ with HK-47. Saying "Okay, I'll help you" 
  is worth a DSP, while [lie] saying the same is not, and won't make the 
  mercenaries hostile. The [lie] option allows you to delay and decide who to 
  help later.

    Note: Kreia looks like she would gain Influence here, but she doesn't.

  Now, go back to Khoonda and talk to the Administrator to get the Security
  Key. If you had Berun replace Zherron, she puts him back in charge. Talk to
  Zherron to find out what you can do. He lists off a few things, recruit
  people into the militia, and repair a few things around the base.

    Note: Although you can go back after completing a few of the tasks and ask
          for a reward, you won't get one.

  There are a number of things we are told to do to affect the outcome. It
  doesn't matter what you do. Seriously. Do none of them. Do all of them.
  Do them all in favor of the wrong side. Whichever side you go with in the end
  will win regardless.

  Here's what you can do:

    Fix/Disable the Gun Turrets - In the security room near Zherron's militia
      room, use the console (base: 2 spikes) to change the turret settings. It 
      doesn't help to have the guns target friendlies, if you're siding with
      the Mercenaries, but you don't get XP for simply Deactivating them.
      Either fix them to only fire on enemies/friendlies (base: 10 spikes), or
      disable them altogether (base: 2 spikes). (320 XP for changing targets,
      XP scales with level)

    Heal the Soldiers - Located in the upper hallway. Either fix the Droid
      (see below) or use a dialogue on each soldier, and use a [Treat Injury]
      on them to get a LSP. You can still do the below fix the droid even if
      you heal them all.

    Fix the Medical Droid - Located in the upper hallway. Repair it (base: 6
      parts). Set to either heal the Milita soldiers, or incapacitate
      them (cost 1 Spike). (320 XP & LSP for healing, 640 XP & DSP for
      incapacitating, XP scales with level)

    Fix the Sentry Droids - At the end of the upper hallway. Do this for either
      side, but then if you are going for the Mercenaries, reprogram the droids
      to get them to switch sides. (base: 1 part to activate, then base: 4,4,5
      for each of its 3 systems, 240 XP each system for 720 XP total, XP scales
      with level) You reprogram the droids all at once using the Console in the 
      room. Slice it (base: 2 spikes) and reprogram it to "defend hostiles",
      if you want them to work for the mercenaries (base: 10 spikes) (320 XP,
      scales with level). The broken droids in this room also have great droid 
      treasures. The droid in the corner also has Akkere's Hydrospanner. 
      Something to take care of later...

    Open/Seal the Storage Room Door Outside - There is a small door facing the
      docks that you can either open (then go inside for some loot), or seal
      the door forever (and losing the loot). (1 Repair part to get 340 XP for
      sealing it, 0 Spikes to get 100 XP for opening it) The treasure is
      worth more than 240 XP, if you're wondering.

    Recruit More Soldiers for the Militia - This is only done if you are
      working for Khoonda. The people you can recruit are: 
      
        - Suulru - right inside Khoonda
        - Dillan - just outside Khoonda
        - Jorran - Salvager Camp, unless you killed him
        - Akkere - just outside Khoonda, he will also join if you buy his 
                   Thorium Charges (1000 credits lost), which are useful on 
                   Dxun. (for more information, see below)

      You get 100 XP for each person recruited.

    Plant More / Recover the Mines - When planting new mines, it doesn't matter
      the quality, or the placement, so long as it's close. Once you have
      enough mines, four, the game tells you that is enough. There are two
      minefields one on each side of Khoonda. You get XP for each mine removed,
      but none for planting them.

    So, to get the most out of this, regardless of what side you pick, do this:

      - Recover the Mines (XP for each mine)
      - Unlock the Door (treasures inside)
      - Fix the Medical Droid, then Incapacitate the patients (DSP, & more XP)
        or if you must, have it Heal them for less XP and a LSP.
      - Repair the Droids, and change their Programming
      - Recruit Dillan, Jorran and Akkere (then show him the hydrospanner and
        kill him to get your 1000 credits back)
      - Reprogram the Turrets for either side.

  Go outside and talk to Akkere about the Hydrospanner. If you have G0-T0, you
  can gain +INF+ with him by trying to turn Akkere in then killing him.
  (100 XP) You get a DSP only if you say "I don't care, I'm turning you in
  anyway." He's one of the "innocents" that you can murder in this game, so you
  will lose -INF- with T3, Bao-Dur, Handmaiden or Disciple if you kill him.
  Also, by killing him, you can get your 1000 credits back. You can also listen
  to his story, and not turn him in (250 XP, LSP) or even give him 500 credits
  to help him out (250 XP, LSP, more than the other option), or blackmail him
  for 500 credits (DSP). Kreia will freak out if you do the Light Path here,
  and you lose -INF- no matter what you say to her. Those who like compassion,
  Bao-Dur, T3, Disciple and Handmaiden will gain +INF+ if you help him out.

    Tip: SAVE HERE! Then, after getting your extra Lightsaber from Vrook,
         if you don't like it (such as getting a Short Lightsaber) you can
         reload. Also if you're on the side of the mercenaries, you must fight
         Vrook, and he's difficult.

  Once that's done, go back to Azkul/Terena and tell them that you are ready
  to proceed. Assuming you did these things, you will only have to fight one
  battle. Dark Siders get to fight a one-on-one battle with Vrook (a tough
  fight if this is your first planet, but not impossible, see below) or a
  general battle with Azkul's forces.

    Tip: You can mine the Khoonda interior if you want. Just inside the first
         room for the battle with Vrook, and in the middle hallway in front of
         the Administrator's room for Azkul.

Light Side, Siding with Khoonda
-------------------------------------------------------------------------------

  You will be fighting the much easier battle against Azkul and his mercenary
  goons. When he talks to you, you can switch sides by saying that "she means
  nothing to me." He walks by you and kills the administrator. Then it works
  like the Dark Sided option (see below). You can even ask why he should let
  you by, to get him to bribe you (DSP) 1000 or 2000 credits. (This is far,
  far fewer than you would have gotten had you sided with him in the first
  place)

  Be warned, you're going to fight alone.

  You can't Force Persuade him, and you can't talk him out of it. This boils
  down to basically a blaster fight. Either Dopak switches sides, for some
  reason, or Vrook returns. (I think that Dopak joins your side if you gave him
  the message from Zharron) Use Energy Resistance/Shields, and work on the
  leader. (1000 XP for starting battle) Get rid of all the Mercs to win.

  The administrator will offer you a 4000 credit reward. Taking it is Neutral,
  asking for more is worth a DSP, and refusing it is worth a 3xLSP. Though,
  saying that you want a statue is worth nothing.

  After the battle, Vrook will answer any of your questions, then teaches you
  his Force Stance (you can learn this on the Dark path as well), then answer
  any questions you want, before leaving. He then gives you a random Lightsaber
  (if you've built one already), then sends you on your way. (750 XP)

  Be sure to double back inside to search Azkul's remains.

Dark Side, Siding with the Mercenaries
-------------------------------------------------------------------------------

  If you're fighting Vrook (the line "you've lived too long" gives you a DSP),
  he is fairly tough for a 15th level character. I wouldn't even take him on
  without having first gotten your Prestige Class, which gives you a free
  level. Anyway, if you fight him, you instantly get an extra Lightsaber (the
  type is random) and 550 XP.

  Fighting Vrook at this point can be done with some minor amounts of strategy.
  First, use Energy Shields, while running away. Use your party members (they
  won't help you) as posts, and make a figure 8 around the place. You can also
  run behind the trees and desk along the wall. When you get any amount of
  distance between yourself and Vrook use an item or power that can help you.
  Ideally if you can get him to stop chasing you (not impossible, you just have
  to get him stuck in a corner then move away faster than he can follow, such
  as when he has to stop for a grenade attack or force power). Of course, if
  you're a straight up Guardian with all STR and CON, this shouldn't be too
  tough. And if you're here after hitting an earlier planet, this shouldn't be
  too tough. Another thing to try: Switch to Contention (Lightsaber Style).
  Then just hit him with Flurries and you're done.

  If you manage to shake him loose, you can set mines, then when he follows you
  again, get him into the minefield for damage.

    Tip: You can save in battles if you need to.

  When you get him halfway, Kreia will bring up a dialogue to teach you his
  fighting style. Charge Vrook again. Once he's dead, you absorb his life
  force (+25 Bonus to Force Points).

  Once that is over, Azkul offers you a reward. You could take it, but you can
  also [Persuade - 19 REQ] him to increase it 50% to 12,000 credits. If you
  have the force power Affect Mind, you get a [Force Persuade] option that
  doesn't work, however, with Dominate Mind, you can use that [Force Persuade]
  option to increase your reward to 12,000 credits. Otherwise you just have to
  take the 8000 credits. (750 XP, Random Lightsaber Part) He goes off and kills
  Terena.


  And that's that for Dantooine.
 
 




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