Star Wars Knights of the Old Republic II: The Sith Lords Walkthrough
Fans of the original KOTOR certainly have their hands full with the sequel, which packs in an even longer campaign that will again, test their affinity for the light or dark side of the Force. This walkthrough includes a full campaign walkthrough, as well as chapters detailing all of the game's colorful characters and Force-related powers.
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Design by James Cheung
Barely a year after the original Knights of the Old Republic came out for the Xbox, we have its sequel, Knights of the Old Republic 2: The Sith Lords. As the subtitle implies, all isnt exactly well in the Old Republic, as the Jedi have gone to ground in the hopes of luring out the Sith that have struck against them with impunity. Its a dark time, as the unsteady Republic attempts to hold itself together in the wake of a civil war and domestic unrest. Into this shaky situation steps you, a former Jedi who has given up all attachment to the Force.
The primary new features of KOTOR2 include:
- The ability to reach level 30.
- New Prestige classes for high-level play.
- An increased ability to influence your teammates and their relation to the Force.
- New Jedi Powers and Feats.
In addition to all this, though, youll be treated to an engrossing (and long) story that can easily be played through many times. In fact, its basically impossible to see everything there is to see in one play-through; certain characters will refuse to join your party unless you act a certain way or are of a certain sex, meaning that youll need to play through at least twice just in order to obtain all of the various party members (12 in all).
In GameSpots unofficial guide to KOTOR2, were going to bring you an exhaustive look at the game, including details on character creation, tips on how to play with all of your teammates, a look at the mini-games, and, of course, a complete walkthrough.
Table of ContentsCharacter Generation
Return to Dxun
Pursuing Your Destiny
Before you begin your adventure, you will need to create the character that will become your alter ego in the world of Knights of the Old Republic 2. Those of you who are familiar with previous BioWare RPGs, such as Neverwinter Nights, will feel right at home with the character creation process, since it strongly resembles the D&D character creation that we all know and love.
Quick Character vs. Custom Character
If you wish to simply jump into the game with a minimum amount of hassle, youll want to create a Quick Character. This option lets the game decide your characters attributes and results in a well-balanced, if somewhat generic character. Youll still be allowed to select your characters sex, class, in-game portrait, and name.
If youre used to pre-made characters, such as are found in most console RPGs, by all means select a Quick Character and jump directly into the game; theyre not handicapped at all when compared to a Custom Character. On the other hand, selecting the Custom Character option will give you access to a much broader array of customizations and allow you to select your player characters (or PC for short) attributes, skills, and Feats, in addition to the cosmetic choices required of Quick Characters.
If you played through KOTOR1, then youll be pleased to know that in KOTOR2, your character will start the game as a Jedi; no need to level up as a Scoundrel, Scout, or Soldier before you finally unlock your Force Powers. (Your party members will still level up as members of these classes, unless they are or become Jedi.) At the beginning of the game, then, youll be asked to choose between one of three classes.
The Jedi Guardians are those Jedi who arent afraid to take out their lightsaber when the situation demands it. They shouldnt be thought of as warriors, since "wars not make one great," after all. Indeed, the life of a Jedi Guardian should be dedicated to peace, the minimization of bloodshed, and serene meditation on the meaning of the Jedi Code.
Kidding, of course. Guardians are meant to kill, kill, kill; thats what theyre good for, and thats what youll be able to do with relative ease if you choose to upgrade your character to this class. Guardians are not as strong in the Force as the other Jedi classes, but are much more powerful when it comes to wielding a lightsaber, and are more physically resilient as well. A Guardian is roughly analogous to a Soldier.
The Jedi Guardians class-specific Feat is Force Jump, which is a combat-oriented Feat that allows a Jedi to cover massive amounts of ground and deliver a powerful blow when combat begins. The Jedi Guardian is also the only class that is allowed to obtain Lightsaber Specialization, which gives each lightsaber attack +2 damage.
Vitality: +10 per Level
Force Points: +4 per level
Feat Progression: Levels 1, 3, 6, 7, 9, 12, 13, 15, 18
Skill points progression: (2 + Intelligence Modifier) / 2
The Sentinel class is supposedly a balanced, diplomatic class, involved in settling conflicts between parties and arbitrating grievances through negotiations. Given the nature of KOTOR, though, most of a Jedi Sentinels negotiations will be of the aggressive variety, but not to worry; Sentinels are quite adept at handling themselves in combat.
The Jedi Sentinels unique Feat is probably the most useful of the three: as a Sentinel increases in level, he or she will become increasingly resistant to Mind-Affecting attacks, such as attacks that cause fear, or stun your character. Without spoiling the game overmuch, this turns out to be much less useful in KOTOR2 than it was in KOTOR1, but can still come in handy in certain spots.
In all, Sentinals are a great, balanced choice for players that want to engage in melee combat while still retaining enough Force Powers to use them when appropriate.
Vitality: +8 per Level
Force Points: +6 per level
Feat Progression: Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19
Skill points progression: (4 + Intelligence Modifier) / 2
Jedi Consulars seem to fit into the mold of the "crazy old wizard," since they are much more adept at channeling the Force than are the other two classes. They dont gain any special Force Powers when compared to the other two classes, but do gain Force Powers at a slightly more rapid pace than do Guardians and Sentinels, and will have a deeper pool of Force Points to draw upon when they need to unleash their Powers in combat. They spend less time training for physical combat, however, and so are not going to be as appropriate as front-line combat troops. A good example of a Jedi Consular, albeit a dark side example, is the cronish Emperor Palpatine from Return of the Jedi.
The Consulars unique Jedi Feat is Force Focus, which lends a bonus to the DC of their Force Power attacks. Since this is a passive Feat, it is always active, and will help your characters stun or incapacitate their opponents.
In addition to the normal Force Power thats gained at every level-up, Consulars also gain an additional Force Power at levels 5, 9, 13, and 17.
Vitality: +6 per Level
Force Points: +8 per level
Feat Progression: Levels 1, 3, 6, 9, 12, 15, 18, 21
First level Skill points: (4 + Intelligence Modifier) * 4
Skill points progression: (2 + Intelligence Modifier) / 2
KOTOR2 adds a new twist to the choice of classes. After your character hits level 15, youll be able to speak to Kreia to choose a new Prestige Class. These offer new abilities that arent available to the normal Jedi classes, and will let you continue along the gameplay path that youve chosen, or shift play styles. A character thats been a Consular may suddenly decide to become a Weapons Master, for instance; its up to you. Each Prestige Class will have its own unique Feats.
Jedi Weapon Master
Jedi who choose to perfect the use of weaponry will become Weapon Masters. Weapon Masters gain the Inner Strength and Increase Melee Damage feats, which both help them to decrease the amount of damage that they take and to increase the amount of damage that they dish out.
If you want to take a balanced approach to the game, and participate in both lightsaber and Force-based combat, than the Watchman class will likely be right up your alley. Unfortunately, the unique feats to this class are kind of useless; you get to use Force Camouflage, which will let you enter Stealth Mode without having a stealth field generator on, and Sneak Attack, which is essentially the same thing as the Scoundrel talent of the same name. The latter feat can be handy when combined with Force Powers like Stasis Field.
If youre strong with the force, then Consulars will want to shift over and become Jedi Masters. Masters gain Enlightenment, which will help you convince other party members to shift towards the Light Side themselves, as well as Inspire Followers, which will enable you to temporarily buff your teammates attack and damage rolls.
Some Sith just like to bust out their lightsabers and kill a whole mess of people; the Marauder class is ideally suited for this form of gameplay. With it, youll gain Fury, which will let your character enter a vicious rage thatll improve your health and combat abilities at the cost of a Defense penalty, and Increase Combat Damage, which will let you dish out even more hurt on enemies.
As with Jedi Watchmen, Sith Assassins are able to use Stealth without having to use a Stealth Field Generator. They also obtain the Sneak Attack feat, which lets them deal extra damage to enemies that arent aware of an incoming attack or are unable to defend against it.
The most devestating Force-using Sith are known only as Sith Lords, including Crush Opposition, which will enable you to strike fear into the hearts of anyone that opposes you, as well as Corruption, which will enable you to more easily sway the Force alignments of your teammates.
Attributes govern your characters innate physical and mental resources. The bonuses and penalties associated with high or low attributes will affect your characters combat acuity, skill usage, and the efficacy of your Force Powers. If you choose to create a Quick Character, your Attributes will be distributed automatically, but if you wish to create a Custom Character, youll be able to choose all of your vital statistics individually using a pay-for-points system.
An unmodified character is initially a tabula rasa, and is, in fact, slightly below average in each attribute. In order to increase your attributes, youll have to buy each additional point using a pool of 30 purchase points. The initial increases to a skill are on a one-for-one basis, but as you progress towards the upper limit of your initial attributes (during character creation, no attribute can be raised above 18), each additional point begins to cost more; purchasing a stat of 15 or 16 will each cost your character 2 purchase points, while the elite stats of 17 and 18 will each cost 3 purchase points.
Luckily, you arent going to be shackled by your initial attribute allotment for the rest of the game: your character will gain one extra point to allocate to any attribute every time you gain a level thats a multiple of four. So, upon reaching level four, you gain an attribute point, and again at level eight, level 12, and so on. These points are simple additions to an attribute; you can raise a score of 18 to 19 just as easily as you can go from 10 to 11.
All of your attributes possess the same bonuses and penalties associated with high or low scores, as shown on the following table.
|8 - 9||- 1|
|10 - 11||0|
|11 - 12||+ 1|
|13 - 14||+ 2|
|15 - 16||+ 3|
|17 - 18||+ 4|
|19 - 20||+ 5|
|21 - 22||+ 6|
|23 - 24||+ 7|
|25 - 26||+ 8|
In addition to the extra attribute points you get at your level-ups, you will also occasionally come across items that will add to one or more of your attributes. Some of these, such as stimulants, are merely temporary boosts, but many items can be equipped to lend a constant bonus to a statistic as long as they are worn. You should be sure to distribute these items where needed among your NPC friends; a Soldier probably wont have much use for something that gives a bonus to Intelligence, but a Scoundrel party member would most certainly benefit from it.
If youre planning on putting your lightsabers to heavy use in KOTOR, then youll want to boost your Strength score to a decent rank when you create your character. (Maybe; see the Dexterity section below for a more detailed look at the way Strength works with lightsabers and Jedi characters.) The modifier that you gain from Strength is applied to the attack roll and damage of a melee weapon, meaning that a character with high Strength will find it both easier to hit an opponent and easier to inflict large amounts of damage. If you plan to focus on ranged weaponry, however, you shouldnt need many points in Strength; there are no Strength requirements for any items in KOTOR, and since your inventory is unlimited in size, you dont need to have a high Strength to carry loot around.
Dexterity in KOTOR was pretty much a required stat for most characters due to the way it (perhaps as a bug) added its modifier to your attack roles with lightsabers automatically, which shouldve happened only with your Strength modifier. In KOTOR2, though, it apparently doesnt automatically do this, although you can still take the Finesse: Lightsaber Feat to mimic this effect, which will again make Dexterity one of the most desirable stats for most Jedi characters.
A high Dexterity modifier also affects your attack rolls with ranged weapons, and is also applied to your Defense, making you more agile in battle and thus less likely to be shot or hit with an enemy weapon. Your Dexterity modifier may be reduced or even eliminated if you wear heavier suits of armor that restrict your ability to dodge, so you should be sure to check your Defense before and after you put on new threads to ensure that they actually benefit you. (In KOTOR1, the armor restriction only affected your Defense; in KOTOR2, it now properly applies to all of your Dexterity modifiers, including those for ranged attacks, making it even more important to not wear armor that will restrict you overmuch.) The Dexterity modifier is also applied as a bonus to your Reflex saving throws, allowing you to more easily escape serious injury from situations that call for quick moves, such as a nearby explosion.
The balancing of Dexterity and Strength will be critical for lightsaber-intensive characters. In most cases, the attack roll of a melee weapon is determined in part by the Strength modifier, but with lightsabers and the Finesse: Lightsabers Feat, the game will use the higher of the Strength and Dexterity modifiers to add to the attack roll, so that if your character has a Dexterity of 16, and a Strength of 15, then the attack roll modifier for a lightsaber would be the +3 from the Dexterity. The Strength modifier would still be applied to the damage rolled, however.
Where this becomes important is in the consideration that many of the Jedi Force Powers require your character to not be wearing armor. While the many varieties of Jedi Robes offer some light protection, and some Force Powers themselves will boost your Defense, your character will still generally lag behind your more heavily-armored party members in terms of Defense. Luckily, KOTOR2 eases this penalty a bit by including some forms of light armor that dont restrict the use of Force Powers, giving your character a few extra points of Defense without restricting their abilities, but youll still be low Defense when compared to characters like Atton and Mandalore.
You can probably see where were going with this: if your Jedi character has a high Strength, but low Dexterity, he or she will deal quite a bit of damage, but will either have to wear armor to survive combat, and forgo the use of the many useful Powers that are armor-restricted, or wade into combat with a low Defense. If you possess a high Dexterity, but a low Strength stat, then youll be able to go a bit longer in combat without having to resort to the Cure Power or medpacs, but will deal less damage on the whole than a character with high Strength.
Want a hint? Go with Dexterity. You may not be a melee powerhouse in the earliest portions of the game, but youll be able to use any ranged weapon with ease, even without a Focus Feat, and youll have the advantage of a very high Defense when wearing light armor. You can still pump your Strength score at character creation, perhaps by under-boosting Constitution and making the difference in Vitality back later on with the Toughness Feat. If you want very specific advice, a 16/16 or 14/16 split (or even a 12/16 split) between Strength and Dexterity at character creation will make the game quite survivable for most characters, and when you become a Jedi, youll be able to cast off your armor for the Jedi Robes without any qualms, especially if you devote the first two attribute additions to Dexterity.
Also note that if you plan to become a Jedi Guardian, youll be able to use the Lightsaber Specialization Feat. Since this gives all of your lightsaber attacks +2 damage, it essentially takes the place of four points of Strength for lightsaber specialists. (And really, how many Guardians are going to be using long swords?)
The hale and hearty Guardians of the Republic benefit most from a healthy Constitution, seeing as how it simply increases the amount of Vitality you gain after each level-up. More Vitality is obviously important to characters that see a fair amount of battle, but keep in mind that the benefits of a high Constitution can be emulated by the Toughness Feats. Rather than expending valuable attribute selection points to gain an extra hit point per level, you may wish to reserve those points for an attribute that more directly affects your character, and simply allot one of your Feat slots to Toughness or its upgraded brethren. This especially holds true for Guardian characters, who will gain more Feats than either of the other two classes. A high Constitution also affects your Fortitude saving throw, allowing you to more easily fight off the effects of poison and other harmful physical ailments, or avoid them altogether.
One noticeable difference between KOTOR1 and KOTOR2 are the way the new game handles implants. In the previous game, you had to acquire a feat in order to use implant items; in KOTOR2, though, the implants your character can use is entirely dependent on his or her constitution score. If you have a constitution of less than 12, then you wont find any implants that will actually be useable by your character.
Some people just dont feel like getting singed by blaster fire every time they step out for a cup of java juice at the cantina. Fortunately, a high Intelligence score can make combat skills almost irrelevant, since your Intelligence modifier both increases the number of points you can spend on skills, and applies itself to those skills that are most useful for evading battle: Repair, Computer Use, and Demolitions.
Wisdom is usually associated with sagacious Jedi Masters, such as Yoda. (Speaking of Yoda of Dagobah moreso than the Clone War-era Yoda, of course.) As such, your Wisdom score will be important if you intend to rely on the power of the Force more than the speed of your lightsaber. Your modifier here will increase your Force Power reservoir and make it easier for you to resist enemy Force Powers. In addition, high Wisdom will make your Force Powers more difficult for your enemies to defend against. Your Wisdom modifier, in addition to adding Force Points, is also used to modify your Will saving throw, which improves your chances of resisting an enemys Force Powers.
Jedi radiate a sense of internal power that can greatly affect those around them. For that reason, a high Charisma will become fairly important after your character becomes a Jedi, when the modifier for the skill starts to apply to certain Jedi-specific Feats and Force Powers. Even before you feel the calling of the Force, a charismatic individual will have much greater success in Persuading others to see his or her side of an argument.
Charisma and Wisdom arent exactly created equal, though, especially for characters that intend to use Force Powers as their prime means of affecting the game world and their enemies. If youre planning on playing a Jedi Consular who can wield Force Powers with ease, youll definitely want to increase your Wisdom stat at the expense of Charisma. Even though both of them add their modifier to the DC of a Force Power attack, a high Wisdom score also increases the amount of Force Points your character possesses, as well as your Will saving throw.
Your characters proficiency in KOTORs skills will to a large extent determine the path you take through the game. Most Guardian characters will use skills only rarely, since most skills are related to non-combat activities, so Guardians will generally have to rely on the talents of NPC teammates to make their way past obstacles. Theres never a guarantee that youll have an NPC along with the right skill when you need it, though, so the choices you make with your PCs skills will still have a great impact on your experience as you play KOTOR. Sentinals, and especially Consulars, will need to hone multiple skills to make up for their lack of raw combat ability.
The number of skills characters get to choose depends on their class, as well as their Intelligence modifier. Consulars (along with Scoundrels, for non-Jedi characters) are the most skillful of the KOTOR classes, with Sentinals coming close behind, while Guardians, rarely the smartest people in the galaxy, lag far behind. Youll be able to select a few skills when you create your character, and youll get to further enhance your knowledge at each level-up.
Skills, like most everything else in the game, are based upon simulated rolls of a 20-sided die, so even a high level of proficiency in a skill wont always protect you from failure. Most skill-related tasks in the game are assigned a Difficulty Check (DC) of a number usually between 10 and 30, with higher numbers representing the more challenging scenarios. When you make a skill check, you take your rank in that skill, add or subtract the appropriate modifier for the governing Attribute to find your modified skill rank, and then, depending on the circumstances, the game either adds a random number between one and 20 to that rank or simply adds 20 to determine whether or not you succeeded at your task.
The difference between the dice roll and the simple addition of 20 is known as the "take 20" rule: if your character has a theoretically unlimited amount of time to pick a lock, for instance, then their chance of success are going to be much better than that of a character whos attempting to pick the same lock while dodging blaster fire. For the purposes of the game, Demolitions and Security are the only two skills that are consistently subject to the "take 20" rule, so if you wish to disable a mine, or pick a lock, youll want to make sure you make your attempt outside of combat.
If the final number that the game generates is equal to or above the DC of the task, then youve accomplished your mission; if its below, then you failed in some way. Some tasks will allow you to try them multiple times; many, most notably those relying on the Persuasion skill, are one-time-only opportunities.
Its important to consider, when making a character, that not all classes are equally adept at all the skills. A Guardian is not going to be as useful as a Consular when youre confronted with a locked door, and by the same token, you probably wouldnt want a Consular looking you over when you need to have a combat wound treated. These congenital deficiencies are represented in-game by the notion of "cross-class skills." Each class has certain skills that they excel at; these are listed in the Class profiles section. These skills are purchased with skill points at a one-to-one ratio. Unfortunately, the cross-class skills, i.e. those that your character just wasnt trained in, are difficult to learn, and are thus much less efficient to improve, requiring two skill purchase points for each single-point upgrade to the actual skill. (There are new feats that will let you convert cross-class skills into class skills, though, and these can occasionally come in handy.)
Lastly, there is a limit to how high you can raise your rank in a skill. For class skills, this limit is your experience level plus three, resulting in a maximum limit of rank four when you begin the game. For cross-class skills, the limit is half of the limit for your class skills, rounded down, so that, at experience level 4, your upper limit for a cross-class skill would be rank three (experience level four + three equals seven, divided by two is three and a half, which is rounded down).
Class skill: Sentinal
Luckily, apparently KOTOR comes before the time in the Star Wars universe when a Scomp Link interface like the one R2-D2 possesses was necessary to hack into computer systems. As such, your human character will be able to droidishly override the default programming of computers you encounter along your adventure, provided you have the skill necessary to use the computer "spikes" which act as disposable hacking tools. Each task that can be accomplished with a given computer requires a certain number of spikes, but the Computer Use skill reduces the number of spikes necessary for a job by one for every four points of proficiency you possess in the skill. Unfortunately, this makes Computer Use a rather point-hungry skill to upgrade, since you wont necessarily see any benefit from adding less than four skill points, so this is a skill you may want to consider going all-in on, and pumping as high as possible, or simply avoiding it and hoping you have a l33t NPC teammate along when you really need one.
In KOTOR2, Computer Use is made more handy than in the first game, but its still probably not something you need to worry about for your main character, unless its a class skill and youve got plenty of points to allot. When you get Bao-Dur in your party, hell be able to easily handle any Computer-related problems. Computer use does come up a lot more often in conversations, especially with droids, but will rarely be mission-critical for your character to have.
Class skill: Guardian
Every so often, youll encounter traps in KOTOR. Sometimes you wont see them coming, in which case a high Demolitions rank wont be very helpful, but if you do manage to spot a mine in your path (using the Awareness skill), youll need to have some measure of Demolitions proficiency in order to disarm it. You can set a mine that you have bought or found by making a check against the DC of the mine, which is either DC 15, DC 20, or DC 25, with the higher difficulties being, of course, the most powerful mines (which are usually used to guard the most valuable locations and items). When you wish to disarm a mine, you add five points to the DC of the task; if you want to both disarm the mine and recover it so that you can use it later, youll need to add 10 to the DC. Luckily, mine disabling falls under the "take 20" rule: if you have a theoretically unlimited amount of time to perform an action, youll be able to assume that your roll on the DC check is always a 20, the best possible result. This means that, when you attempt to disarm or recover a mine when your party is not in combat, youll stand a pretty good chance at doing it. Unfortunately, the high DC of the more difficult mines still makes Demolitions another skill thats unwieldy for dabblers; if you dont have a high enough Intelligence modifier to give you a reasonable chance of succeeding on a DC of 25 or more, you may wish to leave the bomb squad heroics to your teammates. They wont mind a bit.
Thanks to the fact that youll sometimes be taking control of party members individually, you may actually find yourself occasionally using the Demolitions skill to take down tough enemies, as opposed to the first KOTOR, when it only came in useful at the very end of the game. Luckily, you can now lay mines during combat, so that a weak character can start dropping mines, backing up, and wait for their opponents to trip them as they run over them. Repeating this method a few times can be a great way to perservere in some of the games tougher solo battles. As with KOTOR, this can be quite a help for physically weak characters before the final battle.
You dont find quite enough mines to make this a consistently viable approach to combat, though, and while your teammates cannot accidentally trigger your own mines, they do seem to take a peculiar kind of glee in running towards your opponents and attacking them before the enemies walk over your mine field. In order to properly use mines, then, youll need to: be able to spot your enemies from a distance away (or have died and reloaded, and thus know where they are or which door theyre behind); go into solo mode and plant the mines with your other party members far enough away so that they dont spot the enemy and go hostile; get one of the enemies to spot you; then run back across the mines and wait for your foes to blow themselves up. In short, its often a little more work than its worth, but it when it does work, it can sometimes single-handedly win a difficult battle for you.
In KOTOR2, Demolitions will also come in handy when you come across a damaged container or door. These cant be opened by bashing or Security; instead, they can only be blown open by using a mine on them. Truthfully, though, after you escape the first mining station, youll almost never come across a damaged container or door ever again, meaning that you shouldnt increase your Demolitions skill just to have this ability.
You cannot use the Demolitions skill unless youve achieved a skill rank of at least one. Skill increases from equipment doesnt count, either; youll need to actually give yourself a point at a level-up to use it.
Class skill: Sentinal
Completely and totally useless. Sorry! You can, and most likely will, easily get through the game without ever using this ability, even despite the fact that you can lay mines while running around all invisible-like; mines arent all that great on their own, and forcing your character to boost another nearly useless skill in order to lay traps for enemies that youll usually be easily defeating anyway isnt exactly a good career path. There are two spots on Nar Shaddaa where you can use Stealth to access a quest pointer, but Kreia can easily use her stealth ability to achieve these without ever increasing her skill allotment to this ability. You may want to have one character boost their Stealth stat for use with the workbench, but beyond that, youll never really need it.
Class skill: Consular, Sentinal, Guardian
Awareness allows all of the classes in the game a chance to spot mines that are in your path, or expose an enemy that has entered Stealth mode. Spotting mines is fairly handy, since you can recover and sell them for extra cash, but seeing Stealth characters wont be a consideration for your party, since the only enemies that you encounter that are capable of Stealth are apparently immune to Awareness.
In KOTOR2, one of the new features of Awareness is its ability to open up new conversation options, allowing you to pick up on subtle clues in a characters speech and drive towards the topics that theyre avoiding. This is never required, but can come in handy nonetheless; still, though, this isnt going to be the highest priority skill for any character.
Class skill: Consular, Sentinal, Guardian
Having a good blaster at your side wont always get you where you need to go; in fact, since youre unable to indiscriminately cut down the foolish peons who block your way, you may sometimes find that a silver tongue will gain you access to hidden areas and optional quests more reliably than brute force. Persuasion is a dialogue-based skill, and isnt useful in every situation, but the ability to win people over with sheer charm will often open up new options and better quest endings for a persuasive character, or allow you to avoid combat with a tentative or gullible opponent. Luckily, this is a much easier skill to level up than in the first KOTOR, where it was a class skill for only one class; in KOTOR2, all Jedi characters will find it a class skill.
Keep in mind that only your main character can use Persuade, since theyre the one youre going to be using in conversation. Also note that you can sometimes mimic the effects of Persuade with the Jedi Power Affect Mind, but that Persuade will generally allow for more subtlety and will appear as an option more often.
Class skill: Consular
In the first KOTOR, Repair was mostly useful for reactivating droids that you stumbled across and forcing them to attack your enemies, whom in most cases you could easily destroy yourself anyway. In KOTOR2, its more useful as a skill check when trying to interface with damaged equipment, as youll rarely find any disabled droids in this game. In the cases where you can use the Repair skill to fix something, though, it works similarly to the Computer Use skill in that the difficulty of successfully Repairing a damaged machine or droid is not based on the use of a DC check. Rather, the Repair skill merely reduces the number of parts required to repair a broken droid, allowing you to save one part for every four ranks you possess.
Repair also governs the amount of Vitality that your droid NPCs gain when they use Repair Kits on themselves to recover from damage, and will also get you more components from items when breaking them down at a workbench. Its thus a good idea to maximize this skill for all of your droid characters, and to keep it topped off for Bao-Dur as well, if you dont make him into a Jedi.
Class skill: Sentinal
Security is the euphemism for "lockpicking" in KOTOR; characters with at least one point in Security can attempt to disable the many locks that youll encounter throughout the game, with higher skill required for more difficult locks. This skill doesnt necessarily require equipment, although you will encounter lockpicks (excuse me, "security tunnelers") throughout the game, which can add a positive modifier to a lockpicking attempt. All of these Spikes are one-use-only, unfortunately, and are removed from your inventory after you add their modifier to an attempt to breach Security (whether the attempt was successful or not).
Of the three tech-oriented skills, Security will generally be the most desirable. Again, the game has been carefully crafted to ensure that you never have to have a character with a high Security rank in your party, through the use of keys and passcards and such, but most areas will have numerous locked stashes of items that you will miss out on without at least one character with sufficient Security to open them. On the other hand, you will be able to make do without Security if the locked item is susceptible to Bashing; to see if this is possible, use the d-pad to cycle up or down from the "Open" command on your action menu. If the attack icon appears when you have a locked item in your reticule, you can simply hack it open instead of picking the lock. Unlike in KOTOR, though, bashing containers in KOTOR2 will often break items inside, leaving you with piles of junk where you mightve obtained something terrifically useful had you the acumen required to open the chest. For this reason alone, its usually worthwhile to have someone in your party with a good Security skill; Bao-Dur usually makes a good choice.
Class skill: Consular, Sentinal, Guardian
The best armor in the galaxy wont prevent your character from taking damage every once in a while. You have a finite amount of Vitality, and this precious commodity does not recover by itself over time; youll either need to find a doctor to repair your wounds, or consume a medpac to gain back your health. The Treat Injury skill simply adds itself to the amount of Vitality you would normally gain from a medpac; this amount can be further increased by using advanced medpacs or life support packs.
Players who intend to become Light Jedis would do well to keep in mind that the Cure and Heal Force Powers essentially replicate the effects of medpacs, and have the bonus of being reusable, since your Force gauge will gradually replenish itself over time. If you plan to focus on using Force Powers, you may want to tough out the early sections of the game without over-investing in Treat Injury if the skill will become less useful when you gain the ability to Heal yourself with the Force. On the other hand, Soldiers and those who wish to become Dark Jedi will probably want to pump their Treat Injury skill quite a bit, since it will heal them more than their Force Powers will usually be able to.
Encompassing a broad variety of specific abilities, Feats are used to further specialize a character, largely through customizing the way you conduct yourself during combat. While not all Feats are combat-oriented, the majority are, and your choices here will determine what weapons and armor your character can use, as well as any special attacks they can use during battle.
Feats can be upgraded; once you possess both a basic Feat and whatever prerequisites are required, and obtain a Feat purchase point at a level-up, you may advance that Feat to the next level, which allows you to obtain more bonuses to the special ability that the Feat affords you. Some Feats, such as Armor and Weapon Proficiencies, are cumulative, but most are not, so that achieving the second level in a Feat replaces the bonuses that the first level gave you, rather than having them add together.
Passive Combat Feats
For the money, Feats that are passive in combat are usually more desirable than those that require activation. Although you can always pause at any time you wish, combat can still become a bit hairy and complex with multiple combatants. Since passive Feats are always active, working behind the scenes to make your characters better warriors, they ease the burden of micromanagement somewhat.
If youre the type of person who likes to micromanage your PC and let your other party members do as they wish, then you might want to ensure that your NPC party members are selecting passive Feats when they level up, rather than letting the game decide to give them active Feats. NPCs will use Feats as part of their default AI, but not necessarily. Its usually a good idea to load up on the passive Feats that match your characters preferred weapon or weapons, and save the active Feats for later in the game.
Weapon Proficiencies (Blaster Rifle, Blaster Pistol, Heavy Weapons, Melee Weapons)
Since combat is such a core aspect of the KOTOR gameplay, every character will want to pick a weapon type (if not two) and advance its proficiency to its second rank. Even if a simple +1 to hit doesnt sound impressive, you have to consider that, over the course of the game, your characters will engage in thousands of rounds of combat, so even a five percent larger chance to connect with a weapon will add up to a large savings in combat time, not to mention medpacs, since some enemies will undoubtedly die before they can deal damage to you due to your improved accuracy.
The third ranks of weapon proficiencies, called weapon specializations, are a unique case, since they are only available to characters of the Soldier class. When a character specializes in a weapon, he or she adds two damage to the total damage dealt on the blow.
For those of you planning to use the ol laser sword later on, after you find the parts required to make one, keep in mind that the bonuses gained from advanced ranks of Melee Proficiency do not apply to lightsabers; that weapon has its own proficiency that youll need to advance in. You can actually begin investing in Lightsaber Focus or Specialization before you obtain one, and have those set aside until the happy day arrives.
|Proficiency||Level 1||Allows use of weapon type with no penalties|
|Weapon Focus||Level 4||Attacks with weapon type gain +1 attack|
|Weapon Specialization||Level 8||Successful hits with weapon type gain +2 damage|
A piece of body armor cannot be used by a character unless they have a Proficiency for armor of that weight class. Pretty simple, really. All Jedi Classes start with only the Light armor proficiency, but keep in mind that heavier armor generally reduces or negates the Dexterity bonus to Defense, so if you have a high Dexterity stat, you may as well find a great piece of Light armor and use that. Also note that many Force Powers are not useable while you are wearing armor. Since Feats are somewhat precious commodities as it is, its probably for the best that you use the default proficiencies that your character starts with, rather than buying a proficiency for higher-level armor that might not be useful later in the game.
Note also that many pieces of head armor will require certain armor proficiencies to use, thus greatly restricting the kinds of equipment that characters without any armor proficiencies (such as Kreia and Visas) can use.
|Light||Level 1||Allows use of Light armor|
|Medium||Level 1||Allows use of Medium armor|
|Heavy||Level 1||Allows use of Heavy armor|
You might as well just call this "Dual lightsabers," because thats probably all anyone will want to use it for. Two-Weapon Fighting gives you the opportunity to wield a weapon in each of your hands with a reduction to the normal penalty. Although you can use this Feat in conjunction with dual Blaster Pistols, its most beneficial, or perhaps just cooler, to use it with dual melee weapons, of which, of course, the lightsaber is the most famous example. Unfortunately, the attack penalties are still absolutely horrendous at the first level, so unless you want your enemies to think that you got weapons training from Greedo, youll probably want to stick with a single weapon until you reach the second rank of this Feat. Note that the use of a "balanced" weapon in your off-hand slot can reduce the attack penalty of your main-hand weapon, so be on the lookout for balanced swords and pistols during your travels. Lightsabers are not balanced; youll need to use a Short lightsaber in the off-hand if you want to reduce your main-hand penalty.
Note that dual-bladed weapons also require the Two-Weapon Fighting Feat to use properly. With the new upgrading system in Knights of the Old Republic 2, it can sometimes be more beneficial to invest a single dual-bladed lightsaber with all of your best crystals, rather than dilute your resources by giving all of your dual-wielding Jedi two sabers apiece.
Also note that Kreia cannot take the Two-Weapon Fighting feat.
|First Rank||Level 1||Attack penalties: -6 (main hand) / -6 (off-hand)|
|Improved Rank||Level 4||Attack penalties: -4 (main hand) / -4 (off-hand)|
|Master Rank||Level 8||Attack penalties: -2 (main hand) / -2 (off-hand)|
Conditioning adds a bonus to every saving throw your character makes. Saving throws are used to reduce or negate damage from certain sources, such as explosives and harmful Force Powers. A single +1 to saving throws is unlikely to have an immediate impact on your chances of survival, but it will average out to a greater likelihood that a character will live through a powerful attack somewhere along the line.
|First Rank||Level 1||+1 to all saving throws|
|Improved Rank||Level 4||+2 to all saving throws|
|Master Rank||Level 8||+3 to all saving throws|
Toughness Toughness has two separate effects, depending on the rank that you advance it to. The first rank and the third rank each cumulatively add one to your Vitality total for each level of your character; if you achieved the first rank of this Feat upon reaching level 12, for instance, your character would instantly gain 12 Vitality, and would gain an extra health point at each level-up thereafter. The third rank doubles the point bonus, meaning that if you achieved the third rank of this Feat at level 12, youd still possess the 12 extra Vitality from the first rank, but also instantaneously gain another 12 points. Every time you leveled-up from then, youd gain two points of Vitality.
The second rank differs from the first and third in that it reduces the damage you take when hit with an exceptionally powerful blow. When you take over 20 points of damage, all the damage from the 21st point and above will be reduce by 10%. Thus, if you took a single massive blow for 100 points of damage, you would take the first 20 damage as normal, then would get a 10% reduction on the remaining 80 points, which would convert it to 72, for a total of 92 points. Not tremendously impressive, especially since you wont be taking these kinds of massive blows very often, but it does come in handy at times, and will let you achieve the important third rank of the ability.
This Feat is of somewhat universal utility; it fits almost any character, since everyone takes damage. Its perhaps most useful for the aforementioned melee fighters, since they will be the ones who will generally be targeted by the most enemies during any given fight, but everyone with a Feat to spare could do worse than to grab a single rank of Toughness.
|First Rank||Level 1||Adds 1 Vitality per level (retroactive)|
|Second Rank||Level 4||When you take 20 or more damage, the damage from 21 and above is reduced by 10%|
|Third Rank||Level 8||Adds 1 Vitality per level (retroactive)|
As you mightve guessed from this Feats name, it is only available for the Scoundrel class. (So wheres the Feat called Scouts Honor?) To compensate for the Scoundrels discomfort when wearing medium or heavy armor, Scoundrels Luck simply adds a bonus to Defense that is always active, even when the character is wearing no armor. This is an automatic Feat that Scoundrels gain for free upon hitting the appropriate level.
|First Rank||Level 1||+2 to Defense|
|Second Rank||Level 6||+4 to Defense|
|Third Rank||Level 8||+6 to Defense|
If you fancy your character to be the model of the traditional Jedi, or perhaps one of Han Solos progenitors, then the Dueling Feat will be right up your alley. Its something of an alternative to the Two-Weapon Proficiency, but instead of reducing penalties, Dueling simply takes a good thing and makes it better. If you use a single-handed weapon (such as a lightsaber, sword, or blaster pistol), and keep your off-hand free, then the Dueling Feat will add a bonus to both your attack and Defense. You wont deal any extra damage, but you will last longer in battle and will be able to more easily strike your opponents. This Feat is one that youll want to consider giving to your Jedi NPCs as soon as you get an opportunity; few of them will have enough spare Feats to excel in Two-Weapon Fighting, so a single lightsaber and this Feat is a good compromise between Defense and offensive capabilities.
|First Rank||Level 1||+1 to attack and Defense|
|Second Rank||Level 4||+2 to attack and Defense|
|Third Rank||Level 8||+3 to attack and Defense|
Sneak Attack 1
Only Scoundrels, Jedi Watchmen, and Sith Assassins can use the Sneak Attack Feat, and indeed get a new rank in it for free at every few level-ups; it corresponds roughly to the Backstab attack of a Thief character in traditional Dungeons and Dragons. When you successfully hit with a Sneak Attack, you add damage to the blow, but there are conditions. Since its a Sneak Attack, you have to ensure that your quarry either doesnt know the blow is about to arrive, or simply cant do anything to defend himself. It can be applied when you are attacking an enemy from behind, if your target is stunned or immobilized, or if the Scoundrel is in Stealth Mode. Since attacking automatically brings you out of Stealth Mode, youll only get one shot at a Sneak Attack before your target is alerted to your presence. Of course, if you kill him or her in one blow, you wont have to worry about that.
The most useful application of Sneak Attack comes in conjunction with Force Powers that stun opponents; since these Powers are cheap and generally quite effective, you can have one of your party members stun an opponent, while your Scoundrel proceeds to wipe them out with just a few hits.
|First Rank||Level 1||Adds 1-6 damage to a successful hit|
|Second Rank||Level 3||Adds 2-12 damage to a successful hit|
|Third Rank||Level 5||Adds 3-18 damage to a successful hit|
|Fourth Rank||Level 7||Adds 4-24 damage to a successful hit|
|Fifth Rank||Level 9||Adds 5-30 damage to a successful hit|
|Sixth Rank||Level 11||Adds 6-36 damage to a successful hit|
|Seventh Rank||Level 13||Adds 7-42 damage to a successful hit|
|Eighth Rank||Level 15||Adds 8-48 damage to a successful hit|
|Ninth Rank||Level 17||Adds 9-54 damage to a successful hit|
|Tenth Rank||Level 19||Adds 10-60 damage to a successful hit|
The Precise Shot series of Feats will help your blaster-oriented characters deal extra damage when they successfully hit an enemy. Pretty simple concept, really; for each rank they obtain here, theyll add damage to a hit.
|First Rank||Level 4||Adds 1 damage to a successful hit with a ranged weapon.|
Jedi will face a -2 penalty to their deflection roll
|Second Rank||Level 8||Adds 2 damage to a successful hit with a ranged weapon.|
Jedi will face a -4 penalty to their deflection roll
|Third Rank||Level 12||Adds 4 damage to a successful hit with a ranged weapon.|
Jedi will face a -6 penalty to their deflection roll
|Fourth Rank||Level 16||Adds 6 damage to a successful hit with a ranged weapon.|
Jedi will face a -8 penalty to their deflection roll
|Fifth Rank||Level 20||Adds 8 damage to a successful hit with a ranged weapon.|
Jedi will face a -10 penalty to their deflection roll
Prerequisite: Level 4
One of the main weaknesses of characters that use ranged weapons is the fact that they suffer from large Defense penalties when engaged by an enemy with a melee weapon. The Close Combat feat can reduce these penalties somewhat, allowing your characters to more easily defend themselves when engaged at close range, but its worth pointing out that you can easily negate these penalties altogether by giving your ranged characters a melee weapon in their off-hand slot and setting them up with the Ranged AI setting, which will automatically switch them between the two weapons as appropriate.
|First Rank||Level 4||Character gets +1 to attack a target at close range; melee attackers get only +4 to attack instead of +6|
|Second Rank||Level 8||Character gets +2 to attack a target at close range; melee attackers get only +2 to attack instead of +6|
Dual Strike rewards your characters for sticking together by increasing their attack rolls while they target the same character. As such, its something thats best used on a character that isnt your main character; someone like Visas can make good use of this if theyre in your party a lot. Your main character, however, will have to face their toughest challenges alone, rendering this ability useless when its needed most.
|First Rank||Level 1||Character gets +2 to attack a target that another party member is attacking|
|Second Rank||Level 4||Character gets +4 to attack a target that another party member is attacking|
|Third Rank||Level 8||Character gets +6 to attack a target that another party member is attacking|
Prerequisite: Level 4
Theres only one rank for this Feat. When taken, your character will be able to run while stealthed. Most characters with Stealth wont be getting a huge amount of Feats to pass around, and probably wont even be using the Stealth ability all that often, making this a relatively useless ability to have.
Regenerate Vitality Points
Prerequisite: Level 4
When taken, this feat will let your character more quickly regenerate Vitality points after being wounded.
Finesse: Melee Weapons
Although most characters will add their Strength modifier to their attack rolls when wielding melee weapons, characters that take this Feat will be able to add either their Strength or Dexterity modifiers, whichever is higher.
Class Skill Modifications
There are a number of these Feats, such as Class Skill: Stealth, Class Skill: Demolitions, and so on. When taken, theyll allow your character to adopt a new skill as a Class Skill, and thus let them spend skill points more easily on them at each level-up. So long as you maintain a balanced class (i.e., take Bao-Dur along wherever you go), you shouldnt have to expend your precious Feats here, but Guardian-class characters may want to nab Security.
Active Combat Feats
While passive Feats remain working in the background of the game all of the time, active Feats require player input during a battle before theyll be used. These generally allow you to perform an attack that is enhanced in some way, although they will also carry a temporary penalty. There is no activation cost for active Feats, so you can use them and abuse them as much as you like, though working around their penalties will require some strategy depending on your foe.
Stunner! The primary benefit of Critical Strike is that it has a good chance of stunning an enemy for a short duration on a successful melee attack (and only melee attacks; Critical Strike doesnt work with ranged weapons), if they fail a saving throw. That saving throw, however, is checked against a DC that consists of the attackers experience level plus the attackers Strength modifier, so at low levels, you wont stun an opponent more than 1 time out of three at best. Once you gain 10 levels or so, and gain bonuses to your Strength through implants or other items, you will stand a much better chance of incapacitating opponents.
In addition to the stunning effect, Critical Strike doubles the chance that a hit will result in the possibility of a critical hit. If a weapon would normally perform a critical hit on a roll of 20, for instance, a Critical Strike will increase that range to 19-20. For best results, try to use this Feat with a weapon that already has a critical range of 19-20; the range will be increased to 17-20, giving fully 20% of your attacks the chance to see their damage doubled if they connect. At higher ranks, this Feat triples or even quadruples the chances of a critical strike, meaning that, at Master Rank, a weapon with a natural critical chance of 19-20 will have a 80% probability of a critical hit for each attack. (Note that, due to the mechanics of the critical hit, this doesnt necessarily mean that 80% of your attacks will do double damage. See the glossary entry for "critical hit" to get a bit more in-depth on this topic.) Against some powerful foes, the critical range will actually exceed the range needed for a hit, meaning that 100% of your successful hits will have a chance for double damage.
The drawback is that, when you use a Critical Strike, your Defense is lowered by 5 points for a few seconds. This is obviously a substantial penalty, which balances the powerful effect of Critical Strike, and should make you wary of using this skill when dealing with multiple enemies, since theyll have a much better chance of hitting you and causing massive Vitality damage.
|First Rank||Level 1||Chance to stun enemy; doubles critical strike range|
|Improved Rank||Level 4||Chance to stun enemy; triples critical strike range|
|Master Rank||Level 8||Chance to stun enemy; quadruples critical strike range|
Sniper Shot works exactly the same as Critical Strike, except that it only works with pistols and other ranged weaponry. Also, when calculating the chance that the target will be stunned, the DC is calculated by your characters level plus the modifier of their Intelligence attribute, instead of the Strength stat.
|First Rank||Level 1||Chance to stun enemy; doubles critical strike range|
|Improved Rank||Level 4||Chance to stun enemy; triples critical strike range|
|Master Rank||Level 8||Chance to stun enemy; quadruples critical strike range|
Sometimes quantity counts more than quality; at least, thats the premise behind Flurry, which substitutes two poor attacks for one regular attack during a single round. Instead of taking a single attack during a round, Flurry allows you to make two attacks, each with a penalty to your attack number, and also lowers your Defense for three seconds, so that one of your opponents will usually get in a cheap shot. Like Critical Strike, Flurry is only available for melee weapons.
Flurry is the active combat Feat to increase to its highest rank. At low levels, youll want to have your character pursue passive Feats that are always active, but when you begin looking for a useful active Feat, this is the one that youll almost always want to max out. Critical Strike has its uses, but the Defense penalty is a tremendous drawback, while Power Attack is, well, fairly useless in most cases. Flurry is just plain better than either of those Feats when you compare all of them at their highest ranks. More attacks is a surefire way of increasing the rate that you deal out damage, and the attack penalty at the second and third ranks is negligible, as is the Defense penalty. Once you hit the third rank, especially, you will be able to essentially replace your regular attack with a queue full of Flurries. (Note that Guardian characters that achieve the Juyo form may be better off with Critical Strike instead, since that form also grants you an extra attack per turn.)
Note that Flurry is only good for one extra attack per turn; if you use two weapons at once, the weapon in your main hand will be granted the extra attack, so that youd have a total of three attacks during a round. However, you can combine Flurry with Force Speed to gain even more attacks, so that a character with two weapons, Master Flurry, and Master Force Speed will have an incredible five attacks per round.
|First Rank||Level 1||Two attacks per round, both at -4 attack; -4 Defense for three seconds|
|Improved Rank||Level 4||Two attacks per round, both at -2 attack; -2 Defense for three seconds|
|Master Rank||Level 8||Two attacks per round, both at -1 attack; -1 Defense for three seconds|
Rapid Shot is essentially the same as Flurry, except that it only works in conjunction with blasters or other ranged weapons.
|First Rank||Level 1||Two attacks per round, both at -4 attack; -4 Defense for three seconds|
|Improved Rank||Level 4||Two attacks per round, both at -2 attack; -2 Defense for three seconds|
|Master Rank||Level 8||Two attacks per round, both at -1 attack; -1 Defense for three seconds|
Power Attack has been increased in efficacy in KOTOR2, although its still an ugly sister when compared to Flurry and Critical Strike. When used, itll let you add a set amount of damage to your attacks, and will also let you deal extra damage when you land a critical strike. (If a weapon would normally deal two times the normal damage on a critical strike, then itll deal triple damage with a Power Attack critical hit.) It also has a chance to knock back enemies. All told, though, Power Attack is still not worth sinking your Feats into if you have the ability to invest in another Feat instead.
|First Rank||Level 1||+3 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save|
|Improved Rank||Level 4||+7 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save|
|Master Rank||Level 8||+12 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save|
Power Blast is essentially the same as Power Attack, except that it can only be used with a ranged weapon.
|First Rank||Level 1||+3 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save|
|Improved Rank||Level 4||+7 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save|
|Master Rank||Level 8||+12 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save|
Passive Skill Feats
Some Feats simply add bonus points to skills. These are not bad purchases if you simply cant find something worthwhile on the Feats list, especially for Soldiers, who will usually have very few skill points to allocate at each level-up, and who gain Feats at a more rapid pace than the other classes. Scoundrels and Scouts should usually be fine with the number of skill points they get at each level-up. The exception to this rule is for NPC party members; if youre the kind of player who tends to micromanage your PC and lets the other party members act on their own, you may want to give them more of these passive skills instead of loading them up on active combat Feats that require you to manually switch over to the character and queue up an action. Note that these Feats are definitely not cumulative; the bonuses you gain from the Second Rank replaces the bonus from the First Rank, instead of adding to it, as does the bonus from the Third Rank. These additions allow you to exceed the maximum skill rank thats imposed by your experience level.
Caution gives a bonus to Demolitions and Stealth. If you really enjoy using your Stealth skill to wander into an enemy position and set mines, then this might be something youll need; most characters will want to stay away from this Feat, though.
|First Rank||Level 1||Adds +1 to each skill|
|Second Rank||Level 4||Adds +2 to each skill|
|Third Rank||Level 8||Adds +3 to each skill|
Empathy boosts Persuasion, Awareness, and Treat Injury.
|First Rank||Level 1||Adds +1 to each skill|
|Second Rank||Level 4||Adds +2 to each skill|
|Third Rank||Level 8||Adds +3 to each skill|
For the techies among your party, Gear Head benefits the Repair, Security, and Computer Use skills.
|First Rank||Level 1||Adds +1 to each skill|
|Second Rank||Level 4||Adds +2 to each skill|
|Third Rank||Level 8||Adds +3 to each skill|
Jedi characters, including your PC, will get to choose from a few Feats that are specific to the Jedi classes. In addition, each individual Jedi class will get a Feat unique to it.
Jedi are renowned for their ability to recognize and adapt to the various threats that surround them in a battle situation, and are thus generally much more adept at defending themselves in a fight. The Sense abilities, which you gain automatically as your Jedi character gains levels, simply add a bonus to your Defense rating, helping to compensate for a Jedis characteristic lack of armor. Note that, should your one of your characters have been a Scoundrel before becoming a Jedi, this addition is cumulative with Scoundrels Luck.
|First Rank||Jedi Level 1||+2 to Defense|
|Second Rank||Jedi Level 7||+4 to Defense|
|Third Rank||Jedi Level 13||+6 to Defense|
|Fourh Rank||Jedi Level 19||+8 to Defense|
The indomitable will of a Jedi Consular can greatly affect the efficacy of his influence on weaker minds, and Force Focus is the gameplay extension of this rather nebulous concept. Since Consulars are much more in tune with the Force than are the other classes, their Force Powers are generally considered to be much stronger and more difficult to resist. Thus, upon gaining skill in wielding the Force, they are able to channel some of their learnings into their Powers, reducing the chances that an enemy will successfully make a saving throw. Like the other class-specific Feats, this is a passive skill that is always working in the background.
|Force Focus||Jedi Consular Level 1||+2 to DC of Force Powers|
|Improved Force Focus||Jedi Consular Level 6||+3 to DC of Force Powers|
|Master Force Focus||Jedi Consular Level 12||+4 to DC of Force Powers|
When a Jedi decides to instigate battle, the results are usually something their opponent will remember for awhile. Of course, not all Jedi are temperamentally suited to aggressive acts, so only Jedi Guardians will be capable of pulling off a Force Jump, which catapults them towards a distant enemy, and allows the Jedi to cover the intervening ground in the blink of an eye. All Jedi Guardians gain additional levels in this Feat automatically when they reach the appropriate level.
In practical terms, Force Jump gives the Jedis first strike in battle a bonus to hit and to damage. Juhani, or the PC if youre a Guardian, will use this Feat automatically every time the conditions apply (youre using a regular attack, and the enemy is more than ten meters away). Sometimes its not necessarily a good thing to have a single Jedi wandering into the midst of a group of enemies by themselves, however, so you might want to cancel this Feats use by selecting an active combat Feat or Jedi Power for that Jedi to use; Force Jump wont activate in these circumstances.
Note that Force Speed will interact with this Feat quite favorably; if Juhani or your PC has Master Force Speed and Master Force Jump, they will get three attacks after they leap, each at +4 attack and +4 damage.
|Force Jump||Jedi Guardian Level 1||Jumping attack; +1 to attack and damage on first strike|
|Improved Force Jump||Jedi Guardian Level 6||Jumping attack; +2 to attack and damage on first strike|
|Master Force Jump||Jedi Guardian Level 12||Jumping attack; +4 to attack and damage on first strike|
Jedi Sentinels are reliant on their personality to resolve conflicts, and to bring together parties in discord so that resolution to their problems can be achieved. This focused determination lends them great mental stability, and protection against many of the mind-affecting afflictions that would cause a less disciplined individual to panic. Like the other class-specific Feats, this is always active.
|Immunity: Fear||Jedi Sentinel Level 1||Jedi is immune to all Fear attacks and effects|
|Immunity: Stun||Jedi Sentinel Level 6||Jedi is immune to all Stunning attacks and effects|
|Immunity: Paralysis||Jedi Sentinel Level 12||Jedi is immune to all Paralysis attacks and effects|
Although all Jedi are trained in the proper use of a lightsaber upon initiation into the Jedi Order, its a simple matter of fact that some of them are more adept at wielding the blade than others. Whats more, its one thing to put your fencing skills to the test; its another thing entirely to become proficient at using a lightsaber to defend yourself against the nigh-endless number of overeager fools with blaster rifles looking to make their name by taking out a Jedi.
Thus, Jedi Defense is a Feat that can be pumped in order to give your character an edge when dealing with ranged attackers. Every time your Jedi is attacked with a ranged blaster attack, he or she will have a chance to deflect the blaster shot, or even reflect it back at the attacker (which youll no doubt discover if you ever attempt to use a Blaster Rifle to take on a Dark Jedi Master). All Jedi have a rudimentary ability to perform this kind of deflection, so that everyone picks up Jedi Defense at their first level, but with practice, a Jedi can become much more adept at this skill, thus increasing not only the chance that theyll escape from an attack unharmed, but also turn the attack back upon the attacker. This skill relies on a dice roll that is compared to the opponents attack roll.
This Feats main drawback is that it is not useful in every situation; when taking on Mandalorians, you might save your character a bit of Vitality, but when in combat with melee opponents, its not going to be too helpful. Even Sith Troopers usually resort to melee combat when you close in on them. This isnt necessarily a bad Feat, but something like Flurry is more likely to be useful in every combat situation.
|Jedi Defense||Level 1||Able to block incoming blaster fire|
|Advanced Jedi Defense||Level 4||+3 to your opposing roll|
|Master Jedi Defense||Level 8||+6 to your opposing roll|
Weapon Proficiency: Lightsaber
Simple enough; increasing this lets your Jedi strike more accurately and deal more damage with a lightsaber, much like all of the other weapon proficiencies. Note that Lightsaber Specialization is only available to Jedi Guardians.
|Proficiency||None||Allows use of weapon type with no penalties|
|Weapon Focus||None||Attacks with weapon type gain +1 attack|
|Weapon Specialization||None||Successful hits with weapon type gain +2 damage|
As with Finesse: Melee Weapons, this will let Jedi add either their Strength or Dexterity modifiers to their attack rolls while using lightsabers, instead of defaulting to the Strength. Since Jedi are much more needful of Dexterity than Soldiers are, this is going to be a worthwhile Feat for almost any Jedi character to have.
Regenerate Force Points
Prerequisite: Level 4 Jedi
When taken, this feat will let your character more quickly regenerate Force points after theyve been expended. When combined with one of the Force Focuses, Consular-type characters can easily restore points as theyre spent.
Oh, baby. Knights of the Old Republic has what is, hands-down, the best integration of Force Powers into a Star Wars game weve seen yet. If youve seen it in the movies, you can probably do it; if you havent seen it in the movies, well, you can probably do that, too.
While lightsabers might give your Jedi a slight edge in battle, youre going to need to call upon your Powers to deal with the really beastly fights. Hell, since your Force Points recover so quickly outside of battle, youll be able to use your Powers in every fight along the way. As you unlock the more advanced Force Powers, your enemies will become tough enough to withstand quite a bit of damage, thus actually requiring you to use Powers just to give yourself enough of an edge to actually win.
Powers are sorted into light side, dark side, and neutral classifications. No Power is ever off-limits to you; youll still be able to pump Force Lightning, even if youre the most virtuous of light side Jedi, but your unfamiliarity with the energies required to summon such harmful effects will take its toll on you; youll be forced to use more Force Points than would a Dark Jedi. On the flip side, light side Jedi will burn fewer Force Points when using a light side Power than would a neutral or Dark Jedi. At its most extreme, this effect will save you 30% on your friendly Force Powers, but using Powers from the other side of the Force will cost you 50% more than they normally would. Force costs remain constant when you upgrade a Power, so previous iterations of a Power will be erased from your combat menu once you do achieve a new rank.
Force Cost: 10
Push and its derivatives dont deal much damage, but are useful for stunning and incapacitating your enemies. The higher two levels will enable you to quickly and easily knock down opponents, while often rendering them stunned for a round or so afterwards. Even though most powerful opponents wont be stunned or knocked over by this Power, you can still render their lower-level goons as numb as the typical audience at a Michael Bay film, leaving you free to gang up on the bossman. Sadly, like that same audience at the Michael Bay film, they will awaken with a powerful desire to kill, so keep an eye on the stunned ones, and be sure to activate the Power every other turn or so.
Force Wave, in particular, becomes massively handy at higher levels of gameplay, since it will almost always clear out any nearby enemies and quickly stun them. If youre playing through as a Light Side Consular / Jedi Master, itll be one of the few sources of direct damage against your opponents, although not much of one. (It deals damage equal to 150% of your character level.)
|Force Push||Level 1||Target is thrown, stunned, and takes damage|
Save versus Reflex: No stun, half damage
|Force Whirlwind||Level 9||Target is trapped in a vortex, takes damage; other enemies are Pushed away|
Save versus Reflex: No immobilization or damage, but other enemies are still Pushed
|Force Wave||Level 15||All nearby enemies are repelled, take damage, and are stunned|
Save versus Reflex: No stun, half damage
Force Cost: 25
Restricted By Armor
Well be frank and say that youre going to be encountering very few real Jedi or Sith in your travels, and those that you do come across dont seem to often use the powers that Force Suppression can strip away. As such, youll probably want to invest your power points in powers that are a bit more utilitarian.
|Force Suppression||Level 9||Removes first and second ranks of Speed, Aura, Valor, but only the first rank of Energy Resistance and Force Resistance.|
|Force Breach||Level 15||Removes all ranks of Speed, Aura, Valor, Energy Resistance, and Force Resistance.|
Force Cost: 20
While throwing your lightsaber around might sound like a good substitute for a ranged attack for Jedi, in truth, the range restriction means that it will only be useful if your character is standing a ways away from his or her target, which means that this Power is usually worse than useless in a duel. The damage is decent enough, but not so overwhelming that you would be better using this Power than, say, reserving the Force Points for an emergency Cure.
In the first KOTOR, this power could come in handy for characters who were attempting to stick to ranged weapons, as it would allow them to throw lightsabers to bypass a Dark Jedis blaster deflection abilities, but the number of Sith youll be facing off against in KOTOR2 is drastically reduced, rendering it less useful.
|Throw lightsaber||Level 1||Attacks one target more than five meters away; deals 1-6 damage for every two levels of your character|
|Advanced Throw lightsaber||Level 9||Attacks three targets more than five meters away; deals 1-6 damage for every two levels of your character|
Burst of Speed
Force Cost: 20
Restricted By Armor
Every character should get Master Speed; its just that simple. If all it did was allow you to travel through KOTORs massive outdoor levels and towns at twice the speed, itd probably still be worth spending a Feat on. As it is, it doesnt just reduce your travel time; it also gives you a Defense bonus, and, most importantly, gives you free, unpenalized extra attacks per turn. All other things being equal, theres nothing you can do to your character to make him or her more powerful in combat thats quite as efficacious as adding more attacks per round; thats why Flurry and Rapid Shot are so useful, and thats why its difficult to imagine why any Jedi wouldnt want to get Burst of Speed up to its third rank as soon as possible. Although it only lasts for 36 seconds, thats about as long as most normal encounters will last anyway, and against Jedi, its a simple matter to queue up another Speed once the first one fades away. Just be sure you dont attempt to activate Speed while another instance is already active; this just wastes your Force Points, since you cant extend an active Speed by using the Power again.
|Burst of Speed||Level 1||Double movement speed; +2 to Defense|
|Knight Speed||Level 9||Double movement speed; +4 to Defense; 1 extra attack per round|
|Master Speed||Level 15||Double movement speed; +4 to Defense; 2 extra attacks per round|
Force Cost: 20
Restricted By Armor
This is another of the limited-use Force Powers. Force Resistance gives you a decent chance of resisting the effects of an opponents Force Powers when they attempt to use them on you; assuming both the attacking and defending Jedi are of the same level, the attacking Jedis Force Powers only have a 50% chance of working; if they fail, then they have no effect, although the attacking Jedi will still be drained of his Force Points. Force Immunity gives the defending Jedi an even greater chance of beating back the tides of an opposing Jedis Force Powers. Again, though, encounters with Jedi are much more rare in KOTOR2 than they are in KOTOR, making this even less useful than in that game.
|Force Resistance||Level 9||Opposing Jedi must make a roll of d20 + his level vs. DC of 10 + your characters level, or his Force Powers have no effect|
|Force Immunity||Level 15||Opposing Jedi must make a roll of d20 + his level vs. DC of 15 + your characters level, or his Force Powers have no effect|
Force Cost: 10
The world of KOTOR is not a safe one, by any stretch of the imagination; in addition to the numerous hostile characters looking to bring your party low, youll also have to contest with fire and other elemental attacks that may cut through your defenses, if youve only been planning for melee combat with other Jedi. Energy Resistance is meant to be a bit of a bulwark against these forms of attack, since it actually renders your character partially immune to the effects of fire, ice, electrical, and sonic attacks. The first 15 points of damage that your character would take from one of these sources is ignored; the rest is dealt as normal. Youll be encountering far, far more energy-based damage than any of the types that Energy Resistance protects you from, rendering it less than compelling, although it can help ward off the special attacks of some droid enemies. The beneficial effects of this Power last for a full 120 seconds, so its fairly easy to keep it on all of the time with a minimum of fuss, if youre in an area where you have to deal with environmental damage.
|Energy Resistance||Level 1||Entire party ignores first 6 points of cold, fire, electrical and sonic damage ignored|
|Improved Energy Resistance||Level 9||Entire party ignores first 12 points of cold, fire, electrical and sonic damage; party immune to poison and disease|
|Master Energy Resistance||Level 17||Entire party ignores first 20 points of cold, fire, electrical and sonic damage; party immune to poison and disease|
Force Cost: 0
"These arent the droids youre looking for...move along." Now that weve gotten that very much obligatory quote out of the way, lets talk about Affect Mind, which is the Jedi equivalent of the Persuasion skill, though both a bit more limited and a bit more powerful.
Like Persuasion, Affect Mind opens up new conversation paths; youll be able to dominate other people into feeling what you want them to feel, or force them into revealing information that they would otherwise wish very much to conceal. The catch, for the light side, at least, is that these conversation paths are often interpreted as an act of aggression, and thus will wind up shifting you towards the dark side, even if youre working towards the greater good. Persuasion, on the other hand, will never shift you in either direction, though its generally more difficult to use Persuasion than it is to use Affect Mind. Persuasion and Affect Mind dont always overlap; sometimes youll be able to Persuade someone of something that Affect Mind wont have an option for, and vice versa.
Affect Mind, especially at its second rank, will almost always succeed, but even it has its limits, and if your subject is asked to do something that it would normally find repulsive or endangering, then youre likely to fail in your attempt. Also, like Persuasion, this Force Power is only available to your PC; giving it to your other party members is a waste.
|Affect Mind||Level 1||Allows you to use the Force to Persuade the weak-minded, opening up new conversation branches|
|Dominate Mind||Level 6||More powerful version of Affect Mind|
Force Cost: 0
Force Body seems to be primarily intended as a method for Jedi Guardians to bypass the restrictions placed on them by their low amount of Force Points, as it lets you pay the costs for your Force Powers by paying an equal amount from your Force pool and from your health pool. The very fact that you have to invest your precious Power selection points into Force Body in order to use it works against it, though, as youre more likely going to want to select actual Powers that are actually useful to you. Still, though, if you find yourself consistently running out of Force Points in long battles, then this ability may be useful to you.
|Force Body||Level 1||50% of Force Point requirements come from health, 50% from FP. Lasts 30 seconds|
|Improved Force Body||Level 9||40% of Force Point requirements come from health, 40% from FP. Force powers cost 20% less than normal|
|Master Force Body||Level 15||30% of Force Point requirements come from health, 30% from FP. Force powers cost 40% less than normal|
Force Cost: 35
Restricted By Armor
Although an expensive Power, Battle Meditation is generally going to be worth the cost, as itll let any Jedi become a mini-Bastila and use the sheer focus of their mind calm and boost the morale of all party members. When activated, the entire party will get bonuses to their attack rolls, damage, and will saves, making it a useful counterpart to Force Valor, if you also have that ability. Although it only lasts for 20 seconds, its effects are powerful enough to generally ensure that youll gain the upper hand on a foe, if not destroy them outright, during that interval. Whats more, it can also have an adverse effect on opposing forces at the upper levels.
Since Battle Meditation only lasts for 20 seconds, though, youre likely not going to want to have your primary character continually use it during battle. Its best to give it to a secondary character, such as Kreia, and then set them to the Jedi Support AI model, which will let them cast it automatically when needed.
|Battle Meditation||Level 6||All party members get +2 to attack rolls, damage, and Will saves. Their rate of Vitality regeneration is also boosted|
|Improved Battle Meditation||Level 12||All party members get +2 to attack rolls, damage, and Will saves. Their rate of Vitality regeneration is also boosted|
Nearby foes get -2 to attack rolls, damage, and Will saves if they fail a Will save
|Master Battle Meditation||Level 18||All party members get +4 to attack rolls, damage, and Will saves. Their rate of Vitality regeneration is also boosted|
Nearby foes get -4 to attack rolls, damage, and Will saves if they fail a Will save
Force Cost: 0
Force Deflection lets your Jedi characters deflect blaster bolts back at their attackers, should they not be wielding lightsabers, in which case they automatically deflect blaster shots without needing to invest Powers in the ability. There are almost no situations in which youd want to have one of your Jedi running around without a lightsaber, though, making this power only useful if youre a Jedi with a blaster, which isnt going to occur too often. Even Consulars are generally going to be better off using a lightsaber than a ranged weapon, given the fact that you can add +Wisdom crystals to them, so invest here only if youre willing to give up on all the benefits that carrying a lightsaber gives you.
|Force Deflection||Level 6||Allows you to deflect blaster bolts while not using a lightsaber|
|Force Redirection||Level 12||Allows you to deflect blaster bolts while not using a lightsaber. Also allows you to reflect bolts back at the shooter, and gives you a blanket +3 to deflection attempts|
Force Cost: 20
No Effect on Droids
Although Mind Trick might bring to mind images of Obi-Wan sneaking around the Death Star without being detected, for a combat-oriented game like Knights of the Old Republic 2, the ability to avoid encounters generally isnt a desirable one; most of your experience will be coming from combat, so bypassing enemies will actually weaken you in the end. That said, the second rank of this power, Force Confusion, can be pretty fun to use, as itll let you convert a single enemy to your side and force him or her to fight against their former teammates. It can be a kick to watch a Sith Lord slaughter his apprentice, but even so, its probably not worth investing two Force Power points in order to gain the ability to do so. Although entertaining, itll rarely be the deciding factor in a battle, and youll wind up having to wait for the effects to wear off before you can kill your target. Only the main character can select Force Confusion, but any other Jedi can obtain Mind Trick.
|Mind Trick||Level 1||If subject fails a Will save, it will not attack you unless you get very close|
|Force Confusion||Mind Trick, Any Prestige Class||If subject fails a Will save, it will be forced to fight on your side of a battle for 30 seconds.|
Light Side Powers
Force Cost: 25
No Effect on Droids
Utility is a blessed thing, and Cure is perhaps the most useful of all of the light side Force Powers. The concept is simple: trade Force Points to heal Vitality of all of your non-droid party members. Simple is generally powerful, though, and its definitely so in this case. Since Force Points regenerate so quickly in KOTOR, you can quite easily use Cure to heal your entire party after every battle, provided you give yourself a short resting period between conflicts. During battle, Cure will automatically be used by the party members that are not under your direct control, provided they have sufficient Force Points; this will probably save your life a few times, provided you actually do the smart thing and give your teammates the Cure Power.
A new addition in KOTOR2 is the inclusion of a Master Heal rank for the power, which will let you heal up your teammates much more easily than you could before. In addition to extra vitality restoration, the upper level of the power will let you "cure" your teammates of any stun effects that happen to be afflicting them, making it exceedingly handy when dealing with enemies that can stun you.
|Heal||Level 6||All party members are healed for 5 points + Charisma modifier + Wisdom modifier + level of Powers character|
|Improved Heal||Level 12||All party members are healed for 15 points + Charisma modifier + Wisdom modifier + level of Powers character; eliminates poison in all party members|
|Master Heal||Level 18||All party members are healed for 15 points + Charisma modifier + Wisdom modifier + 2xlevel of Powers character; eliminates poison and stuns in all party members|
Force Cost: 15
Restricted By Armor
Another of the light sides myriad defensive-oriented Powers, Aura is probably not quite as useful as some of the others, except for Guardians and Jedi who are intent on always being in the thick of things. Its main drawback is that it only affects the character that uses it; it offers a pretty powerful benefit, but isnt meant for team players. If you breed one of your Jedi NPCs, or your own character, to be the prime battle workhorse at melee range, though, the Defense modifiers, which stack with those of Jedi Sense, can make you virtually untouchable by all but the most powerful opponents. The short duration of the power (20 seconds), though, makes this an all-or-nothing kind of Power; if you want any ranks, you might as well get all three, and be sure to keep it active when you need it.
|Force Aura||Level 1||+2 to Defense and saving throws|
|Force Shield||Level 6||+4 to Defense and saving throws|
|Force Armor||Level 12||+6 to Defense and saving throws|
Force Cost: 20
Restricted By Armor
This power is roughly congruous to Force Aura, except that it is a bit more general in application and affects all of your party members. For the 20 second duration of the Power, Valor will increase the attributes (Strength, Dexterity, etc.) and saving throws of all party members by a few points. Higher saving throws are nice, but the real benefit comes with the higher attributes. Each time an attribute hits an even number, you gain an extra +1 to every modifier that relies on that attribute. Thus, the +5 to all attributes that you gain from the third rank of Valor will mean that essentially every action you can perform will get a +2 or +3 modifier to it, whether its an attack, a damage roll with a melee weapon, a Defense check, a skill, or a Force Power. Most Force Powers, in fact, rely on both your Charisma and Wisdom modifiers, so that a Force Wave initiated when under the influence of Master Valor will get either a +4 or +6 to the DC. Heck, the bonus to your Constitution alone will result in an immediate increase in Vitality equal to at least two or three times your current level.
This is a great skill to initiate just before a tough battle, or when you have a single powerful foe cornered and are dueling to the death.
|Force Valor||Level 1||Entire party gains +2 to all attributes and saving throws for 20 seconds|
|Knight Valor||Level 9||Entire party gains +3 to all attributes and saving throws for 20 seconds|
|Master Valor||Level 15||Entire party gains +5 to all attributes and saving throws for 20 seconds|
Force Cost: 20
No Effect on Droids
Fittingly, the light side has few Powers that inflict direct damage upon an opponent, instead focusing on disabling an opponents defenses, allowing your characters to more easily damage or kill the enemy. Stun fits into this philosophy well; if the enemy fails his or her saving throw, theyll lose any Dexterity bonuses to Defense, and Sneak Attacks from your Scoundrels or Watchmen/Assassins will always work (assuming the attack hits), no matter from which side of the target they originate. Even so, Stun doesnt make the jump into area-effectiveness until the third rank, so you might want to stick with Force Whirlwind for large groups until you access Stasis Field at level 15. Stun does not work on droids; they get their own special Stun Droid power.
|Stun||Level 1||Target is stunned for nine seconds|
Save versus Fortitude: target is slowed instead of stunned for the duration
|Stasis||Level 9||Target is stunned for 12 seconds|
Save versus Fortitude: target is slowed instead of stunned for the duration
|Stasis Field||Level 15||All nearby enemies are stunned for 12 seconds|
Save versus Fortitude: target is slowed instead of stunned for the duration
Restricted by armor
Force Cost: 10
Since you dont run across quite as many droids as you do human opponents during your journey, it makes sense that Stun Droid would wind up being a bit more powerful than the regular Stun Power, but you could make the case that it actually goes a little too far: once one of your characters accesses the third level of Stun Droid, even the biggest and baddest of the mechanical monstrosities wont threaten you again. You see, unlike Stun, Destroy Droid offers no saving throw to the stunning effect itself, so that anytime you use this Power on a droid, it will have no choice but to shut down for a short period of time, while you and your teammates will, of course, be trying not to get flying metal in your eyes while you rip said droid to pieces. Whats more, the Power penetrates droid energy shields, rendering even the most powerful opponents to so much scrap metal for you to demolish.
Bottom line: youll probably want to get at least one character to the third rank in this skill, preferably your PC if youre a Consular, just so youll always have it available. At the second and third ranks, the power is area-effect, enabling you to shut down a whole group of droids, turn to attack the human opponents, switch back to stun the droids again, and so on. Fights against droids alone are even more ridiculous; just queue up three Destroy Droids and almost any droid in the game will be dead by the time you need to queue anything else, since theres significant direct damage on top of the stunning effect.
|Stun Droid||Level 1||Target is stunned for 12 seconds; takes damage equal to characters level|
Save versus Fortitude: no stun, half damage
|Disable Droid||Level 6||A group of targets is stunned for 12 seconds; all targets take damage equal to characters level|
Save versus Fortitude: no stun, half damage
|Destroy Droid||Level 12||A group of targets is stunned for 12 seconds; all targets take 1-6 damage per characters level|
Save versus Fortitude: half damage
Force Cost: 20
If you intend to engage in melee combat, then Force Barrier is a power thats going to come in quite handy for you, as it lets your character shrug off a good portion of the damage that theyll be taking from enemies with slashing, bludgeoning, or piercing attacks (which encompasses almost every kind of attack save for those from blasters). Although it wont help you against Jedi or Sith (since lightsabers deal energy damage), it can help you survive when mobbed by sword-wielding foes, or when youre forced to duel with a single powerful non-Jedi opponent.
|Force Barrier||Level 1||Resists the first four points of piercing, bludgeoning, and piercing damage from each attack|
|Improved Force Barrier||Level 9||Resists the first eight points of piercing, bludgeoning, and piercing damage from each attack|
|Master Force Barrier||Level 15||Resists the first 15 points of piercing, bludgeoning, and piercing damage from each attack|
Force Cost: 50
No Effect on Droids
Another new skill thats really not worth bothering with, Revitalize will let you revive comrades that have fallen in battle, allowing them to fight again. Although this sounds like a great ability on paper, its worth noting that the KOTOR games arent really all that difficult to begin with, meaning that youll rarely be forced to bring anyone back from the dead, and even when teammates do keel over, theyll come right back to life if the rest of your party manages to survive the fight. Whats more, almost all of the really difficult challenges in the game have to be faced solo, meaning that Revitalize wont work at all for those. Also, the only characters likely to have enough spare Powers to invest in Revitalize will be Consulars/Masters/Lords, who will usually be the weakest characters in a fight, and thus the most likely to die first, which will prevent them from using it. To sum up: avoid this Power.
|Revitalize||Level 9||Brings nearest fallen ally back to life with 5% of total Vitality points|
|Improved Revitalize||Level 15||Brings two fallen allies back to life with 5% of total Vitality points|
|Master Revitalize||Level 21||Brings two fallen allies back to life with 10% of total Vitality points|
Dark Side Powers
The insidious and malevolent Powers of the dark side will be off-limits to players that are role-playing a light side character. Youll still be able to use them, sure, but youll be hitting a significant Force Point penalty every time you do so when compared to comparably priced Powers from the light side of the Force. If you do play a light side character, youll want to let Jolee be your quasi-Dark Jedi for the duration of the game; since hes relatively neutral on the Force alignment scale, he can use the Powers of either side without penalty, and since hes a Jedi Consular, hell have a deeper well of Force Points than any other of your party members.
Force Cost: 20
Restricted By Armor
No Effect on Droids
To reflect the dark sides selfish and destructive nature, characters of an evil bent will not be easily able to heal themselves through the Force; instead, theyll be required to steal the life from their enemies to revivify themselves, like a vampire. The life gain is decent, but combat-oriented Dark Jedi may still want to let their light side party members Cure them every now and again, as the damage range is 10 - 40. Even a Heal from a 20th level light side Jedi probably wont restore 40 Vitality, but it will always restore at least 30 health; if youre in a heated battle and need to restore your life, on the other hand, Drain Life might restore just 10 Vitality, which is almost never going to be sufficient. In short, its a bit too unpredictable.
At its second rank, against multiple enemies, Death Field has a much better chance of getting you back a high amount of Vitality, since it gives you life equal to the highest amount of damage thats dealt. Still, though, its worth noting that this ability is the same as it was in the first KOTOR, while an extra rank was added to the Heal power available to Light Side characters. For this reason alone, youll likely want to have Kreia along if youre going through the game as a combat-oriented Dark Jedi, as shell be able to Heal you without associated Force Point penalties, due to her alignment neutrality.
|Drain Life||Level 9||Target is dealt 1-4 damage for each level of the Dark Jedi (up to level 10); Dark Jedi gains that much Vitality|
Save versus Fortitude: half damage
|Death Field||Level 18||All targets within a ten meter radius are dealt 1-4 damage for each level of the Dark Jedi (up to level 10); Dark Jedi gains that much Vitality|
Save versus Fortitude: half damage
Force Cost: 20
Restricted By Armor
Now were getting down to it. Of the dark sides Powers, Shock and its upgrades is the only intended to deal massive amounts of damage to a large number of opponents. While the other Powers can sometimes affect large groups, they are intended to simply weaken your foes or make them easier to kill; Shocks reason for existence is to deal the killing blow itself, and kill it does, especially at its highest rank. Unfortunately, there is no stunning effect associated with the damage, so even though youll likely kill a few opponents with a high-level Shock, youll still have to deal with fully mobile foes afterwards. Even Light Side Consulars and Jedi Masters will want to pick up a few ranks here, as they can easily absorb the extra Force Point cost, due to their huge reservoirs of same, and itll allow them to deal direct damage, which theyre otherwise not very good at.
One thing to note about Shock is that the restriction on maximum damage from the first KOTOR has apparently been removed, allowing you to deal much more damage to large groups of enemies. Its not uncommon for high-level Masters and Lords to dish out 140 or so damage to every target in a room with Force Storm.
|Shock||Level 1||One target takes 1-6 damage per level of Jedi. |
Save versus Will: half damage
|Force Lightning||Level 9||All targets up to 16 meters away in front of character take 1-6 damage per level of Jedi. |
Save versus Will: half damage
|Force Storm||Level 18||All enemies within 10 meters of a single target take 1-6 damage to both Vitality and Force Points per level of Jedi.|
Save versus Will: half damage
Force Cost: 10
No Effect on Droids
Fear is one of the dark sides more potent effects, although it may not appear so on the surface. Fear is a counterpart to the light sides Stun Power, though it is marginally weaker, since the dark sides emphasis is on destruction, rather than mere stunning effects. The main difference is that Fears upper ranks Feature area-effect stuns at a distance, meaning you can use Horror or Insanity on your enemies before closing in, whereas Stasis Field works best when you are surrounded by enemies. If you can hit a few of your opponents with Insanity before closing to lightsaber range, youll be able to divide and conquer that much more easily; another good use for the distanced stunning effect is to pair it up with grenades, which are difficult to use against many Jedi enemies, since they will run towards you as soon as youre spotted. The fact that there is absolutely no effect if the targets make their Will save is an obvious strike against this power, though.
|Fear||Level 1||A single target is overcome with fear (stunned) for six seconds.|
Save versus Will: no effect
|Horror||Level 6||All enemies within five meters of target are overcome with fear (stunned) for twelve seconds.|
Save versus Will: no effect
|Insanity||Level 12||All enemies within ten meters of target are overcome with fear (stunned) for twelve seconds.|
Save versus Will: no effect
Force Cost: 15
No Effect on Droids
Wound is one of the dark sides weaker powers at low levels, due to the somewhat tepid damage, short duration of the stun effect, and the fact that its only capable of targeting one opponent. Once you reach Kill, however, youll obtain a fairly decent method for eliminating wounded opponents. Since the damage dealt by Kill is based not on random dice rolls, but on the opponents maximum Vitality, it will always kill an opponent outright if used when that enemy is at less than half of their maximum health (unless, of course, they make their save). The fact that you can use any rank of this Power while wearing armor is also a plus.
|Wound||Level 1||Target is stunned and takes two-thirds of the attacking Jedis level in damage every two seconds for six seconds|
Save versus Fortitude: No effect
|Choke||Level 9||Target is stunned and takes two-thirds of the attacking Jedis level in damage every two seconds for six seconds, and takes a -4 penalty to Strength, Dexterity, and Constitution for 24 seconds|
Save versus Fortitude: No effect
|Kill||Level 12||Target is stunned for six seconds and takes damage equal to half of their (the targets) maximum Vitality|
Save versus Fortitude: No choking effect, take damage equal to attacking Jedis level
Force Cost: 15
No Effect on Droids
Getting tired of Powers that are decent only at their highest rank? Unfortunately, you find no respite in Slow, which is another Power that affects only a single target and has no effect on the lower ranks if that target succeeds in his or her saving throw. The actual effects of the spell on the first two ranks are somewhat laughable: very few common enemies will last 21 or 30 seconds in combat against your party, even if their stats are unaffected by Slow, and the more powerful enemies are exactly the ones that will usually make a saving throw in a crunch. Plague, the third rank, is somewhat more useful, if only because there is no saving throw, which makes it slightly more useful against bosses (at least, those that dont activate Force Immunity as soon as your fight begins).
|Slow||Level 1||Single victim takes -2 penalty to Defense, Reflex saves, and attack rolls for 30 seconds|
Save versus Will: no effect
|Affliction||Level 6||Target is drained of one point from each attribute every three seconds for 21 seconds, and is slowed|
Save versus Fortitude: no effect
|Plague||Level 12||Target is drained of one point from each attribute every second for 12 seconds, and is slowed|
No save possible
Restricted by armor
Force Cost: 5
Restricted By Armor
Drain Force is something of a Force-based equivalent to Drain Life; when used, your Jedi will attempt to suck the Force from a nearby opponent and add it to his own Force Point reservoir. Whether you find this of any use or not depends on your character; if youre playing a Sith Lord or Assassin, youll likely have more than enough FP to use any Force Powers you wish, but if youre going through as a Marauder, then you may need the extra boost from Force Drain. Like Force Body, though, this is purely a supplementary power, and will have to be matched up with Powers that have actual effects to be useful.
|Drain Force||Level 1||Transfers 10 Force Points from target to player|
Save versus Will: Only half the points are transferred
|Improved Drain Force||Level 9||Transfers 20 Force Points from target to player|
Save versus Will: Only half the points are transferred
|Master Drain Force||Level 15||All nearby enemies are drained of 30 FP|
Save versus Will: Only half the points are transferred
Force Cost: 15
No Effect on Droids
Force Scream is essentially a neutered version of Shock that deals less damage, but also throws in the possibility of reducing your opponents stats for a short period of time. In combat, the extra damage afforded by Shock and Lightning will almost always be preferable to the theoretical stat penalties from Scream, especially since your opponents will avoid all stat penalties if they make a saving throw, as boss-style enemies almost always will.
|Force Scream||Level 1||Deals 3-18 damage and reduces all stats by 2 for 30 seconds for all opponents in front of character|
Save versus Will: Half damage, no stat reduction
|Improved Force Scream||Level 9||Deals 5-30 damage and reduces all stats by 4 for 30 seconds for all opponents in front of character|
Save versus Will: Half damage, no stat reduction
|Master Force Scream||Level 15||Deals 7-42 damage and reduces all stats by 6 for 30 seconds for all opponents in front of character|
Save versus Will: Half damage, no stat reduction
Lightsaber and Force Forms
One of the new inclusions to KOTORs gameplay in KOTOR 2 are the various Lightsaber and Force Forms. Each character will automatically learn three different lightsaber forms and one force form during their adventure. After you obtain a Prestige Class from Kreia, youll be able to gain a few more forms.
Obtained: Level 7
Defense: +3 (all enemies), -3 (current enemy; these are cumulative, meaning you have a net +0 Defense against the current enemy)
Obtained: Level 8 (Guardian), 10 (Consular), 12 (Sentinal)
Blaster Bolt Deflection: -5
Save versus Force Powers: +2
Obtained: Level 10 (Guardian), 12 (Consular), 8 (Sentinal)
Defense: +2 (current target only)
Blaster Bolt Deflection: +4
The following four Lightsaber Forms can only be learned by Guardians, Sentinals, Watchmen, Weapon Masters, Assassins, and Marauders. Theyre unavailable to Consulars, Lords, and Masters.
Obtained: After first (Guardian, Weapon Master, Marauder) or second (Sentinal, Assassin, Watchmen) Jedi Master encounter.
Defense: -2 (all enemies), +5 (current target, resulting in net +3 Defense against current target)
Blaster Bolt Deflection: -4
Obtained: After first (Sentinal, Assassin, Watchmen) or second (Guardian, Weapon Master, Marauder) Jedi Master encounter.
Defense: -5 (current target only)
Blaster Bolt Deflection: +2
Critical multiplier: +1 (if a weapon would critically hit for 2x damage, it will do 3x damage with Shien, etc.)
Obtained: After third Jedi Master encounter (Sentinal, Watchmen, Assassin only)
Blaster Bolt Deflection: +1
Save versus Force Powers: +1
Obtained: After third Jedi Master encounter (Guardian, Marauder, Weapons Master)
Defense: -4 (all enemies), +2 (current target, resulting in -2 net defense against current target)
Attacks per round: +1
Critical Hit Attack Modifier: +4
Save versus Force Powers: -4
All characters will gain access to Force Channel, which will let you regenerate your Force Points a bit more quickly. Only Consulars, Sith Lords, and Jedi Masters are able to obtain the subsequent forms; this is a trade-off for their inability to use the advanced lightsaber forms.
Obtained: Level 12 (Guardian), 8 (Consular), 10 (Sentinal)
FP Regeneration: +50% (outside of combat only)
Force Power Damage: +3 (this is plus three points, not percentage)
Save versus Force Powers: +2
Obtained: After first Jedi Master encounter
Force Power damage: +30%
FP cost of all Force Powers: +20%
Obtained: After second Jedi Master encounter
FP Regeneration: Allowed during combat. (This is almost entirely useless, as if your character is able to access this power, then he or she will by definition have a huge FP pool and will rarely scratch the surface of it during most of the games short battles.)
Obtained: After third Jedi Master encounter
Duration of Force Powers: +50%
Opponents saves versus Force Powers: -2
Save versus Force Powers: -4
FP cost of all Force Powers: +20%
There are no fewer than 12 different potential party members in KOTOR2, of which youll be able to recruit 10. Some characters will be inaccessible to you based on the sex of your main characters, while others will choose to side with you or not depending on what Force alignment youve chosen.
How to Steal Souls and Influence People
One of the intriguing new aspects of Knights of the Old Republic 2 is the inclusion of a system that will let you bend your teammates to your will. If you become a truly evil character, then you can expect the alignments of your teammates to adjust accordingly. If, on the other hand, you treat everyone you meet with kindness and respect, then you can expect the fellow travelers aboard the Ebon Hawk to become more oriented towards the Light Side of the Force.
This was all true in KOTOR as well, of course, but in KOTOR2, theres a more fleshed-out system of influence that you can use to attempt to coax your team members along the path that youve chosen for them. In most cases, you wont have to worry too much about this, but some party members can become Jedi. For these party members, youll have to talk to them constantly and attempt to gain influence over them until they trust you enough to allow you to train them in the ways of the Jedi. Check back to these character descriptions over the next couple of weeks to learn more about each characters path to the Force.
Class: Jedi Consular
If you could take that annoying undergraduate who liked Ayn Rand just a bit too much and put her into a video game, then Kreia would probably be the result. This wizened Jedi is a wearingly cynical, and encourages you at every opportunity to act only in your own self-interest, and will chide you every time you happen to help people with problems, or even if you happen to take notice of them.
Still, though, Kreia has really good starting stats, and, like Jolee in the original KOTOR, will have an easier time skirting the difference between the Light Side and Dark, allowing her to more easily access powers from either side of the fence without incurring penalties. As a Consular, shell be able to more easily overpower enemies with her Force Powers and will have a much larger pool of Force Points to use, making her a natural choice for the Jedi Support AI setting.
In combat, Kreia is naturally suited for wielding a lightsaber in one hand. Although her Defense wont be so hot, she will rarely be the focus of much enemy attention (that honor will fall to your main character), allowing her to skirt the edges of battle, striking enemies that are occupied with other characters. Youll want to occasionally flip over and manually control her, though, if only because she wont usually use her most powerful Force Powers unless explicitly instructed to do so.
Attributes: Since Kreias most useful feature will be her ability to use Force Powers to full effect, youll want to continually increase her Wisdom whenever possible. Luckily, this is one of the easiest stats to increase via equipment and lightsaber crystals.
Skills: Unless youre crazy, you can avoid boosting Stealth completely. You shouldnt need to boost Repair very much, either, unless youre going to constantly keep her in your party. Treat Injury is likely your best bet here, if only so that Kreia can make implants and other items at a workbench; shell obviously be relying more on Heal in combat than medpacks.
Feats: As a Consular, Kreias Feat progression will be somewhat stunted, but she should still be able to get one once every third level or so. Since we had her outfitted with a lightsaber, Dueling and Toughness were natural choices, but you can browse through the tree and see what you want her to have.
Force Powers: Kreia will have no shortage of powers to choose from here. Because of the Force Bond between the main character and Kreia, you can let her level up the self-buffs that are available, such as Speed and Armor, and let her use those, since theyll affect herself and the main character at the same time. If you wish for her to use abilities in combat, then level up things like Fear and Shock. Light Side characters will probably want to have Kreia focus on the damaging Dark Side powers, due to the difficulty of bending her alignment too far from the middle of the road.
Class: Tech Specialist
Bao-Dur will be a welcome addition to any party, if not for his combat skills (although hes decent in a fight), but for his pure technical acumen. His unique Tech Specialist class allows him to access almost every technical skill as a Class Skill, meaning that you can continue to level them up without having to invest double points in them at each level up. Hell also have a much larger number of skill points at each level up, making it easy to keep him maxed out in all the relevant skills.
In this sense, Bao-Dur isnt all that much different than a droid, but his simple ability to be healed by the Heal Force Power makes him more desirable in a party than any droid. He also packs the decent Unarmed Specialist Feat, which will help him dish out a bit of pain while wading into battle with nothing but his fists. If you keep him unarmed, be sure to check around for gloves that add to his Physical damage, or that add other kinds of damage while hes unarmed. While unarmed, hell also be able to use his lightning fist to overwhelm the energy shields that enemies use, dropping them in one blow.
In addition to his combat and field tech abilities, Bao-Dur will be able to upgrade your droid party members on occasion, giving them valuable stat boosts. Since hell usually be taking up a slot in your party that might normally go to a droid, though, this might be less useful than you imagine.
If you gain a tremendous amount of influence over Bao-Dur, you can attempt to train him as a Jedi; hell wind up as a Jedi Guardian, and will be quite handy at wading into battle with sabers blazing.
Attributes: Youll probably want to pump Intelligence once, if only for the increased skill points at each level-up, then start dishing the rest of your points into Strength.
Skills: Heck, what cant Bao-Dur learn? As a Tech Specialist, hell be able to easily upgrade Computer Use, Demolitions, Awareness, Repair, and Security, all of which are needed in the field. Know him, love him, keep him progressing in everything he can. You might actually wind up having too many points, and will have to start dispensing them into cross-class skills.
Feats: As an unarmed specialist, one of Bao-Durs initial weaknesses is his lack of health; youll want to get him a rank of Toughness as soon as possible to offset this. If youre planning on turning him into a Jedi Guardian, then Two-Weapon Fighting or Flurry would also be a good investment.
Atton Rand is the latest in a long series of extended universe Han Solo wannabes, following in the footsteps of Dash Rendar, Carth Onasi, and the like. As with Carth Onasi, the feeble blaster-specialist of the first KOTOR game, you likely wont be keeping Atton in your party any longer than is absolutely necessary; the game just doesnt have much room in it for people who are merely good at using blasters, especially when their only really useful skill is Security. Sorry Atton, but youre getting the boot, at least after you obtain the services of Bao-Dur, who can usually match Attons damage output while bringing a much broader array of skills to the table.
If youre fond of Atton, for whatever reason, then he can still be a decent contributor in combat, especially if you outfit him with a pair of blaster pistols (of which you can find plenty of powerful examples later in the game) and let him take on foes from a distance.
If you use Atton a lot, in fact, and manage to either boost up his morale or mercilessly crush his self-esteem, you can eventually convert him into a Jedi Sentinal.
Attributes: Dexterity is your only real choice here; whether youre using Atton for his proficiency with blasters or intend to shift him over to a Jedi class, itll come in handy.
Skills: Security and Demolitions are going to be Attons primary focus, with Awareness coming in in third place.
Feats: As with most combat-oriented characters, youll want to get Attons Two-Weapon Fighting Feat up to its Master level as soon as possible, along with one of the active combat feats for him to use. If youre not planning on making him a Jedi (or probably even if you are), then giving him Heavy Armor Proficiency will let him use a bunch of armor that would otherwise hang around in your inventory.
Class: Jedi Sentinal
Although you might not imagine it, this blind Sentinal will be one of your best offensive threats throughout the game, especially if youre playing as a Consular. As a Sentinal, shell also be able to wield a few Force Powers when needed, but shell really excel only after you complete her ascension to the top of the Two-Weapon Fighting Feat and get her a couple of lightsabers to use. After thats complete, shell be one of your ace front-line fighters, able to deal out an incredible amount of punishment while avoiding the blows that come her way, thanks to her huge Dexterity bonus.
The only characters who might not want to use Visas all that much will be Guardians, who can usually do the combat damage required by themselves just fine; having two offensively-minded Jedi in the party can lead to a diluted supply of lightsaber crystals. Sentinals and Consulars will appreciate having another powerhouse along, though, especially since Visas is the only character besides Kreia who will actually join your party as a Jedi; everyone else will have to be coaxed and prodded along the long road to Forcehood.
Attributes: Visas has a lot of Dexterity, but youll want to give her more of it, especially after investing in the Finesse: Lightsabers feat. Since she cant wear even light armor (unless you upgrade her with the relevant feat), shell need plenty of Dexterity to avoid blows. Alternately, if youre a Guardian, you can start buffing her Wisdom to improve her abilities to channel the Force Powers at her disposal.
Skills: Visas doesnt bring much to the table when it comes to skills. Awareness and Treat Injury are your only real options here.
Feats: Obviously enough, Finesse: Lightsabers should be the first item on your docket, followed by Two-Weapon Fighting and Flurry for even more fun.
Force Powers: Whether you go Light Side or Dark, Master Speed is critical for Visas, as well as Storm. Although it might appear weird for a fully-Light Visas to run around Storming people to death, it shouldnt take too much Force for her to achieve, since shell rarely be using anything else.
Class: Expert Droid
G0-T0s primary gameplay abilities make him something of a Dark Side T3-M4; neither character will probably be getting much use in your adventuring parties, but if you feel compelled to bring a droid along on your adventures, then G0-T0s bleakly controlling personality will make him more palatable for Dark Side adventurers.
As with T3, G0-T0s primary claim to fame are his skills at Repair, Computer Use, and Security. Hes no great shakes at combat, although his Dexterity enables him to easily land shots with dual-wielded blasters if you use him a lot.
Attributes: Youll want to push either Dexterity, if you plan on using G0 in combat, or Intelligence, if you instead prefer to use his skills at a workbench.
Skills: As with T3, G0s skill set revolves around Repair, Computer Use, and Security, all of which are fairly useful while youre running around.
Feats: Obviously enough, Two-Weapon Fighting will be critical for G0 - hes not going to be much use to you in a fight if all he can use is a single blaster.
Class: Expert Droid
One of the few characters to return from the original KOTOR, T3-M4 has apparently lost all of the experience he built up over the course of his adventures with Revan. Thats a shame, supposedly, but even if he began the game at level 20, he probably still wouldnt be tremendously useful to you, if only because his battle prowess is restricted to blaster pistols, albeit dual blaster pistols if you train up his Feats.
T3 is probably a bit better than G0-T0 to have along, if only because he has a couple of infinite-use items: the Shock Arm and the Renewable Shield (obtainable on Nar Shaddaa). The Renewable Shield is perhaps the better of these, as itll let him be completely invulnerable to blaster fire so long as the shield holds out - and when it drops, you can just use it again.
Attributes: As with G0-T0, either Dexterity or Intelligence will be your boosts here, depending on what role you want T3 to play. We personally never had him in our party after we picked up Bao-Dur, who pretty much outclasses the droids in every way, but hey - maybe youll take a liking to the little guy.
Skills: Computer Use, Repair, and Security. These are really all you can give him, unless you want to devote a feat to make something else a Class Skill.
Feats: Both Toughness and Two-Weapon Fighting are good uses of T3s feat allotment, with Gear Head and the other skill-improving feats being worthwhile choices if you dont intend to use T3 in battle.
Class: Combat Droid
Although HK-47 is in pieces at the beginning of the game, the mechanical assassin that we all knew and loved in the first KOTOR is just a few parts away from being restored back to his normal, loving self. Of course, itll take a while for you to assemble all of the parts (youll find them on various HK-50 model Assassin droids that you meet along the way, as well as in the inventories of various merchants if you happen to pass them by on the droids), but when you do, HK will be ready to exact vengeance on all the meatbags that might cross him.
HK, as befitting an assassin droid, is much more capable of dishing out damage in combat than either G0 or T3, but still suffers from the drawback of being unhealable by the Heal Force Power. We hate to dwell on this, but this really does make droids difficult to choose over a flesh-and-blood party member, especially when all HK really has to offer is some nice ranged weapon abilities. Still, if you want to bring a droid along, this is probably the one; give him your nastiest ranged weapon possible and let him go to town.
Attributes: Dex, Dex, Dex. This is really the only stat that makes any sense to increase for HK-47.
Skills: As with Soldiers, HK can really only use Demolitions and Awareness, although he is capable of utilizing Repair as well. This last should be his primary focus, as itll help increase the healing power of construction kits.
Feats: Get HK-47 Specialized in Blaster Rifles as soon as possible, and then start working on either Rapid Shot or Sniper Shot and get those maxed out.
This spunky little bounty hunter is somewhat reminiscent of KOTORs Mission character, save for being a bit more softspoken. She has the same complicated relationship with Wookiees as Mission did, though, which will help to set up some of the drama on Nar Shaddaa. Mira will only join you if youve pushed your character towards the Light Side of the force by the time you encounter her on the smugglers moon.
In combat, Mira relies on her ranged abilities to deal damage. Her free Precise Shot feat will help out in this regard, which is useful, since her little Wrist Launcher thing is pretty much useless in the late game; ammo is tough to find (save for the rockets), and even when you do use it, enemies will almost always make their saves. Her ability to let your party step over mines without setting them off is sometimes handy, but only when your teammates AI is too stupid to know not to run over them on their way to an enemy. Even then its only marginally handy; far better to just Stealth up to the mines and recover them with her Demolitions skill.
So far as combat goes, Mira is fairly adept at ranged combat, and packs a good suite of skills to draw from, making her a decent substitute for Bao-Dur if you dont like using him (albeit without Repair and Computer Use). If you gain or lose enough Influence with Mira, youll be able to shift her into a Sentinal role in the party.
Attributes: Dexterity is the obvious key here; if shes going ranged, then itll help her hit, and if she becomes a Jedi, then itll help her avoid the blows that come her way.
Skills: Mira is one of the few characters that youll want to increase Stealth with, as the whole Stealth + Demolitions bit can be amusing to try out once or twice. Difficult fights in this game are few and far between, though, so this is really more of an entertaining diversion than it is a real powerhouse move.
Feats: Depending on your preferences, you may want to give Mira Stealth Run, Weapon Focus: Blaster Rifle, increased Armor Proficiencies, or perhaps outfit her for dual blaster pistols with Two-Weapon Fighting.
Hanharr is something of a Dark Side counterpart to Mira, and will only join your party if you have done enough evil acts to earn yourself the attention of the Dark Side of the force. If you have, however, hell join your party instead of Mira on Nar Shaddaa; you cant have both of them along for the ride.
Although Hanharr carries around two swords, the first thing youll notice is that he doesnt even have the first rank of Two-Weapon Fighting. If you intend to use him in melee combat, which is where he excels, then youll have to get him up in that feat as soon as possible. When you do, though, you should find that he can outdamage pretty much anyone in the game thanks to his massive strength.
Hanharrs huge Constitution score will also help him use the high-level implants that your other characters likely wont be able to. If you happen to use Hanharr a lot, be sure to keep him outfitted with the best implants that Bao-Dur can possibly make.
Attributes: If youre happy with Hanharrs Strength score, then you might want to start pumping his Dexterity. Since he cant wear armor, hell need a modifier of more than +1 to help him avoid damage from incoming blows.
Skills: Hanharrs not going to be a character youll want to use for his skills; Awareness and Demolitions are easily enough found on any other given character, although Repair can come in handy in a pinch.
Feats: Again, Master Two-Weapon Fighting is non-negotiable here; get Hanharr up and running with a pair of swords, or a dual-bladed weapon, then get him up to snuff with Flurry or Critical Strike.
Mandalores the only Soldier-class party member youll find in the game (unless youre playing as a female character, in which case youll also get the Disciple). This alone doesnt make him so special, but he can be an effective character in melee combat, especially for Light Side players who skip out on Hanharr. If your main character is a Guardian, though, then you probably wont have much use for Mandalore in battle, as anyone with a lightsaber is likely going to be much more deadly than this guy, even if you do pump his strength obscenely high.
One of Mandalores custom characteristics is that he never takes off his specialized armor, which can be annoying, since youll likely find some better heavy armor lying around. Be sure to put the best upgrades into his armor to buff it out a bit.
Attributes: Although Strength is going to be your likely recipient for most of the normal stat upgrades, be sure to use at least one of them to get Mandalore up to level 16; this will let you use higher-tier implants than he normally would be able to.
Skills: As a soldier, Mandalore doesnt have much to offer in the way of skills. Be sure to continually buff out his Treat Injury, which will let him heal himself and other party members efficiently.
Feats: As with most any melee-oriented character, youll want to get Mandalore up and running with Two-Weapon Fighting and Weapon Specialization: Melee Weapons as soon as possible, mixing in either Flurry or Critical Strike as you see fit.
The Handmaiden will join your party only if your main character is a male; if you are, then shell automatically pop up on your ship after you leave Telos. Like the Disciple, she makes either an excellent Soldier or an excellent Jedi, but unlike the Disciple, she will morph into the Jedi Guardian school of thought after the proper training, making her an ideal companion for male Consulars.
Attributes: If youre going to leave the Handmaiden as a Soldier, then youll need to start boosting her Strength to correspond with her unarmed combat abilities. Jedi Handmaidens will need Dexterity more, however.
Skills: As a Soldier, the Handmaiden wont have much to offer you in terms of skills. Treat Injury, Awareness, Demolitions; the usual bunch.
Feats: Since the Handmaiden will almost certainly be focusing on melee combat, be sure to get the Handmaiden Two-Weapon Fighting and either Flurry or Critical Strike (or both of them).
This golden boy will only join your party if your lead character is female; the resultant chemistry is enough to set Atton on edge, though, leading to some amusing commentary from HK-47 on the nature of love. As a Soldier, the Disciple is obviously handy in combat, but hes perhaps even more useful to you as a Consular. If youre going as a Light Side character and dislike using Kreia due to her warped outlook on the universe, try bringing the Disciple back to the Ebon Hawk as soon as possible (without levelling him up) and converting him into a Jedi Consular; hell be an able addition to a group of melee-oriented characters. If youre already a Consular or Sentinal, though, you may want to level the Disciple up with ten extra levels of Soldier or so, to easily give him Two-Weapon Fighting and Master Flurry before you shift him over to Jedidom.
Attributes: If you intend for the Disciple to remain a soldier, then Strength will likely need boosting; if you want him to be a Jedi, then youll likely want to start working on his pitiful Wisdom score, since hell be turning into a Consular and thus will likely be using Force Powers fairly often.
Skills: As with most soldiers, the Disciple cant use much beyond Awareness, Demolitions, and Treat Injury. Pick one and stick with it, as you wont be getting more than one skill point per level-up.
Feats: As mentioned, you might want to level up the Disciple as a Soldier to get him some of the nice melee combat Feats, then start working on things like Finesse: Lightsaber and Regenerate Force after he makes the leap.
Prologue Mission: Save the Ebon Hawk
Prologue Mission: Heal the main character
T3-M4 is the only conscious soul aboard the Ebon Hawk, and its up to him to restore power to the ship so that it can dock with the Peragus mining station. This little prologue acts as an introduction to KOTOR 2s interface for neophytes; if you played KOTOR then you can safely skip it.
To begin with, leave the cockpit and head into the communications area. Youll find a computer spike in a storage cylinder there with which you can spike the computer nearby to open the door to the main hold. Beyond that door, youll come to the Ebon Hawks little meeting area; search the body for a locker key, as well as the droid corpses for parts. Dont worry about the banging on the blast door here; there is someone on the other side, but you wont be able to reach them during this tutorial.
After youve looted the bodies, bang open the footlocker on the far side of the room (its not the locker that matches the key you found on the body). Youll find a couple of computer spikes inside the chest, as well as a couple of broken items - it appears that bashing things open can actually break stuff inside the chest now! No more wantonly sabering every chest you see, in other words, but well deal with that can of worms when we come to it.
Your first goal here is to complete the Bonus Mission and heal the character you just generated. If you open up the Low Security Door off of the Main Hold, you can get to the Medical Room, where youre lying in state for the moment. Use T3-M4 to open the cylinder next to the bed, grab the medpac within, and "talk" to yourself in order to apply it. Thats all you need to do to ensure that youll survive until you hit Peragus. Well, actually, you dont even need to do that, but it couldnt hurt!
Prologue Mission: Repair 3C-4D
In the tradition of disposal RPG tutorial characters, you can find 3C-FD in the Cargo Hold and add him to your party by using one of the parts that you found on the droid corpses in the Main Hold. You can also find a Field Survival Pistol and some droid armor by examining the crates here; the latter is located in a locker which is unlocked by the key you found on the body earlier. Obtaining the Field Survival Pistol will also trigger a basic combat tutorial featuring the awesome might of targeting drones, so dispatch them after equipping your pistol. If you examine the crates from which the drones originated, youll find some Security Tunnelers in one which you can use to open the other.
Now that you have all of that junk, head up to the hull of the ship via the lift opposite the Medical Room. On the Starboard side of the hull, open up all of the hatches and the Engine Port to find multiple Parts, and use one of them on the Exposed Wiring to open up the starboard dormitory. On the Port side, you can recover a pair of mines, and retrieve a third from the impacted Proton Missile. After interfacing with all of the objects up here, you should have enough Parts to repair the hyperdrive, so head back inside.
Prologue Mission: Garage Access
Before you repair the hyperdrive, though, theres one last area to explore. If you maneuver T3-M4 to the Inner Garage Door and park him there, you can switch over to solo mode (Back button), then use 3C-FD to slice into the security terminal in the Main Hold. From there, select Close Outer Garage Door, then Open Inner Garage Door, then flip back over to T3 to check out the garage and the Starboard dormitory. There is a workbench here, but for now, all you can make is a repair kit with which to repair T3.
Now that youre ready to move on, use one of the mines that you obtained on the hull to blow open the Engine Room. All you need to do is place it on the door and back away; itll automatically detonate after a few moments, giving you access to the Hyperdrive. The Hyperdrive can be jerry-rigged to full power by using a mere five parts; you should have plenty more than that after all your running around, so fix it up and head back to the cockpit. The Galaxy Map here will get you to Peragus.
Unfortunately, the cutscene revealing the survival of HK-47 is just that; a cutscene. For now, we can only wonder - and rejoice - at the prospect of another game filled with meatbag references.
Bonus Mission: Medical Bay Murders
Bonus Mission: Recent History
When you finally take control of your main character, youll be in an unfamiliar medical facility. Your journal indicates that you were unconscious for the duration of your trip aboard the Ebon Hawk, so there isnt much you can do for now save wander around. The first room youll come to will be the Medical Lab & Lab Station, where theres a security terminal. Using it, you can get an idea of what happened to the station if you access the logs - seems that HK-47 has been talking the other droids in the area into doing naughty things. You can also use it to open the morgue door, and can even access the medical storage bay if you have a few points in Security.
Head into the morgue bay and grab the plasma torch off the corpse there - this will wake up Kreia, who apparently was aboard the Ebon Hawk with you. This conversation doesnt reveal much, but it will begin your journey towards the light or dark side of the Force, should you wish it to. Answer cruelly (e.g. "Leave me alone, or youll wind up like the rest of these corpses!") to start down the path of evil; being civil and polite will start you towards the light side. Of course, these are only minor influences; your major steps towards corruption or salvation will come later on, so dont feel too worried about choosing a path at this point. You can easily reverse your course should you wish to.
Mission: Recover Ebon Hawk
Anyway, Kreia wont join you at this point, instead choosing to sit around and "rest her mind" or some such. Thanks, Granny. You have that plasma torch, though, with which you can cut through the damaged door nearby (using the Bash command). In the room beyond, youll find a Vibroblade on a corpse, so equip that just in case you run into any enemies. Given that there are corpses scattered around, it seems like a pretty good bet that youll do so.
The Damaged Mining Droids in the next room are easy to defeat; they have -4 Dexterity penalties to both their attack rolls and defense, so you should be able to chop through them without a problem. Keep moving until you come to an emergency hatch; its sealed shut and wont open, so youll need to find an access panel to force it. Unfortunately, the panel in the Security Room nearby wont let you through, but it does have a bit of backstory built into it, should you access the logs. Do so, and be sure to listen to the one titled "administration console maintenance." Youll learn of a little backdoor the security chief has built into the administration computer in the Communication Blister.
As Kreia notes, you should save your game before heading into room beyond, as there are a few droids inside waiting for you. Theyre still the same old Damaged Mining Droids, though, so you shouldnt have too much trouble, and even if you due, youll probably hit a level-up during this fight, giving you a full health restoration.
After levelling up, open up the footlockers here, bashing them if you dont have enough Security. Inside youll find a Stealth Field Generator. Anyone can equip this, but itll only be useful to you if you have a point in Stealth. If you do, you can activate it to bypass the multiple droids in the Communications Blister and get to the Administration Computer, but you probably wont want to, as theyre still not very difficult to kill and youll get plenty of XP for offing all of them. Dont miss the pair of droids at the top of a ramp, as well.
After all of the droids are dead, h4xx0r the Administration Computer and flip the override switch; this will let you access the prison. Inside youll meet Atton, a roguish sort whos been locked up on "trumped-up charges." Vague explanations aside, youll need to chat with him for a bit before unlocking him (which isnt optional). As before, your choices here can turn you towards a side of the force, so tread lightly.
Bonus Mission: Galactic History
When youve got Atton following you around (he wont join your party just yet), head back to the Administration Computer. Atton will tell you that you need to get access to the hangar bay to steal a ship, but unfortunately, you wont be able to do that from there; if you bug him, though, you should be able to access the "check administration logs" and the "access comm system" options for the computer. The administration logs are just more backstory, but if you access Hangar Bay 25 on the comms, you can reach T3-M4, whom you will take control of.
Rescue Main Character
After T3 comes online, you can feel free to wander around his starting area; theres a few things to look. He appears to have been reconfigured a bit since the last time you controlled him, as his armor is missing and hes been upgraded to a Mining Laser, which will do good damage to the Mining Droids that youre going to be fighting agains.
To begin with, head south to the Hangar Control Terminal to examine the console there. Its been sabotaged, and you have no repair parts, so grab what you can from the footlockers and make your way back to the exit to the Fuel Depot. There isnt much you can do down there save loot bodies, so grab everything you can; on one of the humans, youll find some Sonic Mines; a broken droid will also have a Droid Ion Blast Mark I, which youll want to equip into one of T3s special weapon slots.
When you return to the Hangar Bay, youll be accosted by two Mining Droid Mark Is. These guys have shields and as such will be a bit harder to deal with than the Damaged Mining Droids of yesteryear. Still, you should have the requisite tools to dispose of them: the Ion Blast Mark I will drop their shields, allowing you to blast them with impunity, or you can just use an Ion Grenade on them to kill them immediately.
In the Storage Room here, youll find a Sealed Door; use one of the Sonic Mines on it to blow it open. Poor 3CFD is dead, it seems, but you will be able to find some Parts in one of the containers here, which you can use to repair the control panel overlooking the Ebon Hawk. There are a bunch of options on it, so feel free to fool around with a bit; you might want to save your game beforehand in case you run out of Computer Spikes. The important things to do now are to attempt a repair of the emergency sub-systems, which will reroute them to a terminal in the Fuel Depot. You can then use your Computer skill to open the blast doors to the Fuel Depot. Wander down the now-open hallway, dispatching the Mining Droids (make sure they have shields before you use your Ion weapons on them!) and back to the Fuel Depot.
The only thing you can do in the Fuel Depot is use the terminal to open the door blocking the main characters progress to the docking bay. Do so, and reap your reward!
Well, one character gets rescued, another one needs to be; seems were playing a zero-sum game here. Regardless, all you can do is head through the now-opened blast door into the emergency hatch thatll hopefully get you to the hangar. To begin with, youll have to traverse the Mining Tunnels. Atton will quickly offer to help you by sending you tips based on what hes reading on the sensors; if youd prefer not to have any interruptions, feel free to ask him to keep the channel clear. Heck, youve got our guide anyway, dont you?
In the first room, youll find some clothes - finally - along with some miscellaneous other equipment that will help you detect and deactivate the many sonic mines in the area. Besides the miscellaneous corpses and broken droids, your only companions here will be a whole lot of hostile droids; youd be well advised to use an energy shield charge before you wade into battle. These guys are still working with a significant accuracy penalty, though, so you shouldnt have too difficult of a time ripping through them. Even the shielded ones will fall to a couple blows from your vibroblade. You might want to save your game beforehand anyway, though. You can also try to stealth your way by them if you have any stealth abilities.
Eventually youll run into some superheated gases; youll need to activate your Mining Shield in order to pass through without getting badly burnt. If you have the Burst of Speed Jedi power, thatll also help to cut down the damage that you took. Keep working your way through, though, until you reach the Central Mining Core. What you need to do on the computer here is shut off the containment fields; this will let you reach the turbolift leading down to the hangar, but it will also free all of the droids that were previously penned up. If you wish, you can hack them so that they dont attack you, but hey - theyre pretty much just easy experience at this point, so you should probably keep them hostile and just kill them all. What you can also do is have them mine the sealed doors, which will open up a passage to the southeast, which will eventually lead to a corpse with some decent stuff on it, including a Cardio-Regulator. Dont worry about Attons warning about the rising heat levels; youre not on a timer or anything, so feel free to explore.
When youre done looking around, head for the turbolift exit to the east of the main terminal. (The damaged cylinder can only be opened with a high demolitions skill, so dont worry about it if you cant blow it.)
Mission: Voiceprint Protocol
After heading up to the Fuel Depot, youll run across an HK protocol droid, but one which is apparently not HK-47 after all, due to his inability to recognize the Ebon Hawk. (Unless hes perhaps had a memory wipe at some point in the time between this game and the first.) Interrogate him thoroughly to learn about the miners in the dormitory; in order to reach them, youll need to use a voiceprint code to access an airlock leading to the exterior of the asteroid, but the only one who can speak the code is dead. Hmm....
In order to proceed out the airlock, youll need to grab a Sonic Imprint Sensor from a container in the room opposite HKs, which will let you record the maintenance officers voice from any holologs that you can access. This will undoubtably lead to an RIAA lawsuit, but heck; youre fighting for your life here. Before you move on, though, you can use the workbench here to upgrade or create items, if you wish; if you rooted around downstairs, you may have picked up a Basic Ionite Edge which you can apply to your vibroblade to allow it to deal extra damage to droids, which will obviously come in handy. If you have some Repair skill, in fact, you can actually make a Long Sword from some components first, then use the Ionite Edge to upgrade that for an even better weapon. Heck, you can even make other edges and cells with the workbench, then implant those, depending on your choice of skills. Play around with it a bit and see what happens!
The extra damage v. droids will come in handy in the next hallway, where numerous baddies are waiting for you, including a couple of bipedal Mark IIs that will need a bit more persuading before dying than the spider droids will. Heck, you can even use your plasma torch to cut through the broken door here if you want to fight another Mark II; there doesnt seem to be anything else in there worth mentioning.
If you scout around a bit, youll find a maintenance station near the turbolift to the administrative level. If you use it and access the logs, you can get around a third of the voice samples you need for the voiceprint, as well as a bit more of the backstory about how the HK unit was able to corrupt all of the droids on the station. You can actually get the second part of the code by speaking to HK again; if you thoroughly search through his conversation options, you can eventually get him to play back the maintenance officers last words, which are good for another third of the code.
After checking around thoroughly down here, head into the turbolift to reach the administration level. The next bit of the sonic code can be found here, back at the security station you used earlier, so grab it, then head back down to the fuel depot and use the Sonic Sensor on the maintenance station to unlock the door leading to the airlock. Grab the space suit from the locker by the airlock, then head outside.
Luckily for all of us, Obsidian has drastically increased the speed with which you move while youre in the space suit, so you can head outside at a pretty good jog. Avoid the mining vents and get back to the observation decks window to talk to Atton. One gets the sense that the incoming ship features one extremely unpleasant customer, if the cutscene is any indication....
Regardless, your path here leads onward to the Dormitories. What you need to do here is start cutting through more dastardly droids; youll come across a few that are listed as being fire suppression models soon enough. These guys will try to put out the fire that burns inside you by encasing you in carbonite, which deals pure damage. If you can get into the Workbench area (directly west of where you entered the level), either with your Security skill or a Security Tunneler, then you should be able to find some insulated gloves that will help you resist the cold. If you can get the underlays from one of the locked lockers, you can also upgrade the miners uniform with the environmental protection, which may let you avoid all of the carbonite damage outright, especially when paired with the gloves.
If you walk north until you reach the Shift Assignment Console, youll be able to repair it with a single part. Using it, you can cancel the dormitory emergency lockdown, which will unlock the door across the hall and give you access to the dormitories. Both of them are filled with poison gases at the moment, but you can slice into the computer to vent those gases elsewhere, if you wish. If you dont want to use your slices, its not really too much to worry about, although having something like Force Speed will help you dash through the gases and search the dorms without taking too much damage. You should have plenty of medpacs to heal the damage, and youll also regenerate naturally over time. If you wish, you can follow the path of the hallway around to the east; in the room to the north of the Cafeteria, youll find a breath mask that will cut down on the damaging effects of the gas.
First off, head into the western dormitories and access the Log Terminal near the entrance. You can check the subspace transmission that was made from here, if you wish, and when you search the Administration Officers corpse nearby, youll also be able to check his hololog. The rest of the rooms here contain miscellaneous items; the damaged door only contains 74 credits and a medpac, so skip it if you dont want to give up a mine to get in.
Mission: Turbolift Lockdown
Anyway, the hololog will give you the first few parts of a keycode that youll need to unlock a turbolift that apparently leads back to the administration level. This will eventually become a bit of a mathematical puzzle, as appeared every so often in KOTOR, but for now, all you have are three unconnected digits, so leave it alone for the moment.
The eastern portion of the dormitories are similar in layout to the western; the key items here are the logs from the mine foreman and the dock officer. One of these is located in a Refresher in one of the rooms, so dont miss it. Theres another damaged door here you can blast open with a mine, should you have one; within, youll find a few grenades and miscellaneous other items. The logs can be inserted into the terminal in the western dormitory and played back.
When youre ready to move on, head back to the Cafeteria. If you killed the robots here earlier, check their remains; one of them probably dropped a considerably cool pair of Infiltrator Gloves which will give big bonuses to your Security and Computer Use skills. In the southern room here, youll come to the turbolift, along with the corpse of Coorta, who was apparently double-crossing the miners on behalf of HK, and whom was in turn betrayed by the droid. You can examine the turbolift camera logs to get a nice visual display of all of these events, and can even use Coortas log back on the dormitory terminal to play back his original contact with HK, but the latter is just for your edification.
Anyway, the turbolift code puzzle should be fleshed out in your journal at this point. You only have three numbers, but you have all of the flashcodes which correspond to the numbers.
Just from elementary deduction, we can find that a dot is equal to one, a minus symbol is equal to ten, and an X is equal to five. Thus, the full code is 3, 17, 13, 5, 7. Since the code was reversed by HK to prevent Coorta from leaving the dormitories, youll need to enter 7, 5, 13, 17, 3 into the console to open the turbolift. You can smash through it for the same effect, if you wish, but you wont earn any experience. You only get 250 experience for going through the whole puzzle, in fact, which is only a couple of droids worth, so its no great shakes, but dammit, this is a game guide, so were being thorough!
Back to Administration
As soon as you reach the administration level again, Kreia will join your party, and youll be able to immediately level her up to boot. She fulfills something of the Jolee role from the first KOTOR, in that shes definitely more of a Force Power-using character than a lightsaber powerhouse, if she even had a lightsaber (which she doesnt). In fact, she has no equipment at all, so get her a Mining Laser or Blaster Pistol for the moment, then run back to Atton, wholl also join up. Save your game before running back to Atton, though, as youre about to be in for something of a boss fight.
HK-50, as the droid reveals his designation to be, can be pumped for information before he finally deigns to fight you; apparently hes something of a bounty hunter, and was attempting to incapacitate you by pumping your kolto tank with sedatives until he could effect your transferral off the station. (By asking him about this, you can finish off the Medical Bay Murders bonus mission.) Eventually, though, youll have to challenge him to a duel of sorts; youll have Atton and Kreia on your side, while HK will use a set of floating mines to protect himself. At the beginning of the fight, switch everyone over to blasters and shoot the mines, then close in on HK himself with your vibroblade and go to town. You can also use Ion grenades, if you have any, for more widespread damage. When you deal as much damage as HK can take, hell initiate his self-destruct mechanism, so back away before he blows, then retrieve all of the items off of his body.
Now that youve bypassed that threat, you can head down to the docking clamp, which was previously locked, and enter the Harbingers Command Deck via the door to the west of where you defeated HK. Your goal now is to get to the Harbingers bridge to get its asteroid drift charts so that you can escape the field, then to access its fuel line to make it back onto the station, hopefully performing something of an end-around past the security fields in the fuel depot level.
During the initial conversation here, youll get your first intimation of how your conversation choices can affect your influence with your teammates. Put most simply, the closer your personality matches that of a party member, the more likely you are to gain influence over that member. For now, Atton and Kreia are ciphers to you, but as you get to know them better, youll be able to judge how to respond to them to gain influence (if you even want to). If youre subservient to Kreia, and tell her that youll attempt to be more mindful of the present, youll gain points with her, which may be useful later on.
Your arduous journey to the bridge will begin when you head through the door to the west of your starting point. Through it, youll find...the bridge. Well, that was easier than it sounded. You can either repair or slice the navicomputer here to obtain the drift charts for the asteroid field, so youre set on half of your objectives. Now all you have to do is make your way through to the fuel line. Unfortunately, there are Sith Assassins roaming this deck, invisible until they begin attacking you. Most of them will have significant dual-wielding penalties, though, so you should still have a big advantage in combat for the moment.
After getting the field charts, though, head through the southern door leading from the bridge. This is one gigantic dead end that winds up near the escape pods, but there are still items to retrieve and Sith to kill for experience, so clear everything out before returning to where you entered the level and busting through the security doors. If you cant open them, then Atton should be able to get past. Scout out the rest of the level, then find the exit to the Crew Quarters and head on down.
Youll run across your former quarters soon after you enter this level; search around for an armband as well as a medical pad. Youre unlikely to be able to access the room across from it with anything less than a security tunneler, which is kind of a crapshoot; you might find a longsword inside, or you might find a medpac, or anything in between. The tunneler is likely going to be worth keeping over whatevers inside.
When you reach the fork in the path, head north and go through the medical bays door. You can get a bit more backstory here; apparently a Sith Lord was brought aboard, having been thought dead (amazing how pesky these Jedi can be), and subsequently rampaged throughout the ship when he regained consciousness, along with his invisible cohorts. You can heal any wounds you have here and pick up a few items from the chests, but youll eventually need to move on to the east and down to the Harbinger Engine Deck.
Harbinger Engine Deck
Atton will pipe up as you enter this level; if you want to gain influence, listen to him closely and respond politely, then save your game. Darth Sion will quickly appear, but Kreia will tend to him, leaving you and Atton to fend for yourselves for the meantime. To begin with, head through the security doors to the east and slice or repair the console here to give you access to the ion engines. If you then head north, you can find a workbench with which you can upgrade the long sword you mayve obtained earlier with new edginess. Finally, a long sword for my generation!
From this area, its a straight shot to the engines, where you can use a terminal to open a hatch leading out to the fuel line.
After reactivating T3-M4, youll be able to grab the Hangar 25 Control Conduit from the stash near the mine. (Note that a character with a high Computer skill can attempt to "repair" T3-M4 by talking to him. If successful, you can boost his Intelligence a bit, and will gain influence with him. Also, dont forget to periodically ask him for computer spikes.)
Your goal after you get the Conduit is to travel around in the lower level of the fuel depot and either deactivate or destroy the remaining sonic mines; there are plenty of them around, but they should be disableable (if thats a word) with Atton, or you can just walk through them to set them off, then heal yourself afterwards. When theyve all been disabled, the Emergency Field Station will let you access the upper levels, from which you can take a turbolift to the Docking Bay.
After you make your way to the main control terminal in the Docking Bay, you can use the Control Conduit on the terminal to open up the door to the hangar. Youll have to wander down a well-mined path to reach the ship, but if youve been building up Attons Demolitions skill, you should be able to recover most of the mines in your path. At the bottom of the ramps, youll come to a sealed decontamination chamber. Apparently its been modified to become a contamination chamber, as theres a bunch of noxious gases on the far side. If you use T3 to hack the computer, you can shut off the gases, but itll cost you most of your spikes, most likely, and not give you too much experience. A better bet is to just bash the console to open the door and then run through. Youll take light damage, sure, but thats no big deal. You can even equip a breath mask if you wish to avoid the minor amount of hurt thatll be coming your way.
When you reach the Ebon Hawk, check around the hangar for some items on the broken droids, then save your game and hop aboard. Youll have to attempt to repel the Sith infiltrators from boarding the ship by using the turret. If you have trouble shooting the Sith with the turret, try reversing the Y-axis in the Gameplay Options menu; depending on your preferences, you may find this option to be a bit more natural.
Some Sith will naturally get past you and into the ship; the exact number will depend on how proficient you were with the turret. If youre looking for numerous kills, try shooting the explosive barrels scattered around the hangar; if youre just going for experience, though, you might actually want to let all of the Sith hit the loading ramp of the ship, then fight them off inside. Youll get a lot of experience for doing so, as well as a chance for extra items.
After all the Sith are dead, youll be able to finally escape the system. Watch your responses to Atton here; if you want to stick to the light side, youre going to have to sound as concerned as possible about the people that might theoretically be on the station. The conversation that ensues in hyperspace is also a good chance to get your force alignment up or down, if only slightly, so read all of the conversation options before picking one. Youll wind down most of your active quests here, and can polish off the last one by talking to Kreia and interrogating her about the Mandalorian Wars.
Bonus Mission: Rebuild HK-47
After speaking with Kreia, the door in the Main Hold will revert from a Blast Door to a Low Security Door, which you should be able to get through if you have any Security skills at all. Inside youll find HK-47, who was apparently damaged at some point in the past. Hell need four parts before he can be repaired, of which you only have the Vocabulator, assuming you picked it up off of HK-50s body after you killed him. The rest will have to wait, for the moment, but at least you can get the quest into your logbook.
After speaking to Atton again, use the Galaxy Map to get yourself to Telos. Your description of your lightsaber during the conversation here apparently does affect its appearance later in the game, so pick something that sounds cool.
Mission: Ebon Hawks I&D
You may remember Telos as the planet that got royally pwned by Malak in the first Knights of the Old Republic game. It wasnt quite a butt-kicking on the level of a Death Star attack, but they did a pretty good job of bombing the planet back to the stone age with their fleet of ships in orbit. It appears that the Telosians have decided to rebuild, and have constructed a massive space station from which to control the efforts. Its here that youll find yourself when you land; youll be quickly thrown in prison due to the events back on Peragus, such as the fact that it doesnt exist anymore.
Bonus Mission: False Batu
Soon enough, youll be accosted by one Batu Rem, who seems to think that he can take on all of you at once without a problem. Not the brightest star in the bounty hunter galaxy, this one, so take him down with your bare hands. Youll wind up in a more comfy apartment after killing the assassin, so hey - it all worked out!
Mission: The Caller
Mission: Czerka Calling
After your transferral, youll soon be chatting with Moza, one of the Ithorians who are running the planetary restoration project on Telos. Agree to speak to his priest/leader, then head back to bed; soon enough, the devious Czerka will call you up, offering you a deal similar to that of the Ithorians. You dont have to decide between the two now; feel free to accept them both.
Mission: High Stakes
When youre finally let out of your house arrest, you can feel free to wander around the area. You can pick up a new mission in Apartment Complex A; speak to Harra there to learn about his long lost girlfriend, whom he gambled away in a game of pazaak. Were obviously treading in the waters of a decent, civilized people here. Regardless, offer your services, if you wish, and move on. Note that most of the areas in Citadel Station have Information Stations that will let you download the full maps for them, which is helpful. You can also use them to warp between each Station, which will help you avoid running through multiple areas when youre forced to backtrack.
Your first goal here should be to get your items back. To do so, head to the Entertainment module through the exit in the long corridor here, then work your way through that area. Outside the Cantina, youll come across a Sullustan thats about to get totally wailed on by a couple of mercenaries; you can either help the Sullustan for light side points, or let the mercs do their thing unhindered. Regardless, your goal is the TSF Station map point on the western side of the area.
Mission: Ebon Hawk: Stolen!
Cue the dramatic music, because it appears that your ship has gone missing from the impound dock! Oh noes! Luckily for you, your inventory items are safely stowed in the TSF office here, so grab them from the lockers and reequip your characters. Now, if you want, you can initiate a new cutscene revealing your ultimate foe by speaking to Kreia and discussing the meaning of mercy with her - the cutscene should immediately follow. If it doesnt, dont worry; itll pop up eventually, letting you know that you have more Dark Jedi on your tail.
Now, if you want to resolve the High Stakes mission, you can do so in the Casino. Youll find Doton Het here; this is the guy whom accepted the girlfriend in place of cash for the gambling debt. Hes asking for 2,000 credits, which you might be able to afford, but a better plan is probably to buy a bunch of Pazaak cards and attempt to win her back from him! You can buy Pazaak cards both in the merchant back in the Entertainment Module and from Mebla Dule in the bar itself. Concentrate on the dual-value cards and the cards with values in the two, threes, and fours. If youre looking for tips on the game, check out section on KOTOR2s mini-games; if you feel confident that you know the rules of the game, then save your game and challenge Doton to a game! Hell ask you to put up a 1,000 credit bet yourself; if your pazaak purchases dropped you below this limit, then you might have to sell some items to one of the merchants in the Entertainment Module to get up above it.
When youre ready to take on Doton, save your game, play him, then reload your game and repeat the process if you lose. After you win, you can either take Ramanna right back to Harra (although she seems reluctant to go), or just rent her right back to Doton and come back for her earnings later. Ouch! If you do bring her back to Harra, you can either set Ramanna free, or force her to stay with the guy who sold her into slavery. The choices that will lead to dark side or light side shifts should be obvious....
After thats done, you can get back on the main quest track here. First up, head to the Czerka offices (located off of the Residential Module East). If you speak to the administrator here, shell ask you to steal a droid thats being delivered to the Ithorians and deliver it to Czerka instead. Dont worry about shifting towards the dark side just by listening to her; you can choose to think about it and walk away without any harm done. The same goes for the Ithorians; you can talk to them by traveling to the Residential Module West and walking into their compound there.
After hearing both of the offers, youll need to make a choice as to which group you wish to help. Whichever you choose, youll have to make it back to Entertainment Module and enter Dock Module 126 from the shuttle there.
If youre going Dark Side, then youll want to play through the Czerka branch of the Citadel Station missions.
Replacement Restoration Droid
If you choose to side with the Czerka, speak to Jana Lorso in their offices and agree to retrieve the Ithorian droid from their hangar in the docking bay. Shell give you credentials that will get you inside the hangar, so head on over and fight off the thugs that arrive - apparently some insurance on the part of Czerka, just in case you got cold feet about betraying the Ithorians. Youll be able to take the droid back to Czerka after the fight, and will also obtain a modified blaster that will open up the Suspicious Goods side quest.
Now that the Czerka have a handle on operations in Citadel Station, they wish to...amend their previous business relations with the Exchange. In effect, Lorso wants you to kill the local Exchange boss, one Loppak Slusk. As mentioned, the Exchange compound is heavily guarded, so the only way in will be through an inside contact. Head to the Cantina and speak to Luxa, whos waiting by the bar. Unfortunately, you wont be able to just talk to her and immediately gain access to the Exchange, as you would in the Ithorian branch of missions here; instead, youll have to run a few tasks for her.
Arms Dealing: Luxas first task involves you acting as a courier; she needs to deliver a crate of weapons to a pair of smugglers, and wants you to make the exchange. You can find the medical facilities in the Residential Module West, so head on over there and step up to the Communications Terminal within. Youll be asked to head back over to Residential Module West, and meet your contact in apartment B3.
Before you can gain access to B3, youll have to dismiss your party members via the Party menu, accessible by pressing start. Do so, then enter the room, where you will, predictably enough, be ambushed by the putative weapons dealers. Youll need to kill them both before returning to Luxa; check their bodies for your very first Bowcaster. Feel free to keep the credits that you picked up when she asks for them; Luxall take your insouciance in stride, and offer you your next mission.
Opo Chano: You can find old Opo in the apartments on the eastern side of Residential Module East. He honestly doesnt seem to have the credits he owes, which is too bad, because your primary options are to either repay the loan yourself or kill him. If youre allying yourself with the Exchange, youre probably not going to be too concerned by the Dark Side shift involved with killing him, so whip out your sword and strike him down before returning to Luxa, who will finally get you into the Exchange compound after you agree to kill Loppak.
Luxa & Loppak: Head over to the Exchange compound in Residential Module East and get the guard there to let you in. Youll need to either Persuade the doorwoman here to get you in further, or just tell her you dont have an appointment and kill the Gamorreans that shell summon. Heck, you can even kill her afterwards, if you wish. If you check around, theres an Ithorian locked up in the Holding Cells; there arent many opportunities to earn any Dark Side points with him, so feel free to leave him alone. If you wish, you can use the security terminal in Loppaks room to set the dude free, but this wont earn you any points one way or another.
For now, though, work your way around to the southeast and track down Loppak; when you find him, youll soon be met by Luxa as well, for one big happy family reunion. Youll need to kill everything that moves here (and, in the case of the turrets, some things that dont move), but if you pick your conversation options correctly, you might be able to focus on one group at a time. No need to worry too much about it, though, as even with both groups fighting you at the same time, you shouldnt have too much trouble picking everyone off.
Czerka Under Attack: When the Exchange has been thrown into disarray by your little games, you can return to Czerka, only to find that theyre being assaulted by a group of mercenaries. All you can do at this point is start wading your way through the baddies and attempt to cut your way back to Jana Lorso, wholl be negotiating with the leaders of the brigands. This last fight can be rather tough, so wed recommend that you save your game before entering it. Regardless, youll need to cut them down before hassling Lorso for your reward money, and then informing her of your handling of the Exchange. Shell get you a shuttle down to the surface, which you can access by heading back to the Docking Bay.
Mission: Replacement Restoration Droid
After reaching the dock module, speak to the Ithorian in the hallway to be passed through to their hangar. After you meet up with the Ithorians within, the predictable ambush will occur, leaving you and your party to face off against a group of Thugs. They should be relatively easy to dispatch, so kill them off and take possession of the droid. Youll also find a modified weapon on the thugs, which will lead to the mission entitled Suspicious Goods. This can lead into a pair of side missions, depending on whom you decide to speak to about it.
When you have the droid, though (youll need to speak to it), youll automatically warp back to Residential Module West. Youll receive a pair of Jal Shey Perception Gloves as a reward, as well as the opportunity to take on a second quest, one called Ithorian Diplomacy. In order to complete it, youll need to travel back to the Residential Module East and attempt to enter the Exchange compound. Of course, youll be refused - even killing the guard is no help, although it is amusing - so instead, head into the Entertainment Module.
In the Cantina, speak to Luxa, the woman at the bar thats flanked by Gamorrean guards. Shell offer to get you into the Exchange compound in exchange for you killing her boss. If youre horrifically intent on sticking to the goodie-two-shoes route, you can refuse to become an assassin, in which case shell suggest that you merely run him off the station; whichever path you choose to take, youll want to take her up on the offer and then head back to the Exchange base and stroll on in after talking to the guard there.
The receptionist here will likely tip off the guards to your presence, in which case youll have to kill a few Gamorreans in order to enter the base. After theyve fallen, head through the western door to examine a trapped Ithorian; you wont be able to free him just yet (and dont have to, if you dont want to), but keep him on your mind nonetheless. Its to the east that youll come across Loppak Slusk, the Quarren headmaster of the Exchange base here. Of course, hes surrounded by bodyguards, so drop all of them before you stroll in to talk with the big man.
After you arrive in Slusks room, Luxa will follow you, apparently having followed in the wake of your little carnage-fest. Now, you can play the little Mexican standoff here however you like, but if you want our advice, you should first attempt to insist that you dont want to fight anyone; this will turn Luxa hostile to you. After killing her, you can either let Loppak live or, better, kill him as well and loot everyones corpse. You dont take a Dark Side hit from killing Loppak.
Before you leave Loppaks room, hack into the Security terminal and let the Ithorian out of its cage. Head back to Habat for your reward, and one final test.
Mission: Czerka Mainframe
Habat wants you to hack into the Czerka mainframe and obtain evidence of their corruption, but as we just learned, sneaking into heavily defended compounds isnt the most peaceful of pastimes. Still, he wishes you to avoid bloodshed as much as possible (snicker), so head down to the cantina and talk to his contact. If you wish, you can try to Persuade Habat into giving you money for a bribe, which might be handy, because itll otherwise cost you around 1,000 credits.
After you make it down to the cantina, speak to Corrun Falt and maneuver through his conversation tree until you reach the "So how do I get in?" option. This will bring up a few Persuade options; if you dont have the Persuade power, then you wont be likely to bring him down below that 1,000 credits that hes asking. If you managed to get Habat to help defray the costs, then it shouldnt be too bad. Regardless, Corrun will tell you to speak to Opo Chano in Residential Module East. In yet another case of vice gone bad, Opo Chano will refuse to help you due to the fact that his Czerka contract helps him pay off his gambling debts. If you can get the credits he owes, though, perhaps theres something he can do after all....
Return to Habat at this point and hell rather credulously believe your little story and give you the requisite credits to pay off Chano. In retrospect, you probably shouldve asked him for five thousand, but the 2,500 credits youve obtained are enough to get Chano off the hook, after which hell give you his credentials. With them, return to the Czerka Offices and get B-4D4 to follow you outside. Youll automatically return to the Ithorian clan compound, where the droid will be modified to follow only your commands.
After taking control of B-4D4, walk on back to the Czerka offices and speak to Jana Lorso, who will give you access to the mainframe. Inside, youll have to talk one of the utility droids into going berserk so that you can download the files that you need. Oh, B-4D4, you sooo crazy!
When you have the Czerka memory pad and have deleted all traces of your intrusion from the computer, its time to book it back to the Ithorian palace. When you regain control of your main character, speak to Habat again to get a small Force Point boost, as well as the right to travel down to the surface of the planet with the Ithorians shuttle.
Mission: Ithorians Under Attack!
As you head to the shuttle down to the surface, the Ithorians will radio you and let you know that theyre under attack. Helping them is optional, honestly, but you can get plenty of experience for doing so, so warp back to their compound and head in, chopping through all of the mercenaries that you see.
Save your game before heading in, as there are plenty of baddies to deal with. Youll probably be flying solo at this point, due to the fact that your party was split up when you took over B-4D4, but you can easily warp in your teammates via the Party menu; just click A to add them to your party, then hit start again to exit the menu, and they should pop right in. Youll still want to exercise a good deal of caution during the fights, though, as the sheer number of foes can overwhelm your healing abilities. Its definitely a good idea to equip an energy shield on your main character and activating it before heading in, as itll suck up a good deal of the blaster fire damage that youll be taking. Also, get used to activating any Force buffs, like Knight Valor or Knight Speed, before opening up doors, as itll let you get right to the killing without having to use them on the first round of battle.
After penetrating back to the main open area of the compound, get to the Vivarium and take the Ithorian Passkey from Moza; this will let you access Habats quarters, where hes squirrelled away with more Mercs. After saving him, you can either pressure him for a reward (boo!) or stoically accept the fact that the experience you picked up from the kills was reward enough (yay!).
Down To The Surface
Whether you choose to pass through the Ithorian or Czerka branch of the Telos quests, youll eventually be allowed to shuttle down to the surface of Telos, so hop aboard your shuttle and get going! Of course, nothing is quite as simple as that, so youll find yourself taking fire and getting shot down before you can reach the surface. Luckily for you, though, Bao-Dur is waiting to pull you from the wreckage.
After equipping Bao-Dur (you can probably let him whack away with his bare hands, thanks to his Unarmed Specialist training), gear up and start exploring the planet. Your first stop will actually be just to the southwest of your crashed shuttle; if you track down the set of mines and clear them (Bao-Dur should have no problems with this), you can find a hidden mercenary cache which seems to usually contain a decent Jedi Robe for you to wear. Further south, youll come across some actual mercenaries, but you should be able to close to combat range before they spot you, allowing you to chuck in a frag grenade or two (assuming you have any) to weaken them up before heading in and slaughtering the lot.
Make your way down the path until you reach the beach, where youll come to the main group of mercenaries. (Theres also a bag on the far western end of the sand that you can search through, although it probably wont contain much.)You can attempt to skirt around them, if you wish, but they really arent that difficult to kill; just use any Force Power buffs you have, activate energy shields for everyone, then charge in and lay waste. After theyre dead, youll be able to more safely explore the area. If you check the area to the southwest of their position, you can find their second cache; there are other miscellaneous bags on the map, as well, so scout around a bit before moving on to the next zone.
Before you can proceed to the Czerka Excavation Site, though, youll have to bypass a mine field thats watched over by a pair of heavy turrets. There wont be much you can do here to prevent your teammates from running pell mell through the mines to get to the turrets when they open fire, so you might want to either send in Bao-Dur in solo mode to try and clear a path, or just use energy shields on everyone (to protect them from the turret fire) and running through the mines, then healing immediately afterwards while taking down the turrets.
Czerka Excavation Site
Another similar trap will await you at the Excavation Site, where a Mercenary Droidmaster will sic her battle droids on you while hiding behind some frag mines. Your best bet here is to just run through the mines and take whatever damage comes your way before cutting all of your foes down; they guard the path to the excavation site itself.
The initial battle with the Mercenary Leader is going to be quite tough, and unfortunately you cant buff yourself and charge right in, as theres a bit of a conversation ahead of it that will drain the time from your short-term buffs (although youll probably want to activate your energy shields ahead of time, since they last for a couple of minutes). Both the Leader and the Veteran will use melee shields, but you should be able to easily deal with them by using Bao-Durs Shield Breaker ability (hell need to be weaponless to use it), which can drop them instantly, assuming it hits.
The main problem here is the way that another mercenary waits near the main group; after you kill the initial four enemies, your teammates will probably run over to him and start wailing on him as well, then chain from that guy to yet another large group of foes. All of this is not really survivable, so youre going to have to either extract them from battle (which is nearly impossible), or ensure that they dont get within view of the last group of enemies. This can be done by giving both of your teammates ranged weapons, and manually controlling the main character so that he or she doesnt charge in (or by using a ranged weapon on your main character, as well). This will hopefully let you avoid alerting the second group of enemies, and give you some time to rest up before heading back that way and taking them on. If youre careful, you should be able to kill all of them without drawing the ire of the turrets or soldiers on the landing platform, but save your game after the first group of foes nonetheless.
Your ultimate goal here is to fight your way onto the landing platform, where Bao-Dur will be able to examine a console and determine that the Ebon Hawk is most likely to be found at Teloss polar icecap. In order to get there, though, youll need to get into the underground military base and find a shuttle, so find the exit near the platform and move on.
Old Military Base
The Old Military Base is a trap-ridden series of corridors; there are numerous droid defenders and poison gas vents scattered around, so be on your guard; if you have any Breath Masks or poison-immunity Implants still hanging around your inventory, now would be a good time to equip them. Youll also find Disable Droid to be quite handy here, so if you havent obtained it yet, you might want to get up to it when you level up, if possible. Youll also need to use Bao-Durs incredible arm to bash through the force fields that block your passage from time to time; hes the only one that can get you through these points.
After you run across your first military droids, check around for an Administrative ID Card in one of the nearby bags; if its actually there, itll let you access the terminals without having to slice into them. Your first really difficult fight here will come shortly after, in the room with the Workbench and Lab Station, as two military droids and four turrets will actively desire to turn you into swiss cheese as you enter. Youll definitely want to keep energy shields up and keep all of your characters targeted on the same target as you pass from droid to droid and shut them all down permanently.
Immediately after the workbench room, youll come to a shuttle, but youll need to both get the ignition codes for it and open the hangar doors before you can take off for the pole. Start your quest by bashing the force field in front of the shuttle; the terminal in the room here will let you shut off all of the gas vents on the level. If you then scout around in the Control Room nearby, youll learn that youll have to reactivate the bases reactor before the bay doors can be opened. If it isnt one thing, its another!
Keep searching through the base, and youll eventually come across a member of a Czerka salvage team. If you escort him back to the entrance of the base, youll earn some Light Side points, but there isnt any material reward for his rescue, and its kind of a pain in the butt anyway (he cant keep up with you very well, so youll have to constantly stop and start), so feel free to leave him behind.
Next up is the droid repair station, where another posse of military droids will assault you. Dispatch them, then use the terminal near the locked door to the destroy the rest of the baddies behind the glass; this way, they wont come back to haunt you later. From there, you should have a straight shot to the reactor, which you can activate at the terminal. Theres also a damaged HK droid to the south of the reactor, but it doesnt appear able to do much beyond blow up after you repair it. This doesnt appear to be related to the ongoing quest to restore HK-47s functions, so dont bother interacting with this guy unless you like seeing stuff blow up.
Your next goal is to get the ignition codes for the shuttle; these are located in a footlocker in the security room off of the droid repair room, which you can now access thanks to the opening of all of the doors. After that, youll have to return to the hangar and kill off the Tank Droid thats been released. Of course, such things are easier said than done; it is a tank, after all.
The Tanks most devastating attack is a flamethrower which can deal up to sixty damage in one shot. Your best bet here is to use one character for melee attacks, and load him or her up with all of your heat-reduction equipment, such as armor with a Environmental Underlay, Insulated Gloves, or an Arkanian Energy Shield. Or all three! Your other characters should sit back and use their ranged weapons and support abilities to try and deal extra damage to the beast. If youre using Kreia, she should also have at least one rank of Energy Resistance, which can help at least a little bit. Although it may seem as though youre putting all your eggs in one basket, using all of this tech should let you easily overpower the Tank Droid, after which youll be free to travel to the polar regions. Dont forget to check all of the boxes and lockers in the Tank Droids room before you head out, though.
Telos Polar Plateau
It just isnt your week, it seems; every time you get onto a ship, you wind up getting blown to pieces. Luckily, youll get to your destination before you get shot down this time, but youll have to face off with no fewer than three HK-50 model assassin droids as soon as you crawl from the wreckage. If you dont have Disable Droid, activate your energy shields and try to get in close to finish them off; if you do, though, just spam it on the center droid, where itll arc to the other droids and hopefully stun all of them while your teammates deal the real damage. Be sure to check all of the remains for another HK part before looking around. Bao-Dur lies unconscious by your shuttle; hell live, but youll have to bring Atton along for the time being. Head for the small mound of snow to the southeast of your shuttle and head inside.
Polar Plateau Interior
Mission: Lost Jedi
After being accosted by the Jedi guardians, surrender your weapons and get ready for a couple of cutscenes; the second will lead into a lengthy conversation with Atris, one of the Jedi which cast you out of the Jedi Order after the Mandalorian Wars. This is an exchange fraught with implication, as itll flesh out your backstory and determine the tenor of your dealings with Atris, so role-play it as you think your character would behave. If youre going for the Light Side, try to be apologetic and subservient, while Dark Side characters should obviously be as rude and dismissive as possible. No matter what your actions here, Atris will refuse to return your lightsaber to you and send you packing, with your friends in tow. If you dont have much in the way of the Security skill, bring along Bao-Dur after unlocking him from the force cage; hell help you rifle through all of the locked canisters in the base, allowing you to loot the Handmaidens for all that theyre worth. You might even find a lightsaber crystal!
Before you head back to your ship, speak to the woman labelled "Handmaiden" in the Entrance Chamber (as opposed to the numerous Handmaiden Sisters). Shes seemingly intrigued by your enigmatic relation to the force, and youll be able to chat her up, if you wish. If you treat her right, shes likely to join you on your journey, if youre a male. (Youll have to wait for her to appear on the Ebon Hawk, though.)
When youre back on the Ebon Hawk, youll be treated to another cutscene, featuring the Jedi Players and yourself as youre expelled from the Jedi order. Youll also get a list of the various Jedis that have gone missing, as well as their assumed current locations. A couple of scenes with Bao-Dur will then follow; hell offer to teach you how to construct a new lightsaber (after you find the pieces for it), and will then be able to upgrade T3-M4 with a permanent +2 Consistution bonus.
After all of that, youll be able to wander the ship and interact with your fellow passengers, if you wish. If you can, try to get Kreia into sharing her backstory; it may be difficult to coax out of her, though, especially if you have a low Wisdom score. You can talk to everyone else, as well; when youre ready to move on, though, head to the Galaxy map and select your first destination. As in the first KOTOR, you can select one of a number of planets. For the moment, since its been the place that has come up most often, select Nar Shaddaa.
After you find the modified pistol in the Ithorian docking bay, you can either earn some Light Side or Dark Side points, depending on what path you choose to follow.
If youre aiming to take the moral high ground, show the blaster to Lieutenant Grenn in the TSF Station in the Entertainment Module. Hell ask you to track down the source of the blaster modifications; this can be easily done by talking to Samhan Dobo, one of the two merchants elsewhere in the Entertainment Module. You can string him along by asking to join him in the smuggling operations; hell eventually ask you to track down three items scattered around the station. Promise him that youll retrieve them, but then head back to Grenn, wholl just give the items to you and ask you to lure Dobo into a trap. Return the items to Dobo, escort him to the docking bay, then fight him to wind down the quest. Youll get 500 credits as a reward for bringing him in.
The Dark Side version of the quest is a bit more involved. If you actually want to help Dobo in his smuggling operations, head to him instead of Grenn after you find the blaster.
If you speak to Lieutenant Dol Grenn in the TSF Station (in the Entertainment Module), hell offer you some credits in exchange for running some bounties for him. These are optional missions, and they dont carry much in the way of alignment shifts, but if you want some credits, feel free to take them.
Batono: Seems like the TSF has been conducting an investigation into the smuggling thats going on aboard Citadel station, and one of their officers disappeared while digging around Docking Bay 3. Head over there and speak to the Twilek outside the Czerka facilities; hell point you towards Jana Lorso, back in the Czerka offices.
If you speak to Lorso, shell point you towards the Ithorian compound, and offer you her own reward for information leading back to Batono. Go and speak to Habat; youll have to Persuade him to tell you about Batono, but this seems to be automatically successful, even if you dont have the Persuade power. Habat will in turn send you to the apartment compounds on the eastern side of the Residential module.
When you meet up with Batono, youll have to escort him out of the residential module past a pair of mercenaries that will attempt to stop you. They wont be able to, of course, and youll automatically be warped back to Grenn, where youll earn your reward for rescuing Batono. If youre going for Dark Side points, you can also bring him back to the Czerka offices, where theyll "deal" with him in their own special way.
TSF Bounty: Escaped Criminals: In the wake of Batu Rems attack on the prison where you were being held captive, two other criminals managed to escape as well. There arent any clues as to their whereabouts, but you can safely narrow your search down to either the Exchange or the Czerka compounds, those being the sorts of places where the criminal element is likely to congregate. In truth, theyre in the Czerka offices, speaking to Lorso, but theres nothing you can do to prevent their escape. All you can do after accosting them is report back to Grenn and either lie and say that you killed them, earning yourself a small reward, or tell the truth about their escape and hope to deal with them on the surface of the planet.
False Batu Rem: If you head over to the Czerka docking bay in Citadel Stations docking facilities and question the Duros guard about Batu, you can attempt to Persuade him to tell you about the identity of the assassin. (Even if you dont have the Persuade power, Kreia will help you convince the guard to spill his guts.) For a measly 25 credits, youll learn that the false Batu came from Nar Shaddaa. Thats all you can learn for the moment, so report your findings to Grenn.
Ebon Hawk ID Signature
After landing on Nar Shaddaa, youll be able to get a bit more info on the planet from Atton, wholl also tell you that itd be a good idea to change the ID of the Ebon Hawk, after which youll be accosted by the Toydarian dockmaster. Anyone who watched The Phantom Menace should remember that these guys are immune to Force effects, so dont attempt to Force Persuade him, or hell make you pay for the right to land your ship. Otherwise, you can probably get off scot-free by either using normal Persuasion techniques or just by intimidating him. Youre likely to get a bit of a Dark Side hit here, but not a significant one.
Your ultimate goal on Nar Shaddaa is to track down Master Zez-Kai-Ell, but how to do so isnt immediately clear; luckily, you do have some ancillary objectives that you can complete in the meantime. In order to gain information on why the Exchange has issued a bounty for Jedis, youll need to "cause trouble," or at least draw a bit of attention to yourself so that the Exchange takes notice of you and begins to track you down. There are plenty of little mini-quests to perform here that will let you either show the Exchange that youd be a valuable ally (if youre a coldly calculated Dark Side character) or that youre mad as hell, and youre not going to take it anymore (chaotic Dark Side characters and most Light Side players). Acting to thwart the Exchange whenever possible is the easier path to take, and youll often be able to do so in either a Dark Side or Light Side fashion.
Note that, after you cause enough trouble, a gang of thugs will eventually appear at the landing pad and take over your ship. If you still have quests to pursue, then attempt to solve as many of them as you can before heading back towards the ship and taking it back; this event will propel you towards the end-game of the planets quests, so youll want to wind up any loose ends before you take them on.
Since there are so many different events that occur, well break them down into zone of origin. Since youre already in the Refugee Landing Pad area, this would be a good place to start.
Refugee Landing Pad
First up, well deal with a few events that arent listed as quests in your logbook, but will nonetheless influence your dealings with the Exchange.
1: Around the corner from the landing pad, youll come across a familiar sight: goons intent on roughing up a more-or-less innocent bystander. Since youll need to learn a bit more about the Exchange and their reason for issuing a bounty on Jedis, so kill the bandits, then ask or intimidate the bystander to glean more info on the Exchange. The other refugees in the area can be bribed into offering up more information, for the low low cost of five credits apiece. If you pay both of them, pump them for all of their intel, then walk into the swoop shop nearby, youll overhear one of them reporting you to a mysterious figure. Hmmm...interesting.
2: If you walk to the northeastern corner of the central pit here, youll stumble across Rutum, a man whos apparently in hock to the Exchange and tells the thugs that are hassling him that you have the money that he owes. If you want Light Side points, offer to pay off his debt; if youre of a more sinister bent, Force Persuade the goons to give you all of their credits and jump into the pit nearby. The simplest way to deal with the problem, however, is to just tell them to back off; theyll attack you, youll win, Rutum will tell you that the Exchange will be angered, and youre done.
3: On the southern side of the pit, a man accosts you and accuses you of possessing a ship (the Ebon Hawk) that was stolen from him years ago. This event isnt immediately finishable, so just tell him "Youre not taking the ship," and hell walk away, muttering threats. You wont take a Dark Side hit for being so blunt.
4: If you walk into the closed room in the southeastern corner of the area, youll come across a bit of a shipping dispute. The groups involved will begin fighting (that Trandoshan has a pretty cool-looking axe, eh?), and then turn on you. Kill them all and loot the bodies and the canisters nearby.
Those are all the non-quest events in the Landing Pad area. Moving on to the quests themselves:
The swoop shop is going to be your first port of call on the Ebon Hawk signature quest. If you speak to Tienn Tubb, the proprietor of the shop, hell tell you that in order to change the ID signature, youll need to have either a transponder card from another ship, or a blank transponder card and a new ID signature. He wont tell you how to track these items down, though.
Droid Retrieval: On your way out of the shop, Tubbs protocol droid will give you another quest. His immediate predecessor, IT-31, was apparently destroyed and then bought as scrap by a junk dealer named Kodin. Youll need to track down this Kodin, retrieve the droid, and bring it back to the shop so that some valuable plans can be extracted from his memory core.
You can find Kodin to the northeast of the swoop shop. Its probably worth taking a little bit of a Dark Side hit by intimidating him into giving up IT-31, but whether you buy the droid back or talk Kodin into it, youll be able to talk to IT-31 and send him back to the swoop shop. Return there and talk to TT-32 for a sizable experience reward and an infinite-use energy shield for T3-M4 (if you asked for one earlier).
Trade War: Two merchants in the Landing Pad area are going head to head over the sparse pool of customers for their wares, and both are eager to gain an upper hand over the other. Oondar is the guy wholl start you out on this bonus mission, while Geeda is his counterpart in commerce. Light Side characters will likely want to side with Geeda, while Dark Side players will probably have more in common with Oondar, but save your game before you talk with them, as one of them will stop selling items to you after this quest is over. Oondar sells the better items, for what its worth, and will refuse to sell to you if you speak to Geeda first, so be sure you drop by to look at his wares before talking to her. Hes got some frankly ludicrous items on hand, such as the Tal Shey Meditation Gloves and a Tech Specialist Belt thatll make Bao-Dur go "ooooh," but you probably wont have enough cash to buy them at the moment. If you want, feel free to hold off on doing this quest until youve more thoroughly explored Nar Shaddaa, then come back, buy what you want, and then pick a side in the trade war.
Anyway, when youre ready to move on, speak to Oondar and promise to check out Geeda. Hell offer you a discount on your purchases if you out and out kill her; guess what side of the Force thisll align you with? If you want to spar a bit more, get Geeda to match his discount, then return to Oondar, wholl tell you that the Exchange will blacklist you with all merchants if you refuse to deal with Geeda. Your ultimate choice will come when you then return to Geeda; you can either stand with her, or tell her to get packing. If you do choose to stick by her, shell eventually gain new and powerful items as you unlock more trade opportunities for her on other planets, but the choice is yours. Whatever you choose, return to Oondar and tell him of your decision to raise your profile with the Exchange.
Lupos Advantage: If you head to the swoop bar in the northwestern corner of the area, youll come across Borna Lys, a well-informed TwiLek wholl fill you in on why no ones racing swoops anymore. It seems that Lupo, the proprietor of the track, has constructed himself an unbeatable droid that no one wishes to race against, so that no one is betting on any of the races anymore. Borna, however, has a plan to destroy the droid, but youll need to succeed with either a Repair, Persuade, or Force Persuade roll in order to get her to give you the access codes to the droids little locker.
Hopefully youll be able to get one of them to go off, after which you can access the droids cage. Use Bao-Dur to do this; he should be able to complete an Awareness check and examine a module on the droid to show that its making odd transmissions. This isnt necessary for completing the mission, but it does tie into the larger overall story on Nar Shaddaa. Regardless, Bao-Dur should be able to easily sabotage the droid, allowing you to prompt Lupo to sell the bar to Borna, wholl reward you with an easy 2,000 credits.
(If youre interested in some more cash, speak to Modo and take him up on his offer to race. You dont need to be particularly good at swoop racing to come in first; any time appears good enough to earn you first place and an easy 500 credits. If you have Force Persuade, it might be worth the slight Dark Side hit required to convince him to cough up an extra 1750 credits.)
Thats the last of the quests in the Landing Pad.
1: Immediately after entering the smallish Entertainment area, speak to Kallah-Nah, a little Bothan information broker near the door. If you give this guy five credits, hell give you some pointers on how to act in the nearby Cantina, including a subtle hint that sometimes stealth will let you overhear conversations that you shouldnt be privy to.... He can also increase your reputation with the Exchange, but hell require 2,000 credits to do so. This isnt really necessary, so keep your cash.
Vogga The Hutt: To test out Kallahs little stealth idea, head into the Cantina here and use Kreias stealth ability to sneak up on the Trandoshan thugs. Theyll tip you off on how to best get an audience with Vogga, one of the major Hutt crime bosses on the planet. One important note here is that you shouldnt attempt to speak to Vogga until you pick up the Voggas Horde quest that you can acquire in the Docks district. After you do so, this quest, Voggas Dancers, and the Voggas Horde quest will all become intertwined, so read the walkthrough for the Voggas Horde quest in the Docks chapter for a complete rundown on what happens.
If you dont wish to perform either the Voggas Horde or Voggas Dancers quests, then you can track down Voggas little empire on the northern side of the Docks. You can gain an audience by insisting that you need to speak to him about Goto, one of the Exchanges big bosses on Nar Shaddaa. After interrogating him for a bit, hell give you a new quest (which can be found in the Docks section of this walkthrough).
Voggas Dancers: If you speak to the TwiLek near the bartender, hell ask you to help him find a dancer that will satisfy Voggas needs. If your main character is female, you can feel free to take the job; otherwise, youll need to bring the Handmaiden in as a party member and offer up her services. Note that, again, you shouldnt actually agree to be a dancer until youve gotten the Voggas Horde quest in the Docks and have purchased the Juma Juice from the bartender nearby. After you do so, this quest, Vogga the Hutt, and the Voggas Horde quests all become intertwined. Well deal with these quests in the description for the Voggas Horde quest in the Docks.
Pazaak Den Password: If you attempt to enter the Pazaak den here, youll be rebuffed, since you dont know the password. Kallah-Nah mentioned that hes been in there before, though, so speak to him and flip him a few creds for it. Now you can get in. About as simple as a quest can be!
Your ultimate goal in the Pazaak Den is to flush out and beat The Champ, a near-mythical pazaak player who only chooses to face proven opponents. In order to reach him, youll have to defeat or otherwise find a way to get past three lesser players.
S4-C8: This droid only plays pazaak because of a faulty memory core; its actually quite bad at the game. You can try playing it over and over again at 100 credits a go for some more cash, but the only way to eliminate it as a contender is to either use your Repair or Computer skill to fix the memory core problem and convince him not to play anymore. If your main character cant do it, bring in T3-M4 to effect the repairs.
Dahnis: Dahnis is the only player of the three thatll sell you cards, but she does have the impressive +/-2 card, which is worth its weight in gold in our opinion. Buy at least that one, and whatever else you need to round out your deck, before taking her on.
Dahniss interest in pazaak is apparently more social than monetary; she uses it to meet men. If your main character is a male, shell happily lose to you and get out of your hair; otherwise, youll need to bring in Bao-Dur or Atton for her to throw a game to. After you do, though, shell automatically lose.
Geredi: Geredi is something of a wanted man in certain circles; if you spoke to the thugs waiting outside the Pazaak den, then you can tell him that someones waiting for him outside. The thugs will, of course, kill him, which will earn you some Dark Side points. If youre unwilling to take this route, then youll have to actually beat him in Pazaak, but that shouldnt be a big deal, as you can just make a one credit wager and keep playing until you beat him three times (total, not necessarily in a row).
The Champ: The Champ can be Persuaded not to play you, if youve managed to build up that skill a ways; you can either attempt to talk him into losing because itll be more fun than winning all the time, or emphasize that he can only have fun with pazaak if hes alive to play it; this latter will obviously get you some Dark Side points. If you havent built up your Persuade skill, youll have to beat him three times in order to complete this little chain of quests. He has some really bizarre cards that will exploit the fact that filling up your side of the board with cards will net you an automatic win; sometimes hell actually win games in which you have a 20 and he has a negative amount of points, as bizarre as it may sound. Still, he isnt impossible to defeat, especially if you bought extra cards back on Citadel Station.
When you Persuade or defeat the Champ, hell give you a Tie Breaker card thatll let you win any ties in which its played. Youll gain a lot of notoriety with the Exchange. This will finish off the quests you have in the Entertainment district, for the moment.
1: The Exchange Thugs at the doorway leading from the Landing Pad will attempt to milk you for credits. You can either pay up or intimidate/persuade them to get out of your way, or just kill them. This last is usually the best choice, so go ahead and slice them down.
Now, there are a bunch of quests available to you in the Refugee Sector, most of which will be obtainable via the refugees themselves, whom can be found by heading down the ramps to the left of the entrance. Be careful not to go too far, though, or youll find yourself in Serroco territory, and you dont want to be there just yet. Pretty much all of the named NPCs in the refugee slums will give you new quests, so wander around and speak to everyone. If Atton isnt in your party, youll also likely be offered information on him by a pair of TwiLeks.
Will Work For Fuel: Odis will ask you to hook him up with anyone looking for a pilot. Unfortunately, he doesnt have a pilots license, which is an obvious problem for a pilot. Thankfully, the Lunar Shadow crewmen in one of the rooms in the Flophouse in the Docks sector are looking for a pilot to replace their drunken captain; if you explore their conversation tree, you should be able to bring up Odis name and suggest him, netting you an easy conclusion to the quest.
Seeking Passage: Kahranna reveals to you that she and her family want to leave Nar Shaddaa. Apparently living in a slum isnt quite what she expected from life, but unfortunately, she doesnt know anyone who can get her off-planet. Thats where you come in.
This is a long-term quest, in that you wont be able to complete it until youre almost done with everything else on Nar Shaddaa. When you come back planetside after going through Gotos ship, you should be able to speak to Fassa in the docks section, who will agree to ship Kahranna and her family off-planet.
Sold To The Hutts: Nadaa will tell you that her daughter, Adana, has been kidnapped by one of the Exchange overseers because Nadaa couldnt pay a debt. One wonders why anyone ever loans anyone else money in the Star Wars universe; everyone seems to be a deadbeat! Anyway, youll have to track down Adana and free her from Saquesh in order to annoy the Exchange.
Adana is located in a room sealed by a Security Door in the Exchange compound, in the southwestern corner of the area. Its best to get her out after dealing with Saquesh as part of the Refugee Woes quest; if you kill him and all of the Exchange thugs in the area, then itll obviously be easier to get her out of the makeshift prison and back to her mom.
Plague Carrier: Geriel, near the entrance to the slums, has some sort of infectious disease. You can either convince him to kill himself, if youre a Dark Side player, or attempt to Treat Injury on him if youre not worried about being infected yourself (and you shouldnt be, since you cant pick anything up from him). If you help him out, youll get a lightsaber crystal for your troubles, and you can probably pick up influence with Bao-Dur if hes in your party.
Refugee Woes / Serroco Thugs: If you speak to Hussef, in the middle of the slums, hell give you the main quest for the area. In order for the refugees to spread out and live more comfortably, youll need to "convince" either or both of the Exchange and Serroco groups to give them more freedom of movement.
To begin with, leave the commons via the north exit and head to the east until you reach the entrance to the Serroco area; try to convince the guards to let you through without any bloodshed. If you cant, youre going to have a bit of a tough time inside their little compound, as youll probably have to fight the leader (unless youre adept at Persuade and Force Persuade).
Assuming you can get through the guards, then youll have a few options at your disposal when you make it into the compound. If you want to actually help out the Serrocos, then speak to their leader and offer your services against the Exchange. Its pretty easy to make a misstep in this conversation and wind up in a major firefight, though, so your best bet is to just say "Id like to help you guys out," which will prompt the leader to end the conversation (but not open fire on you).
When youre able to walk the area freely, you can take advantage of the Seroccans gullibility by killing them all. These peeps are bad guys, so youre not going to be taking a Dark Side hit for doing so, but you will get plenty of experience and items. Technically you couldve done this just by killing the door guards and then running through willy-nilly, but the leader here is a tough cookie to crack, and its worth getting close to him for the chance at a bit of subterfuge. You see, if you have the ability to move freely, then you can bring Bao-Dur into your party and have him set a bunch of mines at the feet of the leader and the veterans that surround him. If you do so, then head up and goad him into a fight, then you should be able to severely weaken the leader and his goons before the fight even begins, as all of the mines will detonate as soon as they become hostile. Youll probably take a bit of a Dark Side hit from telling him straight up "I just want to kill you," so if youre going Light Side, try to provoke the issue by failing a Persuade roll.
After the leader and his thugs are dead, you can use Bao to recover any unexploded mines, then sweep through the rest of the compound and kill any remaining Seroccans. There are also plenty of random items in the cargo containers scattered around, but youll need a good amount of Security to get in; again, Bao will be ideal here.
When the Seroccans are dearly departed, you can shift your attention to the Exchange on the western end of the area. You can reach their compound by maneuvering through the tunnels on the southern end of the quad; when you start running into Exchange Thugs, you can either walk through them to get to Sequash, or start opening up containers to provoke them into attacking you. Your best bet will be, again, to just ignore the guards and make your way directly to Sequash. He wont automatically engage you in conversation, so youll be able to easily get up close to him, lay your mines at his feet, and then attempt to cheese him off. Saquesh can take a whole lot of damage, so youll want to get as big of an advantage before the fight begins as possible!
After Saquesh is dead (or after youve managed to convince him to leave the refugees alone, if its even possible), youll gain another sizable experience bonus and will have automatically wrapped up the Refugee Woes quest.
To begin with here, speak to Fassa, the dockmaster here. He works for Vogga, but isnt doing much, as Vogga has decided to suspend shipments in the wake of a string of hijackings by the Exchange. Hes not so helpful at the moment, so youll need to get on his good side. Before you start working him, though, find the door behind him and head into the Flophouse. There are a bunch of different apartments here, so start busting down doors to talk to the occupants and steal their stuff. Even Jedis have to engage in petty burglary now and again! We need items, precious items!
Voggas Horde: Youll run across a couple of thugs in the first room; use Kreia or another character to stealth up to them to hear their plan for robbing Vogga, the local Hutt boss. In order to bypass both him and his kath hounds, youll need to put the whole lot to sleep. Itll involve somehow infiltrating the Hutts chambers with a trained dancer, and spiking the hounds water dish with juma juice, but hey, youre pretty resourceful!
After you overhear the thugs, return all the way back to the Cantina in the Entertainment Promenade and buy the juma juice from the bartender there, then speak to the TwiLek nearby. Either your main character (if youre a female) or the Handmaiden will have to become a dancer in order to get yourself into Voggas chambers successfully (youll want to have Bao-Dur along if youre not a Security specialist). After youre in, though, Vogga will quickly fall asleep, like the man that he is; you can then spike the kath hounds dish with the juma juice and send them off to sleep, and bust through the security door to access Voggas vault. There actually isnt a whole lot inside, but you should find a lightsaber emitter fixture, at least. This will wind up both the Voggas Horde and Voggas Dancers quest; if you also have the Vogga the Hutt quest (and you almost certainly do), you can wake Vogga up and start talking about Goto to finish that one off as well.
New Fuel Source: After you interrogate Vogga the Hutt and inquire about his dealings with Goto, hell offer to ship fuel to Telos if you take care of the Exchanges meddling ways with regards to his shipping business. In order to complete this deal, though, youll need to finish off Goto. Since youre going to do so anyway, its a win-win situation. After you finish the section of the game that takes you to Gotos ship, return to Vogga and speak to him to wind this quest up.
Fassas Freighters: If you speak to Fassa on the docks and thoroughly explore his conversation tree (ask him whats wrong with the pylons), hell tell you about his problems with the pylons and using them to assign priority to incoming freighters. You have to complete the conversation in order to get permission to assign the priorities yourself; you might even have to talk to him a couple of times, if you wind up getting an "access denied" message when you use the consoles in the pylons. (This quest is also much easier to complete after you finish off the Overtaxed Ithorian quest, which will let you activate all three of the pylons simultaneously. Otherwise, youll have to use the terminal near Fassa to turn them on once at a time.)
The ID signatures for the three freighters are corrupted on the terminals, so youll need to visit each pylon in turn in order to get a full signature for each ship. After youve gotten all of them (youll need to write them down if you actually hope to compare them according to the arcane rules laid out by Fassa), use one of the pylons and assign them priority in this order: Silver Zephyr, Alakandor, Toornaa Profits. Thatll wind down the quest, netting you a small experience gain. Speak to Fassa to receive a random item as a reward.
Wayward Captain: The Lunar Shadow Crewmen in one of the rooms here are worried about their captain, who entered the JekkJekk Tarr bar and failed to come out. Unfortunately, the bar is filled with poisonous fumes, which aliens apparently enjoy, but which will kill you right quick if you attempt to enter. The easiest way to complete this quest is to just offer up Otis services as a pilot; you shouldve met him in the Refugee Sector if you poked around in the slums enough. If you do so, theyll hire him on, and youll be able to wind down both this quest and Otis quest without a problem.
Experiment In Delivery: If you speak to the Bith scientist in one of the rear rooms here, hell tell you about a mysterious signal that someone is apparently sending out across the entire planet. You can coax a bit of information out of him if your main character has a good amount of Repair and Wisdom, but it isnt necessary; all the Bith wants you to do is retrieve a package from a courier wholl meet you in Pylon 3.
If you then head to Pylon 3, youll discover the courier, but only his corpse - hes apparently been killed by someone attempting to curtail the Biths research. Youll immediately be attacked by the formerly docile cleaning droid nearby, so kill it (and be sure to grab the good loot on its body) before returning to the Bith, who himself has been killed, leaving only an arm behind. The datapad reveals that the Biths own droid was the killer here, but the droid itself has seemingly disappeared, leaving you at a dead end. Thatll end the quest - it wont be until later that youll find out why the Bith was killed.
Overtaxed Ithorian: Lasavvou here has apparently been prevented from leaving the planet for failure to pay his docking fees. He showed up with a load full of cryogenic power cells, but the person he was supposed to sell them to never showed, and without the money from the sale, he cant pay the taxes, and is thus stuck moonside until someone happens to rescue him from his predicament. Guess who gets the job?
Anyway, this is one easy quest to resolve: just talk to Fassa, the dockmaster, wholl offer to let Lasavvou leave in exchange for a few of his power cells. If you return to the Ithorian with the news, he should reward you with a power cell of your very own. Every Jedis dream, obviously. You can use the power cell in the terminal near Fassa to restore power to all of the pylons, which will wind down the quest called...
Power Shortage: Heck, you dont even need to get this mission to finish it off. If you take the power cell that you got from Lasavvou and insert it into the terminal near Fassa, youll be able to restore power to all of the pylons and net yourself a bit of experience at the same time.
Intergalactic Reunification: Lootra, in one of the rearmost rooms of the Flophouse, asks you to inquire about his wife Aaida, whom he was split from during the refugee crisis. Whether you ran into her during your previous adventures in the Refugee Sector or not, you wont be able to resolve this little crisis right away; youll need to speak to her again in order to do so. If you do return to her, youll need to clear out a path through the Exchange thugs in order for her to escape - if you killed them all earlier like we told you to, this should occur automatically. Shell run off back to Lootra in the Flophouse, so return and speak to him. If you treat him kindly, then hell give you a Lightsaber Focusing Lens Fixture, which should be the last bit of the puzzle required to make your own lightsaber! Woot! If you dont have all three of the pieces need, though, dont worry; as you have multiple opportunities to obtain them.
If youve managed to complete all of the quests outlined above, then you should be greeted with a short cutscene when you return to the Landing Pad area, wherein a group calling themselves the Red Eclipse take over your ship as retaliation for having taken over their landing bay. This will probably occur well before you complete all of the quests, in point of fact, but you dont want to head back to the landing pad immediately, as this event will propel you forward and will make it difficult to complete some of the quests you already have. The quests you probably cant complete before doing this event are New Fuel Source, Seeking Passage, and Ebon Hawk ID Signature; if those are the only quests you have active on Nar Shaddaa, then youve pretty much cleaned the damn place out. If youve managed to obtain all of the fixtures required for a lightsaber, then head back to the swoop shop and talk to Bao-Dur while youre near the workbench; hell make a sweet laser sword for you with the parts you have, after which you can use the workbench to upgrade it further.
Lightsaber or no, head down to the docks and start slicing and dicing the Red Eclipse foos. There are plenty of them, so be sure not to overextend yourself; youd be wise to head down with full health and Force reserves, and perhaps after having activated energy shields for your characters. You will get a bit of a breather after you clear out the landing pad, so rest up before heading into the Ebon Hawk for the rest of the mission.
Another large group of baddies will, of course, be waiting for you inside the ship; youll need to deal with six to eight simultaneous foes here, so make use of powers like Horror and Force Whirlwind to shut down multiple enemies simultaneously. You should again be able to rest for a moment after this initial melee, so save your game and start sweeping through the rest of the ship, saving the cockpit for last.
When you reach the security room, youll be faced off with Cahhmakt, the vicious Trandoshan leader of the gang, who, coincidentally, has apparently killed Vhek, the man who accused you of stealing the Ebon Hawk earlier, which nicely winds down that little plot cul-de-sac without any need for action on your part. Cahhmakt can be a difficult foe - hes got 29 Defense - but since you can gang up on him after youve killed the rest of his gang and rested, you should be able to overpower him to take back the ship, or lay mines at his feet before talking to him and letting those do the difficult job.
Attack of the Sith
Even after Cahhmakt is dead, though, you still have one last intruder to deal with (maybe - if Visas doesnt show up now, shell show up later). Youll automatically be thrown into mortal combat with Visas, one of the Dark Jedi youve likely seen in a previous cutscene. Its just the main character versus her; you dont have any teammates to back you up. Whats more, shes packing a lightsaber, so youre going to be in for some hurt if youre not wearing an Energy Shield. If you do have one, though, activate it (and dont forget to flip over to the Makashi Lightsaber Form, which gives you a bonus against Jedi) and start wailing on her as best you can; you only need to knock her down to half strength in order to "win."
Visas will shortly collapse, so escort her to medbay. If you didnt grab a lightsaber before coming out this way, Visass lightsaber will conveniently break after you beat her, dropping a Lightsaber Emitter Fixture, which, if you didnt get one as a result of the Voggas Horde quest, will hopefully let you make a lightsaber for yourself. If you did manage to make a lightsaber for yourself, though, youll obtain another one here, as Visas will hand over hers instead of the Fixture.
If you speak to Visas after this little encounter - she can be found in one of the dormitories - you can get a little more info on her backstory and start the delicate process of turning her back to the Light Side, or further corrupting her. Apparently, her Master - the masked Sith whos roaming space in a broken-down capital ship - was able to snuff out her entire planets population merely by manipulating the Force. Obviously someone you should be looking forward to meeting!
Anyway, with Visas on the team, anyone whos playing as a Consular will finally have some much-needed muscle to send into battle. You should be able to instantly level her up to level 12 or so, depending on how far along the experience tree your main character has gotten. Feel free to outfit her as you see fit; we found it profitable to go ahead and give her Master Two-Weapon Fighting, Master Flurry, and Weapon Finesse: Lightsaber as her Feats, and levelled up some of the Dark Side powers that she had access to.
Meeting the Exchange
Now, if you cleared out all of the earlier quests before doing the Landing Rights quest, then you should be thrust into another little set of dramatics as soon as you leave the ship. As you leave, be sure to bring Atton along, and as soon as you hit the Landing Pad, equip him with the best gear you have, paying special attention to his armor. Hes going to be doing a little fighting on his own pretty soon, and youll want to have him properly outfitted. After the Exchange contacts you, youll be forced to proceed solo, and wont be able to add anyone to your party, so this is your last chance to get him outfitted; you might want to spend a feat and get him up to Heavy armor proficiency if you havent already, as itll help him in the upcoming fight.
As you make your way towards the docks, Atton will come up to you and offer some luck; if you thank him for his concern, hell give you some free medpacs as well, so bonus! After heading into the Docks, though, Mira will show up and warn you that your friends might be in danger, and indeed they are....
The Attonic Bomb
After your conversation with Mira, youll find yourself filling the shoes of Atton, whos cooling his heels in the Cantina. Unfortunately, he wont have much time to enjoy the juma juice, as the Twin Suns will soon come along and attack him! These twin Twileks are going to be very difficult to surmount for Atton alone, as they both have energy shields and will attack with dual vibroswords. This isnt one of those fights that youre supposed to lose to propel the story along, either; you have to win. Actually doing so is easier said than done, though.
The first aspect of a win here comes in the form of your equipment; youre going to want Atton to have the beefiest set of armor he can possibly equip. If you have a set, then Krath Heavy Armor (which actually requires a Medium armor proficiency) or Flex Heavy Armor will do nicely; if not, pick whatever will give you the highest Defense bonus, taking into account his Dexterity as well. Beyond that, youll definitely need to equip a Mandalorian Melee Shield. You shouldve picked up a few of these by now; theyll help protect you from the vibroblade damage of the girls. Since the girls are energy shielded, youll probably have to use a vibrosword of your own to take them down; if you do choose to go the melee route, pump Atton full of drugs in the form of Adrenal Strength and Stamina to let him hit more often and take more hits.
Unfortunately, even all of these steps will leave you unlikely to win in a straight battle between yourself and both of the girls. Your initial goal should therefore be to run! If you look around, youll spot a Quarren sitting at a table in the southwestern corner of the bar; if you can wedge yourself in between himself and the wall, you may get lucky and force the girls to take you on one at a time. If thats the case, then you should be able to finish them off with a Vibro Double-Blade (if you have one) or a Disruptor Rifle (again, if you have one; these weapons punch through shields). If youre really lucky, then you may be able to confuse one of the girls into standing still a ways away from you, in which case you can just fire away at them with a Disruptor Rifle until they die. This is really the best way to go, if you can pull it off, as one of the girls will use medpacs on herself after shes knocked down far enough, but it wont always be possible.
Regardless of your tactics, youll have to beat both of the girls before Atton can escape the bar and get back to the ship. When you do so, youll come across the leader of the Zhug group of bounty hunters, but before you have the satisfaction of routing the lot of them, youll shift back to the main character, whos been incapacitated by Mira, who impersonates you in order to get into JekkJekk Tarr.
Inside JJT, feel free to look around for a bit (after levelling Mira up, of course); you can find plenty of chemicals in the chemical dispensers scattered around the bars varied rooms. If you head east, though, youll eventually find the Private Lounge. Mira wont be able to do anything save get stunned and subdued; hers wasnt the most brilliant plan ever. Regardless, her gambit will have drawn Zez-Kai Ell out of hiding; hell set out towards JekkJekk Tarr with the intent to rescue her, and invites you to follow him.
When your main character reaches the bar, youll pick up a new force power: Breath Control. This will prevent you from being incapacitated by the bars poisonous atmosphere, but youll still have to deal with all of the rowdy patrons. Its here that the game can become rather difficult for Consulars, especially if you havent constructed a lightsaber yet, as there are a whole lot of baddies between yourself and the Exchange bosses. What youll need to do is work your way into one of the corner stalls, kill all of the baddies inhabiting it, then use it as a little resting area in which to restore your Force points and health (dont forget to flip yourself over to the Force Channel Form in order to get your Force back more quickly while youre waiting). After youre healed up, you can start picking off the rest of the bar inhabitants. If youre lucky enough to have gotten to level 15, then you can just start pounding them with Stasis Field, Force Wave, or any other of your awesome crowd-control abilities; otherwise youll have to proceed slowly, killing a few, retreating, then repeating the process. If you wish, you can just fight your way to the Quarren, or you can clean out the entire bar for extra experience and loot.
The Secret Lair
After you get close to Visquis private lounge, he and Hanharr will retreat to the network of tunnels underneath the bar, forcing you to give chase. Do so, and head into the JekkJekk Tarr Tunnels. Your minimap doesnt function here, forcing you to navigate on your own, but you can easily reach the exit of the tunnels by taking every left turn you spot. There arent any enemies down here, unless you count the multiple mines scattered around; if you have a good amount of Demolitions skill, then you should be able to gather a pretty sizable horde of frag mines. Regardless, youll eventually reach the door, at which point the focus shifts to the interior of Visquis little base, where Mira and Hanharr are set to duel.
This part of the game is one of the first where your alignment proves to be a significant deciding factor. If youve gone Light Side, then youll control Mira; if youre Dark Siding, though, then Hanharr will come under your control. Hanharr has a bit of an easier time here than Mira, since hes a big beefy Wookiee with dual-wielded swords. Just run up to Mira and start bashing away!
If, on the other hand, youre allying with the Light Side, then Hanharr is a tough opponent for Mira to take on alone, but defeat him you must, so youll need to use every trick you have at your disposal. To begin with, youll obviously need to outfit Mira with whatever equipment you happen to have available, with a Mandalorian Melee Shield probably being a necessity.
To begin with, you can take advantage of the fact that Mira doesnt trip mines by walking over them and forcing Hanharr to follow you. He wont take damage from many of them, save the poison ones, but if youre lucky hell fail a save or two. After those are gone, try to outrun him and pick up the items from the numerous corpses scattered around; included on these, you should find a couple of poison darts which Mira will be able to fire with her little Batman-issue wristlauncher. More poison for Hanharr makes Mira a happy girl.... After all this, you should be able to activate your melee shield and go to town with whatever melee weapon you picked out for Mira. If you get down to half health or so, use a medpac or two and get back to the killing, and Hanharr will fall eventually.
Dont be scared of the influx of Kath Hounds that immediately ensue; although theyll charge you and attack in one large group, theyre apparently incapable of actually damaging you. Finish them off, then search the bodies inside their cages to find the key thatll get you out of this madhouse. Be sure to heal yourself up, though, as youre going to have to force your way through a number of Ubese Bounty Hunters before you can let the main character through the sealed door that currently blocks his or her passage.
To do so, first fight your way through the guards at the upper end of the ramp leading from the arena, then head north into the Sparring Room. Its tough for Mira to deal with multiple enemies at a time, so feel free to lay down mines (which you can now do during combat) as they whack away at you, then walk backwards a bit so that they walk over them. You only need to clear out two rooms here: the Sparring Room, and the room immediately to its west. In the latter room, youll find the Escape Hatch; activate the panel nearby to let the main character into the lair. The only reason you wouldnt want to do this immediately is if your main character has no Security skill; there are a number of lockers and such scattered around, many of them behind security doors, that only Mira will be able to open in this case. Keep in mind that Mira only has four Security herself, so if you can boost your main characters skill up to this level or higher with items, then you can feel free to let him or her in immediately.
After your Jedi comes storming in, kill the rest of the Ubese Bounty Hunters and grab all of the items before heading down into the arena to face Visquis. There isnt anything you can do to influence the events of this little scene, so talk when necessary, but youll still wind up being captured by Goto. The ensuing conversation between Mira/Hanharr and Atton will give you an idea as to how to rescue...yourself. Or something.
T3-M4 And The Droid Warehouse
In order to infiltrate the droid warehouse, T3-M4 will have to be sold into slavery, so to speak. Luckily, the game doesnt bother with all that messy exposition; it goes straight from intimating what needs to be done to showing you thats the plans already been put into execution. Youll find yourself taking over as T3-M4 when you next gain control of a character, having already been sold into service at Voggas. After you take over, check around the droid warehouse for item containers; we managed to find a totally wicked Droid Molten Cannon in one of the boxes here.
After speaking to C7-E3, then conferring with C6-E3 nearby, then talking to C7 again, youll manage to goad C7 into attacking you, leading to a droid catfight. C7 is easy to take out, despite his droid kung-fu; everyone knows that protocol droids are wusses, save for perhaps 4-LOM, but he wont come around to the Star Wars universe for a few thousand years. C6 will then open the door leading to the inner warehouse. Inside, youll find a communications droid thats apparently transmitting all of Voggas shipping information to Goto, without even realizing it.
Droid Warehouse Door
Youre unable to deal with the droid for now, so instead head to the door on the far side of the room and attempt to open it up. If youre interested in trying to puzzle through the code yourself, you should be able to get most of the way by tracking how to move the 1 from its initial position to its final position. (For those of you who just want the answer, and theres no shame in that!, the code is: center block counter-clockwise, left-most block counter-clockwise, right-most block clockwise.)
The droid inside the room will quite helpfully offer to upload the transponder codes for all of Voggas freighters to T3s memory core, and will also give him a blank transponder card. Say what you will, but T3 is one hell of a persuasive droid. Or maybe all of these other droids are just retarded; guess you could look at it either way.
Another group of HK Assassin Droids will attempt to take out T3 as he makes his way out of the droid workshop, but hes not going to stand still for that! You should have the Droid Renewable Shield equipped and ready to go, so use it to block all of the damage that they deal while you finish them off at your leisure. Be sure to grab the HK Chassis from one of the corpses before moving on. You can then escape the warehouse and return to your party members to effect the next phase of your dastardly plot. T3 will rule this galaxy by the end of the game, if its up to him.
Taking The Fight To Goto
Anyway, after this, youll automatically be sent to Tienn Tubbs shop, where hell retrofit the Ebon Hawk with a new transponder code. It doesnt matter whether you pick one of the codes you obtained from the droid workshop or not; you might be able to even use the Silver Zephyrs, if you wish. Either way, youll have to choose two party members to go up to Gotos ship and rescue the main character. Youll probably want to send up Visas, if just for the muscle; your second character can be anyone you choose. We highly recommend that you bring along T3-M4, though, as hell be able to obtain an upgrade here, and his completely reusable shield will protect him from most of the droids that youll be facing off against. Heck, hes probably preferable to Visas, when it comes right down to it. If Kreia has either Force Storm or Destroy Droid, then she might be preferable to Visas here, as youre going to be facing off against a whole lotta droids.
When you find yourself aboard Gotos ship, use T3 to access the faulty droid in the first room and download the Shutdown program. Hopefully you have a computer spike or two - although its not necessary - as youll be able to use the Security Console nearby and download another program, entitled Overload. (You can also then Slice the computer to "Upgrade droid combat algorithms", which will give T3 a permanent +1 Dexterity boost.) You can cycle through the cameras if you wish to check out the formidable droid defenses on Gotos ship; youre going to need to find a way around them if you want to rescue your friend.
To begin with, head through the door nearby to encounter a corridor full of floating mines. You cant engage these guys in melee combat, at least not if you want to live through the battle, so use Lightning, Destroy Droids, or ranged weapons to blow them all to hell. The next room over holds one of the droid commanders. Try to walk up to the door in solo mode and draw him back towards the first room here; if you engage him where he stands, a couple of maintenance droids will come in and heal him, forcing you to deal with them before you can kill the commander; either way you go, though, the commander will drop the access codes for the Goto containment system.
Now that you have that, use the console nearby. The Programs Library option will let you upload both the Shutdown and Overload programs to the central database; if you then unlock the containment system with the Unlock Restricted System option, youll be able to shut them down and unlock all of the holding cells on the ship. To access them, head directly east from the commanders room until you reach the Cells. Youll find another damaged utility droid here; if you let T3-M4 talk to it, youll get the access codes for the turret system, so head back to the console and Overload them. (You actually need to attempt a Shutdown on them first, which will fail, then Overload them in order for it to actually work.)
Anyway, Overloading the turrets will cause them to go haywire and target any nearby droids, which should cause a huge melee in the corridor leading up to the Audience Chamber (which should be on your map). If you stick near the Cells, youll be able to hear the sounds of battle through the walls. After they die down, have T3-M4 go into solo mode, activate his Renewable Shield, and then just have him run towards the Audience Chamber as quickly as he can go, ignoring any droids that happen to fire on him. Once he unlocks the door to the Audience Chamber (it wont open until all nearby turrets are dead), youll free your main character and add another cog to your little machine of death.
Now that youve freed your main character, you should be able to move through the droid armies much more easily. To begin with, check the terminal in the Audience Chamber to nab the access codes for the Power Distribution system, then head south; on the opposite side of the ship from the first set of cells, theres another set, where youll be able to check out another droid who has the Reset program. You can use this in conjunction with the other programs to fritz around with the turrets in the Exterior Defense room, but we found it easier to just go ahead and blast through them all with Destroy Droid and Force Lightning.
After you access the rooms that the turrets were guarding, Goto will lay down a bunch of mines in your path, and deadly ones, to boot. "But I dont have the access code for the mines yet," you say. This is where it gets a bit tricky, because the only place you can actually get the codes is from one of the droids on the other side of the mines! In order to nab them, youll have to lure him back with some blaster fire, wait till its on the other side of the minefield, then kill him and grab the codes. You can use them on one of the consoles to shut down the minefield. (In theory, at least; we used the Shutdown program on the mines and they stayed active. If this occurs, just run through them and use Heal to get yourself back into shape. Its perhaps best just to Overload them anyway; this will make them explode when the droids walk across them, saving you a bit of precious combat fatigue.)
After you make it past the Interior Defense and onto the Bridge of the ship, youll have to open the Plasteel Cylinder in one corner to gain the final access codes. It requires a high Security to access, though, so use T3 to bust it open. You can use it to shut down any remaining droids on the ship (although youve likely killed them all). What you really need to do, though, is access the Bridge Command Console, use the Power Distribution system to shift all systems to secondary power, then Shutdown the power. This will drop the ships cloaking device, and also shut down the sealed hatch that prevents you from getting back to the Ebon Hawk. Youll have to fight your way back to your ship, of course, including through the Twin Suns, but you should be able to make it without any problems. Be sure to save your game before you exit to your ship, and be sure that your main character is outfitted for a fight, especially if youre of a Dark Side bent.
When youre safely stowed back aboard the Ebon Hawk, youll find a gift waiting for you: a droid, apparently sent by Goto to keep you company on your quest. You have no choice but to accept G0-T0 into your party, so do so, then head back to Nar Shaddaa to meet up with Zez-Kai Ell.
Your conversation with good old Zez can take a few forms, depending on how you wish to respond to him. Whether youre of the Dark or Light Side, youll likely want to pump him for information before your terminate the conversation. Hes got a lot to say, about you, about the threat that faces you, about the bond between yourself and Kreia, so be sure to talk to him before you either attempt to goad him into battle or end the conversation.
If youre going strong with a Light Side alignment, then you likely wont have to battle against Zez; hell teach you a new lightsaber or force regeneration technique and then head off to Dantooine until you can convince the other lost Jedi to join him. If youre less than pure, though, youll have to either spar with or kill him. He can be difficult to defeat, but not overweeningly so; even with a Force-focused Consular, we managed to overpower him without too many problems. The "secret," as it were, is to activate the most powerful energy shield you currently own, then wade into battle with a lightsaber while using any Feats or Force Powers that give you extra attacks, such as Master Speed or Flurry. The energy shield will protect you from any damage that you might take from Zezs lightsaber, while you should be able to steadily wear him down with your own blows. Dont forget to switch over to the Contention lightsaber form, which will help you out in Jedi duals. If youre truly deficient in the arts of combat, though, youll have to deal with pure-damage abilities like Force Wave or Lightning to whittle his health down.
After the fight is over, you will have picked up a new lightsaber form (if youre a combat-oriented class) or a new force-regen form (if youre a Consular). Whichever the result, you will be free to wind up your business on Nar Shaddaa after defeating Zez or convincing him to join you on Dantooine.
You still have a couple of active quests that you can dispense with now that Gotos out of the picture. To begin with, speak with Fassa and have him ship the family from Seeking Passage off the planet; hell do so as a favor to you. If you didnt wind down the Will Work For Fuel quest, hell also hire on Odis. You can also speak to Vogga the Hutt to wind down the New Fuel Source quest; hell agree to start shipping fuel to Citadel Station.
When youve wrapped up everything thats in your logbook, return to the Ebon Hawk and start schmoozing with your new guests. If you didnt take the time to speak with Visas earlier, you can do so now, and G0-T0 and either Hanharr or Mira should be aboard as well. Speak with all of your new friends to earn influence and learn about their backstories. Kreia may also be able to initiate you into one of the new Prestige classes at this point, as well, so speak to her to check out your options.
This would be a good time to give your party a good shakedown, equipment-wise. You likely have a bunch of equipment on a bunch of different characters, which isnt really an ideal way to play the game; its best to have all of your best stuff on the characters in your party. Thus, it might be helpful to leave your ship and strip everyone down to the bone so that all of your stuff is in your inventory; this will make it easier to keep the best equipment handy, rather than have it on some random guy back in your ship just when you need it most. The only exception to this is probably armor; since you cant change armor in combat, you might want to just pick a good piece of armor for each character and have them wear it permanently.
Likewise, this is also a good time to find a workbench and start breaking down and creating items. Although theres a workbench in the Ebon Hawk, only the main character can use it; the same goes for T3-M4. If youve been assiduously building up your skills, then you might be able to create some good stuff, but youre unlikely to have the blanket kind of proficiency that Bao-Dur does. If you bring him over to the workbench in the swoop shop, near your ship, you should be able to have him make almost anything at this point, especially if you have items like a Czerka Utility Belt or Infiltrator Gloves to equip him with. Your lightsabers, should you have any, should be your first priority for upgrading, followed by any other equipment that your main character might be using.
Now that you have a more fleshed-out party, you should be able to more easily navigate the various challenges of the myriad other planets. You can pick any of the three that you wish at this point. Dantooine and Korriban will both be familiar to players of the first KOTOR, so for now, well stick with the second new planet and head over to Onderon.
Trouble follows you across the galaxy, as it is wont to do, and as soon as you arrive in Onderonian space, youll find yourself under attack from numerous other vessels. You can either choose to fight (which will net you a pittance of experience, on the order of 100 XP per ship for six targets), or just have Atton land the ship on Dxun, one of the moons of Onderon. Even if you choose to fight, youll still be forced to land.
Dxun - Jungle Landing
Find The Outpost
Alternate Route To Onderon
When youre safely on the ground, youll learn that Dxun is the place where the Mandalorian War started. Obviously a good omen. Your long-term goal here is to find some way to get to Onderon; for the moment, though, head from the ship and start making your way towards the nearby outpost.
The first area of note is the Ship Wreckage, located in a little cul-de-sac immediately to the east of your ship. You can find some parts and and components in the wreckage here and, if you have appreciable Repair and Computer skills, will be able to slice into the computer of the downed ship and overload the nearby droids, which will kill off any animals in the vicinity. This is expensive to do (in terms of using up your computer slices), and the fauna of Dxun really isnt too tough to kill, so its best just to leave the droids alone and use your saber or other weapons to fend for yourself.
After travelling through the jungle for a bit, youll run across the Zhug Ship, which has crashed in the aftermath of the space battle you yourself just fled. Dont feel too bad, though, as the ship just happened to contain some bounty hunters that are gunning for you! Youre unlikely to be able to talk them out of their pursuit of you, so just kill them. Youll probably want to use some kind of energy shield for the fight; although the Zhugs arent physically powerful, the rear blaster-wielders can deal upwards of 30 damage with each shot from their rifles. Still, they wont be able to stand against your might for long, so wipe them out, grab any items that they drop, then head into the Jungle.
Dxun - Jungle
Shortly after you enter the Jungle portion of Dxun, youll run across a dead Mandalorian near a Dxun Cache. Where one Mandalorian dies, others follow, and sure enough, youll quickly run across an encampment of the dreaded foes. Theyll offer you a choice: come with them to meet their leader, or resist and enter into a fight to the death! If you decide to fight, youll eventually be rounded up and be given no choice but to head to the Mandalorian fortress; since theres no Dark Side or Light Side alignment shift involved, we say just go ahead and kill a few of them for a bit of extra experience. If your main character is a Consular, or you have Kreia along, you should be able to stun the lot of them with Insanity, Force Wave, or Stasis Field and then proceed with the killing. You wont be able to loot the bodies, but you should be able to take a few of them down before youre shepherded into the main camp.
Scout Hunt: This quest can only be accepted after you enter the Mandalorian Ruins and speak with Mandalore there. Youll eventually get a bunch of quests, then return to the Jungle to complete them. When you do, track down Kelborn, whos standing around in a small clearing to the southwest of the camp exit. Hell tell you of a third ship that landed on the moon, which apparently sent out scouts to search around, and ask you to kill any of them that you see. Reticence aside, agree to his plan and start scouting around yourself, sticking to the western side of the jungle.
There are two groups of scouts to kill (dont worry about alignment shifts; these guys are also apparently looking to kill you), so find them both before returning to Kelborn. Hell report your help to Mandalore, and also give you permission to face him in the Battle Circle.
Dxun - Mandalorian Ruins
Anyway, as mentioned, youre eventually forced into meeting with Mandalore, who doesnt really seem to have any clear idea as to why he wanted to speak to you. He offers to shuttle you off the moon, if you wish, but youll have to prove yourself to him, first by accessing the Dxun Cache you passed by earlier. He also wants you to ask around the camp and see if theres anything you can help with there. As with the whole get-the-attention-of-the-Exchange bit on Nar Shaddaa, there are a bunch of mini-quests for you to try out, but you wont have to exert quite as much effort here as you did back on the previous planet. Before you head out, you might want to speak to Kex to sell/buy items; he has a decent assortment of military surplus on hand.
An Explosive Situation: As mentioned, Mandalore will ask you to set off some explosives that have been rigged to one of the cache entrances in the jungle, but it all sounds a bit too easy. If you actually head out to the cache (in the far northwestern corner of the Jungle), youll find a detonator. It actually works - the explosives open the Mandalorian Cache - but it also attracts the attention of a bunch of jungle beasts. Kill them all before heading into the Cache. You may want to have Mira, Bao-Dur, or another character with high Demolition skill in your party before you head in - there are a bunch of mines inside.
After you clear the mines, youll need to find some way to move the droids out of the way, as they block your path to the many containers in the room. If you have a high level of Computer skill, you can examine the Droid Foreman and attempt to use the codes on his datapad to command all of the droids to move, but the easiest way to be rid of them is to bash one. The rest will all wake up and attack you, and although they have strength in numbers, theyre fairly decrepit, letting you take them all out with a few Force Waves or Destroy Droids. When theyre dead, grab the items in the boxes, ignoring the impossible to open ones, and head back to Mandalore to report your success.
Tech Assistance: Zuxa is apparently the camps main technician, but hes still just a Mandalorian. He probably doesnt know the difference between an alluvial damper and a horizontal booster! Youll have to give him a hand with his repairs if you want to get in good with Mandalore.
There are two parts of the base that urgently need repairs: the broken wires near Zuxa, and the telemetry computer on the northern end of the base. Your main character can repair either of them, so long as you have enough Repair Parts and Computer Spikes, but its best to let one of your more technically-oriented characters do the deeds, if only to save on resources. When you report your progress to Zuxa, hell put in a good word with Mandalore for you and theoretically give you back some Parts and Spikes (these dont appear in the feedback menu, though).
Trouble With Cannoks: Zuxas primary goal is to get one of his relays up and running again, but one of the parts he needs has been eaten by a cannok! Oh, Zuxa, what ever will we do with you?
As Zuxa mentioned, youll need to head into the jungle and kill cannoks until you find the phase-pulse converter. The position of the cannoks may be random, or it may not; we happened to find the first in the northwestern corner of the map, near the Mandalorian Cache, the second in the southeast, near the zakkeg, and the third just to the southeast of the Mandalorian Sentries. If its random, though, just kill all of the cannoks in the zone and check their bodies; youll probably be killing them anyway, if only for experience, so this shouldnt be too difficult. After you have all three pieces, bring them back to Zuka, wholl give you a sizable reward, if you accept it, as well as tell Mandalore about your contribution.
Missing Mandalorian: Xarga will tell you of a Mandalorian soldier that wandered into the southern jungles and failed to return. He wants you to field-strip the body and return anything worthwhile to him in the base.
Kumus, the missing soldier, is actually quite alive, and is standing on a ridge in the northeastern corner of the Jungle map. Apparently all of his ammo was eaten (!) and hes been trapped atop his little perch for the last couple of days. He asks you to help him out; you can either choose to do so by killing the nearby beasts and letting him down off of the pillar, or kill him by using the detonator. The alignment implications for these actions should be fairly obvious. If you want to help him, youll need to talk to him after you kill the beasts, but he can be difficult to target; try getting up close to his ridge and using your trigger buttons to cycle through targets until you find him.
(If youre interested, you can also learn the mostly useless Beast Trick Force Power in the little clearing directly to the south of Kumus position. If you walk up to the Boma there, Kreia will give you the power gratis, whether shes in your party or not.)
When you get back to camp, speak to Xarga again to wind down the quest. You can either keep silent about Kumus incompetence, or rat him out, with the appropriate alignment shifts.
Zakkeg Challenge: The Mandalorian Guard Captain near the southern gate doesnt think youre tough enough to kill one of the zakkegs that roams in the jungle, but you know that youre strong - like an ox! All you need to do to prove your worth here is bring back a body part from one of the zakkegs.
You can find the zakkeg in the extreme southeastern corner of the Jungle. Davrel will be there as well, if you chose to spare him when he offered you a deathmatch outside of the Mandalorian camp. You can speak to him to start the fight, or just wade in and start wailing on the thing. The zakkeg is going to be one of the more heavily-armored enemies youve encountered thus far in the game, with an insane 36 Defense ranking, so you may find yourself having to resort to Battle Meditation, adrenal strength mods, or even offensive Force powers just to actually hit the thing. Still, though, with the power of the Jedi at your disposal, you should be able to defeat the zakkeg without anyone dying.
When the beast is done, grab its ear and any loot from the corpses in the vicinity, then hand the ear into the Guard Captain for your reward.
Battle Circle: If you speak to Davrel, one of the soldiers near the Fight Club on the northern side of the camp, hell tell you about the Battle Circle, which is intended to give neophyte Mandalorians a taste of battle before heading out for the real thing.
If you wish to fight, speak to the Sergeant near the ring. Anyone, no matter what kind of character youve created, should be able to proceed a few matches into the tournament, but Consulars will be crippled by the fact that you wont have much HP and you wont be able to use your Force Powers, and youll often be asked not to use your lightsaber.
If youre willing to bend the rules a bit, though, then you can actually get away with a bit of cheating here. The trick is that, if you have buffs active on yourself before speaking to the sergeant, then manage to quickly navigate his conversation menu and get into battle before they wear off, then youll retain them into the fight, even if theyre Force Powers. Master Speed and Force Barrier are both excellent choices here, as they last long enough to be retained into the fight. Adrenal Strengths will also easily carry over into battle, but you do lose buffs at the end of a round, so you shouldnt use up your stimulants unless you really need that edge. Well resist the temptation to make a BALCO joke here.
Round 1: Youll need to take on Davrel mano-a-mano, using nothing but your fists. You cant use items to heal yourself, or Force Powers, so overwhelm him with your karate stylings and move on.
(Davrel wont forget his humiliating defeat at your hands. After you leave to return to the Jungle, hell appear and challenge you to a fight to the death. If you wish, you can take him up on his offer and kill him; Light Side characters may instead wish to ask him to accompany you on your hunt for the Zakkeg, which will let you brush off his offense without decapitating him.)
Round 2: Zex, the quartermaster, is your next challenger. Since you get to choose the rules, you can make them as restrictive or permissive as you wish. You still shouldnt have a problem getting past him, even if you go hand-to-hand again.
Round 3: Tagren is a much tougher opponent than the previous two foes, especially if your main character suffers from low Strength, as he has an insane 34 Defense. Youll definitely want to try and use both Force Speed and Force Barrier, if possible, as well as an Adrenal Strength before the fight begins to give yourself the extra edge you need.
After the third round, the Sergeant will forbid you from participating in any more fights until youve proven yourself in front of one of the champions. You can do so by running into the Jungle and completing the Scout Hunt quest that Kelborn gives you. When you do so, return to face off against Kelborn in the circle.
Round 4: Kelborn is a bruiser, no doubt about it, and refuses to fight with anything other than swords. If youre a powerhouse character yourself, you can likely win, but characters with low HP will have to either beat him down quickly with special melee attacks or use Force Barrier before the fight begins to avoid most of the damage that he deals.
Round 5: No need to use any powers before the fight begins, as Bralor wants to fight you while youre at the top of your game; your Force Powers, lightsaber(s), and items are all permissible. He, on the other hand, will be using merely his fists, which begs the question of how precisely Mandalorians choose to commit suicide; rushing into battle against a Jedi with nothing but armor on seems to be decidedly bullheaded.
Not to say that Bralor is a pushover; far from it. He can attack twice per turn with his fists, with each attack dealing up to 25 damage (although itll rarely get above 15 or so). If you have Force Barrier, then its a no-brainer for this fight, as itll cut the damage you take from all of Bralors attacks. Dont bother with offensive Force Powers, as hell almost always resist them. Instead, use Force Speed and a lightsaber to chop him down to size, with Life Support Kits healing you up when needed. If you dont have any ranks in Force Barrier, though, this can be quite a tough fight, so save your game beforehand.
For defeating all of the contestants in the Battle Circle, youll gain a bit of favor with Mandalore, and the Shyarn, a nice little sword. Its no lightsaber, obviously, but itll work well as an off-hand weapon for any dual-wielders.
The Price Of Passage: After you complete some or all of the above quests, report back to Mandalore and hell offer to take you to Iziz. Before you can head out, though, a veritable flock of Sith assassins appear. Flock? Heck, its their whole damn army! Youll need to clear out most of the interior of the Mandalorian Ruins before Mandalore will take you to Iziz, so charge up those lightsabers and get to work.
Onderon - Iziz Spaceport
Immediately after landing, level Mandalore up as far as hell go and equip him with goodies. You cant change out his armor, but he should still make a devestating melee fighter, or ranged fighter, or fighter pilot, or anything else you want, depending on how you level him up.
In the small square beyond the docking bay, youll run across Margar, a merchant with some decent items for sale, and a beast-rider thats looking to ship random beasts to Telos to aid in the restoration project there. If you speak to this last fellow, hell inform you that the entire city is full of caged beasts due to the blockade; you can probably see where this is going to wind up. Sure enough, one of them breaks out of its cage after your conversation, and youre forced to kill it. If you want to gain some Light Side points, refuse his reward; hell give it to you anyway, but youll still have done the Right Thing. If you attempt to walk into the Merchant Quarter, youll be questioned by a guard, but it should be a simple matter to get past him.
Starport Visa: As soon as you leave the docking bay, youll be given a Starport Visa and told to hang onto it; apparently theyre quite valuable. Doesnt seem like much of a quest, now does it?
After you reach the inside of Iziz, though, youll realize why this is a quest: apparently the visas are a hot commodity, and youll be able to either put yours to good use, or sell it for a bunch of cashola. There are a few people looking for one, including Gormo, Sakarie, and Xaart in the Cantina, and Tolas and Terlyn near the entrance from the spaceport. Each will have their own special need for the visa, and their own special rewards. If youre going Light Side, then Terlyn and Xaart will be the likely recipients of your visas; if Dark Side, then Sakane and Gormo are more likely buyers. Even if you are going Light Side, you still might want to sell one of the visas to Gormo, as hell pay a substantial amount of credits for it.
Sakarie offers up perhaps the most unique reward for your visa: a Qixoni lightsaber crystal. When used in a lightsaber, itll increase your damage by +5 and give you +1 to Force regeneration, but can only be used by Dark Jedi. Dealing with her will also give you a significant Dark Side alignment shift. If youre going Dark Side, then youll definitely want to grab it from her. (The weapon she offers up is a Rodian Death Blade, and despite the cool name, isnt likely to replace the other melee weapons youve found thus far.)
You will be able to find a couple more starport visas in your travels. After running around for a bit, youll be attacked by a Twilek bounty hunter, who will be carrying one on his corpse. Its a personalized visa, though, not an open one, which means that you cant resell it at the moment. If you bring it to Kiph, one of the Twileks in the cantina, hell be able to slice it so that its an open visa, but itll cost you 500 credits. Bakkel, the leader of the Cantina thugs in the Cantina Rats quest, will also have an open visa for you to use. After you give both of these visas away, youll finish off the quest.
Onderon - Merchant Quarter
Immediately after you arrive in this section of the city, youll come across a journalist being hassled by some of Vaklus troops. You can choose to intervene if you wish, or simply let them cart off the reporter for interrogation. This isnt a quest, but your actions do shift you to one side of the force or the other.
Another event is obtainable by talking to Ponlar, a revolutionist agitant berating a crowd in the northeastern corner of the area. By now, you shouldve gotten the drift that Queen Talia = Light Side and General Vaklu = Dark Side, and youll be able to make your opinions more well known here. If you speak to him, then come back (you may have to leave the area and then return), Ponlar will start to incite a riot; youll almost certainly not be able to Persuade him out of this course of action. Lay your fledgling loyalties on the line, and either spur him on or put him down.
Master of the Palace: Mandalores doctor contact, Dhagon Ghent, is situated in the Merchant Quarter. Actually, the quest description here is a little misleading - hes actually in the Western Square. If you head over there, youll get some shocking news - Ghent has been arrested...for murder! Insert dramatic music here.
After learning of his arrest, return to the Market Quarter and speak to Captain Riiken, wholl fill you in on Ghents arrest and give you the Doctors Alibi quest.
A Doctors Alibi: In order to clear Ghents name, youll need to do your best Jessica Fletcher imitation in the Iziz Cantina. First off, speak to Panar near the holodancers to learn the Ghent made a pass at Captain Sullio (the woman who was murdered). She publicly rejected him, poor guy.
Nikko, the pazaak player, will refute this story, and tell you that he was the first person to reach the scene of the crime - the junk heap outside the cantina. If you head outside and examine the junk, youll notice a headless droid nearby. Hmm.... Return to the bar and talk to Bahima, the Bith bartender, wholl tell you that his serving droids are often destroyed by the rowdier elements of the slum district. Hell point you back to Nikko, but neither of them have any hard information. If you talk to Panar, though, hell mention that 1B-8D would be a logical point of sale for anyone looking to fence scavenged droid parts.
Talk to 1B and buy the parts that he has for 25 credits, then return to Kiph in the cantina. (1B also has an HK Processor that youll be able to use to fully repair HK-47 when you return to the Ebon Hawk, so be sure to buy it!) Hell be able to extrapolate the droids last moments from the memory core, which you should then show to Nikko. Although the transmission doesnt show the face of the killer, it will provide evidence that it couldnt have been Ghent. You can use it to persuade the authorities to release Ghent, although the major in charge of the investigation will seem quite reticent about doing so.
Ghent isnt immediately able to get you a meeting or contact with anyone inside the palace; apparently all of his files were looted from his office during his incarceration. In order to get them back, youll need to take on the Cantina Rats quest, listed in the Western Square section below. When you do have them, save your game, finish off any other quests in the area (the only one that might still be active will be Starport Visas) and talk to Ghent again to set up a meeting with the Jedi Master. As he says, this may result in your banishment from Iziz, so youll want to make a save in a new slot before doing this.
Iziz - Western Square
As soon as you enter this section of the city, youll likely be accosted by a bunch of bounty hunters, so wipe the futuristic floor with them. Such is the life of a Jedi, slaughtering massive numbers of enemies without so much as a drop of remorse. Oh well.
In addition to the quests here, you can find 1B-8D, a merchant droid whom you can "repair" to sell you items at his base cost (this will require a good amount of Repair skill, obviously), as well as Dhagon Ghents place, and the entrance to the Cantina.
Cantina Rats: After you wind down the Doctors Alibi quest, Ghent will ask you to retrieve some of the files - er, "encrypted holodisks" - that were stolen from his offices. Bakkel, in the Cantina, is the new owner, and shell give them over after you speak to her. Well, youll pick them up off her corpse, anyway - there doesnt seem to be any way to avoid a fight here. She also has another Open Visa for the Starport Visa quest.
Iziz - Cantina
This place is full of scum and villainy, so itll probably be right up your alley. Although no quests are obtained here, youll need to enter in order to complete some of the quests you pick up elsewhere. You can also play Pazzak with Nikko, or enter in the swoop races by talking to the Quarren prioprietor.
Escape From The Merchant Quarter: After the Cantina Rats quest, Ghent will put you in contact with one Master Kavar, but your rendezvous in the Cantina wont last long; Vaklu and his thugs will attempt to take you into custody, so youll have to fight your way out. (If Visas is along for the ride, shell ask to kill some of the bystanders, which makes for a good opportunity to pick up some Dark Side points.)
After you reach the Merchant Quarter proper, youll learn that Vaklu has been keeping the regular army in the dark regarding his plans for you. Regardless, youll have you chop your way through a few commoners and the defensive turrets until you can get back to the landing pad. All you can do now is return to Dxun; you wont be able to wind down the quests here until game events have progressed a bit further. Regardless, youve obtained a new party member, and have the parts required to finish off the assembly of HK-47. Before you leave Dxun, though, you can now hack through the Security door near where Mandalore was stationed previously (youll need someone with at least 25 Security, though, or a Security Tunneler) to find some random items in the containers there.
When you reach the Ebon Hawk, take some time to talk with your party members again (Kreia may be able to give you some more teachings in the way of the Force), then activate HK-47 with the part you bought from 1B. If you talk to him, you can learn a bit more about what happened to him in the interval between KOTOR1 and KOTOR2, albeit not much - hes apparently taken some damage to his memory core. If you wish to learn a bit more about the situation, leave the ship and then return for an interesting little cutscene - apparently even T3-M4 has has his secrets.
Now, you can choose either of the remaining planets to visit. We went with Korriban for its Sithy goodness, but as per usual, the choice is yours.
Korriban is an ancient site of power for the Sith, and indeed, just a few years ago, there was a large Sith Academy here. In the aftermath of the Revan/Malak conflict, though, the Sith here were wiped out - supposedly.
Korriban - Valley of Dark Lords
The Valley of Dark Lords is the site of four tombs, within which reside the bones of powerful Sith whove been long interred in the salty ground. If you approach them, Kreia will fill you in on a bit of the backstory of each lord, if you wish, but you cant enter them. Kreia herself wont actually join you on the surface of Korriban; she instead chooses to remain on the ship and communicate with you via your Force Bond.
The ground here is also littered with Sith corpses of the past few years. You can loot these guys, if you wish, but doing so will spawn in two or three Hssiss apiece. These creatures of the Force are able to enter stealth mode, and are a decent challenge, but if youve gone through all of Nar Shaddaa and Onderon (or as far as its been possible to do so), you should be able to take them down.
Traces To Ashes: Both yourself, Kreia, and Visas can feel the power of the Sith presence here. Its unlikely that theyd be able to leave it well alone, even after the students of the Academy were killed during the Sith infighting. Kreia advises you to check out the ruins of the Sith Academy and see whats what. This quest is completed concurrently with the Trapped quest within the Sith Academy; if you follow our walkthrough for that, youll wind down this quest as well.
A Hidden Power: As you progress towards the Sith Academy, Kreia will warn you about a Shyrack Cave that appears off the path - shell likely tell you not to enter, but what the hey, youre a grown-up. Head on in and start poking around. The first screen of the cave is filled with beasts; you shouldnt have a problem clearing them out, and there are some decent items to be had on the Sith Corpses and in the Ceramic Jars (we were actually lucky enough to nab a Tech Specialist Belt in one of the jars, but all the items here are random; good luck).
Anyway, if you explore the cavern thoroughly, youll come across another portal, leading further in. Kreia will again attempt to warn you off. We managed to successfully get through with a 16 Consular / 5 Jedi Master, but you can probably get through it a bit earlier if youre a more combat-oriented character. You have to head through the Sith trials alone; the whole thing is apparently intended to echo Lukes failure in the cave...but you have no intention of failing, do you? (Still, save your game before you head in - if you find yourself unable to complete the trials, continue with the other quests on Korriban and come back later.)
Test 1: Your first challenge within the cave involves none other than Malak himself, but a phantom Malak from the past, before he got all facemashed and metally. Your answers here will decide your Force alignment shift. If, after all that youve learned, you choose to join Malak and embark on the Mandalorian Wars (again), youll take a severe Dark Side hit; if you choose to stand with the Council and reject his call to arms, youll go Light Side. If you just choose to goad him into a fight immediately by telling him to draw his lightsaber, you wont take any alignment shift at all. Whichever you choose, youll have to fight against Malak, Bastila, and four other Jedi. Fun.
Obviously enough, an area-of-effect power like Force Wave is going to be an ideal opener to this fight. Malak is the key to this little scene - when hes defeated the rest of your opponents fade away - but youll have to survive long enough to kill him. If you can Force Wave or Stasis Field the grunts, which should be easy, since they all have -100 penalties to their saving throws), you should be able to isolate Malak and start wailing on him. Hes not difficult to damage, but he will bust out huge lightsaber swings that can hit you for up to 60 damage a shot, so youll want to activate some kind of energy shield - an Echani Dueling Shield would be ideal, if you have one - before he gets the chance to overpower you, then use your Force Speed to gain some extra attacks and start beating him down. As said, hes not difficult to hit, so long as youre not a pure Force-user whos been neglecting all of your combat skills, so slice him down to size before exploring a bit more.
One thing you might notice about this Secret Tomb is that your health and Force Points dont automatically regenerate. This will make life fairly difficult for Consular-type characters, so try to conserve your powers as much as possible, sticking to Speed to get you extra attacks and Force Wave to stun your enemies. Every class can use Medpacs, so the beefy lightsaber wielders shouldnt have a problem cutting down the enemies in the area, which mostly consist of Shyracks.
To begin with, head down the corridors north and south from Malaks position to find some goodies, then start heading east to find another quest. The Jedi Entombed quest isnt too difficult to finish up if you just make a point of seriously searching for clues within the many corridors of the Secret Cave. Beyond the arm, though, youll have to fight off a dozen or so Shyracks, which can again be difficult for non-combat oriented characters, as you likely wont have enough Force Points to Wave or Lightning them all to death. (If you want to try, though, be sure to run to the far side of the room before doing so to ensure that all of them are on you.)
Test 2: In the second test (you can tell a test is oncoming via the crackling sparks outside the doors), youll have to decide whether or not you want to sacrifice a bunch of soldiers to push through a minefield. You can either order them ahead (Dark Side) or tell them that youll take care of the mines yourself. If you have a good amount of Demolitions skill, you may be able to remove them; otherwise, youll have to just run through them and medpac yourself when you take damage. The only way to trigger the next event is to clear all of the mines, which precedes an influx of Mandalorians. If you cleared the mines yourself, then you should have plenty of help from the soldiers while killing them; otherwise, youll have to take them on solo.
After you clear the second test, check the rooms north and south for items, then press on to the east, where youll face a hssiss. If you head south from there, you can wrap up the Jedi Entombed quest by grabbing the datapad from the dead Jedi, but this will spawn in a pair of hssiss, so be ready for battle first.
Test 3: Eventually, youll run into Kreia. Well, a fake Kreia, at any rate, wholl challenge Atton and some of the rest of your phantom party members to a fight. If youre going Dark Side, you can pick sides here, but if you abstain from making a choice and insist on the phantomness of the lot, then youll avoid an alignment shift, but will have to fight everyone. This is actually a bit easier than the fight with Malak, though, as, again, only Kreia is really important to the event, so Wave everyone else away and concentrate on her.
Test 4: After facing off against Kreia and Co., youll come to a ramp leading downwards towards a door, behind which youll come up against Darth Revan. This is kind of a cheesy "test," though, since you pass it no matter whether you defeat Revan or not. You do get an extra 1,000 XP for beating him, but hes quite difficult, as he uses two lightsabers with only small attack penalties. If you want to stand a chance against him, activate an Echani shield before opening the door, as well as any useful Force Powers, like Speed.
Anyway, as mentioned, you pass the test whether or not you defeat Revan, so dont sweat it too much. As a reward for your tenacity, youll obtain Ludo Kresshs War Sword and Armband. The sword isnt all that impressive, but the armband will be handy for Dark Side characters. After you loot the place, youll be able to use the door at the rear of the tomb to return to the Shyrack cave, from whence you can return to the Valley of the Dark Lords. Yay!
Korriban - Sith Academy
The good old Sith Academy is where all the little evil boys and girls formerly went to learn their dubious ways. Now, though, it isnt home to much more than stray animals, Sith assassins, and Darth Sion, he of the lotion-requiring complexion. This is where most of the Traces to Ashes quest will fall in line.
Trapped: As soon as you enter the Academy, youll be locked inside. Joy. In order to get out, youll need to go through some of the Siths automated training programs.
To begin with, youll need to find a datapad detailing how to actually sign yourself up as a new recruit. Its located in a footlocker in the southwestern corner of the base, and will enable you to access the Student Terminal whichll be marked on your map (after you look around a bit, of course). When you use the terminal, itll unlock the Library for you, as well as give you the option of taking a written test. Boy, tests are fun!
Visit the Library and grab whatever items you can find there. The only goodies of note are some Thorium Charges located in a lockbox (if you attempt to bash it open, theyll blow, leaving only a lot of pain behind). You can use these charges to open the Sealed Door on your map; theyll apparently destroy one of the Sith holocrons beyond the door, but there doesnt appear to be any other way to open the door. Regardless, theres precious little actual information for the test here, but since youre reading a strategy guide anyway, were betting youre not really interested in tracking down all the relevant info before taking the test, so herere the answers. Cheater.
Question 1: Freedon Nadd
Question 2: Twenty.
Question 3: Gizka.
Question 4: I always lie.
Question 5: Passion - strength - power - victory.
After you polish off the questions, youll gain access to the training room. Inside, access the panel to start a training sequence. Due to a computer error, youll find yourself embarking on the training sequence for level 16 Sith, instead of level two students, but hey; its just more tukatas, and nothing you shouldnt be able to handle. You cant actually pass the test - youll fail because you take too long, no matter how long you take - but youll gain access to the disciplinary room, where the corpse of Lonna Vash awaits. Unfortunately, youre too late to kill or persuade this Jedi to join you; all you can do is read her little datapad and use her access code on the nearby computer to unlock the front door. Note that this will lead to an encounter with Darth Sion, so if theres anything else you planned on doing here, such as using your Thorium Charges on the sealed door, do it before you unlock the door.
After you do unlock the door, though, and return to the main hall of the academy, Sion will be there, along with a couple of disciples. Hell answer a few questions for you, but youll eventually be forced into a fight that you cant win - Sion has the ability to completely restore his health for free, so...yep, pretty much unbeatable at this point. Cheap, but effective! All you can really do is try to wail on him for a bit until Kreia links up with you and tells you to run - youll automatically leave the Academy at this point, and finish off both the Trapped and Traces to Ashes quests as well. Nothing else you can do on Korriban at this point, so head back to the Ebon Hawk and take off.
When you return to the ship, youll probably have a message waiting for you from Kelborn, wholl tell you that Kavar wants you to return to Onderon. If you wish to do so, feel free, but your journey can also wait until after you get through Dantooine, so thats what well do.
Dantooine, former home of a Jedi Academy, has seen hard times since the days of Revan and Malak. Malak was responsible for the destruction of said academy; the resulting civil war has left deep misgivings for the Jedi among the populace. Due to the planets distance from the core of the Republic, its also been the settling point for many out-of-work mercenaries, who grate on the nerves of the agrarian commoners. Its a volatile situation here, and the appearance of your Jedi isnt going to make things any better...
Dantooine - Khoonda Plains
As soon as you exit the Ebon Hawk here, youll be accosted by a woman who tells you that itd be best to quickly finish your business and get off the planet - they dont cotton none to Jedi here on Dantooine. Other encounters in the docking area include a Pazaak-playing Ithorian named Pato Ado, a battered protocol droid (characters with high Repair skill may be able to help repair some of the damage), and a skittish man wholl run off if he learns that youre a Jedi, reportedly to "tell the others." Now that doesnt sound too ominous.
After youre done talking to the people in this area (of which there are precious few), head into the Khoonda to get your initial quests.
Sensor Search: If you speak to Saedhe on the eastern side of the plains, at the Crash Site, hell explain that hes looking for atmospheric sensors that were apparently lost after a courier happened to crash his swoop bike. Hes not quite sure that the whole thing was an accident.
Anyway, you can find the sensors inside the kilrath cave nearby; theyre in a pile of rubble right near the entrance. Return them to Saedhe for your reward. You can talk him up to 4,000 credits fairly easily, all for just a few seconds of legwork!
Defense of Khoonda: After you find Master Vrook and help him escape from the mercenaries clutches, youll encounter Azkul outside the Kilrath cave. Hed like your help in sabotaging the defenses of the Khoonda in preparation for their assault. You can either choose to help him (Dark Side) or rebuff him and instead strengthen the defenses (Light Side).
Whatever you decide to do, return to the Administrator and retrieve the Khoonda keycard from her; this will let you into all of the security doors inside the facility. You can also speak to Zherron nearby and ask him what needs to be done; this will unlock the Droids, Recruiting, Side Door, Traps, Militia Medic, and Gun Turrets quests for you. You can do any of these that you wish for extra experience, but if youre at full power, youre probably going to win this fight no matter what happens. So feel free to skip all of them if you wish.
Militia Medic: First off, visit the Medical Lab on the northern side of the Khoonda and either use your Treat Injury skills on the soldiers there or have someone Repair the medical droid to get all of the soldiers fixed up. This is a Light Side exclusive quest; if youre attempting to sabotage the defenses for Azkul, skip it.