As time goes on, mankind develops computer technology to the point that machines become sentient; becoming citizens of the ever-expanding Known Universe. But increasingly, Mankind is coming into conflict with machine civilizations and humans are being repressed by them. Thus, we see the rise of Anti-Machine movements, which further exacerbates machine oppression.
Jehanne sought to expose such injustices of the Thinking Machines and thus began the anti-Machine movement that would become an all out war with all Thinking Machines, and their subsequent complete destruction.
In 2800 AG, there occurs a great migration from Terra (which is now once again a functioning planet). Two million followers of one of the old, syncretic religions called Zen-Sunnism spread across the Universe. Zen-Sunnism is a syncretic mix of Zen Buddhism and Sunni Islam, and these millions start settling elsewhere and spread their beliefs in the coming centuries.
This is REALLY important to remember, because it leads to Zen-Sunnis eventually arriving a little planet known as Arrakis in 7193 AG. These Zen-Sunni wanderers establish religious settlements there and learn to survive the harsh desert planet. They must also contend with massive sand worms, hundreds of meters long, who attack any rhythmic motion on the surface. These worms become individually/collectively known as Shai-Hulud, and it is prophesied amongst the Zen-Sunni, now known as Fremen, that a Messiah would arrive from another world and free them from the growing oppression of the Houses of the Landsraad.
They are coming close to producing a being known as the Kwisatz Haderach (K-H), a male Universal Super-Being who has all their powers and more. This god-like super being would also (theoretically) be under their control and thus the Bene Gesserit could come to secretly rule the Universe by proxy.
But Lady Jessica is thoroughly in love with Leto and instead bears him the lone son (Paul) he has always wanted. Love is banned amongst the Bene Gesserit (as it invariably interferes with their plans) and Jessica has defied the Sisterhood doubly by loving and producing a male Atreides! But.. the Bene Gesserit come to discover that a Spacing Guild Navigator (who also has some prescience) has urgently told the Emperor that the Guild wants the now adult Paul murdered, immediately. This confuses the Bene Gesserit, and a high-ranking Reverend Mother is dispatched to Caladan to meet Paul and give him a special test to see if he has at least the potential to become the K-H. Paul has innate abilities that are more advanced than a regular human, but they still cannot be sure if Paul is the K-H or not. As the novel progresses, Paul begins a special training regimen authorized by the Bene Gesserit to prepare Paul for any Harkonnen attacks on Arrakis, though secretly they are also training him in the Bene Gesserit ways as prep for being able to control him if he is the K-H.
While the Legend of Zelda: Tears of the Kingdom may seem to prominently feature the arrival of new Sky Islands, the bigger mystery is what now lurks below the surface of Hyrule itself. This new feature allows Link to explore a truly massive underground world called The Depths, located below the surface by free-falling down several foreboding chasms that have opened up all across the land.
The strange pitch-black world of the Depths is largely left unexplained and unexplored the first time you encounter it, and our guide will help you to understand how The Depths works, how to reach it, and how to survive its dangerous terrain.
As you enter a chasm by jumping into it, free-fall by tapping R to view the darkened land below after you exit the gloom-lined chasm. In many cases, visibility will be extremely low as you first enter, as much of The Depths is completely dark.
The first thing you will likely notice about The Depths is the oppressive darkness that surrounds you. It essentially turns this giant underground region into one big mystery, and one that you have to slowly map out piece by piece.
You may find this guide to be somewhat... schizophrenic in nature. I played both the Light Side and the Dark Side by alternating between saved games, so that the complete guide to both Jedi paths is presented here.
Conventions
Once again, I've eschewed that handy yet game spoiling Table of Contents! OK, so this guide is loaded with outright spoilers anyway, but I try not to ruin all the fun right up front by providing you with a listing of all the important locations you will visit. If you're looking for references to a particular location, person, weapon, etc., then just search for it in your browser.
Directions are given assuming that the top of your screen is north, and the longer direction names are abbreviated, like SW for southwest. In locations where there are more directions than can be indicated in this manner, the numbers on a clock face are used, like: 9 o'clock.
Tips
There is a 25MB patch available here. Read about it first before downloading (but beware there are mild spoilers in the descriptions of problem fixes). I didn't bother downloading it, because the most useful thing it does is allow you to re-map movement from the ASWD keys to the cursor keys. Not worth a 25MB download in my opinion, unless you also have a critical game play issue or two that the patch addresses.
To play the Light Side, you need to take non-confrontational dialogue choices, and act in an altruistic manner. To embrace the Dark Side, just think selfishly and always accept short term gains. It does you no good to fence-sit, because the more Light Side 'points' you have, the less Force Points it costs to use a Light Side Force Power, and the same for Dark Side Powers. So choose a side early on, and stick with it! Even though cross-side Powers are more expensive to use, you may have to take one or two just to be on the safe side. For instance, Heal is very valuable even for a Dark Sider as it cuts down on the number of Medpacs you need to acquire. There are also several Universal Powers that are available to both sides at no advantage or penalty. Note: you only get access to Force Powers once you attain Jedi status, part way through the game.
Speaking of the Dark Side, as your character begins to lean further towards the Dark Side his/her face becomes deeply veined/scarred. You'd think your companions would sort of notice this drastic change in countenance but... I guess they're just stupid :-)
The interface for upgrading weapons and armour is a little confusing, so worth a paragraph. There are workbenches scattered throughout the game world for this purpose. When you access a workbench, the categories of equipment that are upgradeable will be highlighted. Select one of the categories, and then select an item you wish to upgrade. Slots corresponding to upgrade items available in your inventory will appear highlighted with a green background, but there will be a black hole in the shape of the item. Just click on one of these highlighted holes, and the appropriate upgrade item from your inventory will pop into the hole. Then you can assemble the upgrade. Important: as the game progresses, you will find more powerful items. You can then remove the upgrades from items you are no longer using, and apply them to the new items.
You have to talk to the various NPCs in your party several times to get all the information you can from them. You will usually be prompted by them when they are ready to impart the next part of their life history. Although these prompts show up in your journal as quests, I haven't bothered to document any of them because you do not receive any XP for completing these 'quests'; rather, they serve to advance the story.
In most of my guides to date, I have supplied an extensive catalogue at the bottom of the guide that provides details of the more important specimens of weapons and armour that you can acquire. I started to compile such a catalogue for this game, but soon ran into difficulties. There are literally hundreds of variants on melee weapons, blasters, and armour in this game! So I had to give up. Anyway, there are a lot of 'big ticket' items costing in the region of 7500 credits or more that are only marginally better than the items which you can retrieve from fallen foes, so be careful about forking out credits for these items. Most of them are not worth the money.
The Endar Spire
You awake on a large ship called the Endar Spire that is under attack by the Sith. This first part of the game serves as a tutorial, so listen to what the soldier Trask is saying very carefully. First thing you need to do is turn around and access the footlocker there. Equip: Clothing, a weapon of your choice, and the Stealth Field Generator. Then use Trask to open the door, and make your way towards the bridge, eliminating all Sith in your path. Be sure to take all items from any lockers and bodies you encounter. Of note: a Vibration Cell upgrade on the body of a fallen Jedi, and a footlocker that contains a Long Sword and Combat Suit.
Once you are through the bridge, Trask spots a Dark Jedi and leaves your party to hold him off while you make your escape. Head through the door marked Starboard Section, and Carth Onasi is now communicating with you to help you get to the escape pods. Raid the footlocker in the room with the damaged combat droid, and use just 4 Parts on the droid to engage it in patrol mode (don't bother to repair its shields. Note: this option might not even require 4 Parts if you have some Repair skill). After the droid takes out the soldiers in the next room, you'll find a body with an Ion Blaster and a Prototype Vibroblade on it. The Prototype Vibroblade is a great melee weapon for early on in the game, as it's upgradeable.