__________________________________________ ØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØ Star Wars: Knights of the Old Republic II: The Sith Lords FAQ/Walkthrough (XBox) ____________________________________________________________________________ ØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØØ January 10, 2004 Version 0.6 Written by: Dan Simpson Email: manymoose@hotmail.com If emailing me, use this subject: Star Wars: Knights 2 v 0.6 (Emails that don't use this subject will be deleted, avoid using all CAPS) Email Policy: (read before emailing me!) ØØØØØØØØØØØØØ Got a question? Check the Frequently Asked Questions section first (it's before the walkthrough) to see if your question is already answered. If you see any mistakes, or have anything that you want to add please email me! I will, of course, give you full credit for your addition, and be eternally grateful to you. Email addresses are not posted in the FAQ, unless you specifically state that you want it to be. Notes ------------------------------------------------------------------------------- You will find the most up to date version of this FAQ at: http://www.gamefaqs.com/ http://www.cheatcc.com/ http://www.cheatplanet.com/ http://www.game-revolution.com/ Man, this game has some bugs. Still working at it, trying to get it done before the 14th. Obviously this thing contains SPOILERS. Even looking at the contents might give something away. So, be ye warned. You do not need to play Knights of the Old Republic 1 to enjoy this game. It doesn't load up any of your old saves, or use the data from the first game in any way. That said, I would recommend playing the first game as it is quite an enjoyable game. (Although I like this one more) KoTOR2 will ask you early on how your KoTOR1 game went, and you can set Revan as male/female and light/dark. Note: The game has gender confusion when Revan is a female. Many people, Vrook seemed the worst, will forget and call Revan "him". I haven't seen this happen in reverse. With Revan set to male, no one called him a "her." After a point, you can head to different planets in different orders. I picked one that I liked the best and used it for the walkthrough. Feel free to disagree and go to the others in any order you want. Bear in mind that the difficulty of the fights (from numbers of opponents, to Vitality levels of Bosses) is determined by your level. So, regardless, the game should stay challenging enough no matter which way you go. Quick Definitions: KoTOR2 - this game STR - Strength DEX - Dexterity CON - Constitution INT - Intelligence WIS - Wisdom CHA - Charisma XP - Experience Point. The basic economic unit of the RPG is these bad boys, not "credits." LSP - Light Side Point. Any action that moves you towards the light side is said to give you a Light Side Point. I use the abbreviation LSP. DSP - Dark Side Point. Same. INF - Influence. In the game you can influence your companions. It has two effects, first, there alignment gets closer to yours; and second, they will reveal more information about themselves and even give you bonuses. In my conversatin trees, I use +INF+ to note gains in Influence, and -INF- to note losses in Influence. DC - Difficulty Class. Basically a number you have to reach to do something. A lock might be a DC 15 lock, so your security skill has to be able to hit a 15. (All skill rolls get a +1-20 + your skill level to beat a DC) Also used for saving throws. Defense - How hard you are to hit. Starts at 10. You are hit when they "roll" higher than your defense. (Attacks are on the same 1-20 random chance, plus they add their attack modifier, if they get over your DEF, they hit) Armor and Dexterity improve this. Max Dex Bonus - in armor, how much of your Dex bonus will stack with the armor. An armor with a Max Dex bonus of +3 will allow only that. If you have an 18 DEX (+4), then only +3 is used, the rest is wasted. Note, however, that you still get your DEX for attack rolls (ranged and finesse only) and for Reflex saves. Critical Hit - in the "d20" system, attack rolls are figured by a 1 to 20 chance. If you get a "20" you get a critical hit. This usually does double damage (x2). However, Critical Hit chances can be changed, both by items and feats. Some weapons might have a Critical line that reads: 17-20 / x3. This means you critical on a 17 to 20 (a 20% chance), and do triple damage. Swag - another name for treasures, items, booty, shinies, junk, and other things that you'll pick up. Since most of the items you'll find are randomly determined by the game, and you'll get different things every time you play, I can't really say what you'll get (except in some specific instances). So, I use the old pirate terms. Arrh. This Document is Copyright 2005 by Dan Simpson. Star Wars: Knights of the Old Republic II: The Sith Lords is a property of Lucasarts, Bioware and Obsidian, and all related marks are Trademarks, Registered Trademarks, or Copyrights owned by the respective companies. All rights reserved. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ. ------------------------------------------------------------------------------- __________________ Status, as of 0.6: ØØØØØØØØØØØØØØØØØØ Sections Completed: Creating your Exile, Puzzle Solutions, FAQ, Cheats, Final Words, Walkthrough now completed through all areas of Telos, Dantooine (mostly), Nar Shaddaa (barely) Sections to Go: Companions (partial), Developing your Characters (some), Walkthrough (Most) Percent Complete: 50% For a complete Version History, check out the Final Words Section at the end of the FAQ. ------------------------------------------------------------------------------- Table of Contents ------------------------------------------------------------------------------- i. Creating your Exile ... Classes ... Stats ... Skills ... Feats ii. Companions iii. Developing your Characters ... Powers ... Leveling Up ... Prestige Classes iv. Power Playing Strategies Puzzle Solutions Frequently Asked Questions Walkthrough 1. The Prologue 2. Peragus 3. Telos - Citadel Station 4. Telos - Planetside 5. Telos - Hidden Base 6. The Ebon Hawk 7. Dantooine 8. Nar Shadda 9. Onderon / Dxun 10. Korriban 11. Onderon Finale 12. Dantooine Again 13. Telos - Hidden Base Again 14. Telos - Citadel Station Again 15. The Ravager 16. Malachor V - Endgame Tweaks, Exploits and Outright Cheats Bugs, Glitches and Other Terrors Final Words... ------------------------------------------------------------------------------- i. Creating your Exile ------------------------------------------------------------------------------- The "Exile" is your character, in addition to whatever you name him/her. There are 3 main "classes" you can take, each with a male/female option. Jedi Sentinel makes for a good solid choice, good offense, lots of skills and decent feat and power selection. Jedi Guardian gets more vitality, but less skills and more feats, while Jedi Consulars get only Force Powers in any great amount. Now, for more details... Male/Female: In many games, this is largely an ascetic choice. What would you rather look at for a few dozen hours. However, in KoTOR2, there is one major effect of this choice, the difference in whether you can pick up the Handmaiden character or the Disciple character. If you are a male, you get Handmaiden, if you are female you get Disciple. There is no other particular change, besides who flirts with you, and Kreia's reactions to you, however. Note: There is one more character choice like this, but unlike this one, you can affect who you get after you start. You get Mira if you are Light/Neutral and Hanharr if you are Dark Side. Class: ------------------------------------------------------------------------------- Jedi Guardian 10 Vitality / Level 1 skill point / level Bonus Feats: Armor Proficiency (Light) Armor Proficiency (Medium) Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Lightsaber) Weapon Proficiency (Melee Weapon) Jedi Defense Force Jump Jedi Sense War Veteran Class Skills: Awareness Demolitions Persuade Treat Injury Level: Saves: DEF Bonus: Feats: Powers: F R W 1 2 2 1 2 1 2 2 3 3 2 2 1 1 3 3 3 2 2 1 1 4 4 4 2 2 0 1 5 4 4 3 2 1 1 6 5 5 3 4 0 1 7 5 5 4 4 1 1 8 6 6 4 4 0 1 9 6 6 4 4 1 1 10 7 7 5 4 0 1 11 7 7 5 4 1 1 12 8 8 6 6 0 1 13 8 8 6 6 1 1 14 9 9 6 6 0 1 15 9 9 7 6 1 1 16 10 10 7 6 0 1 17 10 10 8 6 1 1 18 11 11 8 8 0 1 19 11 11 8 8 1 1 20 12 12 9 8 0 1 ...etc. === 11 feats by level 20 Jedi Sentinel 8 Vitality / Level 3 skill points / level Bonus Feats: Armor Proficiency (Light) Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Lightsaber) Weapon Proficiency (Melee Weapon) Jedi Defense Force Immunity (Fear) Jedi Sense War Veteran Class Skills: Awareness Computer Use Persuade Security Stealth Treat Injury Level: Saves: DEF Bonus: Feats: Powers: F R W 1 2 2 1 2 1 2 2 3 3 2 2 0 1 3 3 3 2 2 1 1 4 4 4 2 2 0 1 5 4 4 3 2 0 1 6 5 5 3 4 1 1 7 5 5 4 4 1 1 8 6 6 4 4 0 1 9 6 6 4 4 1 1 10 7 7 5 4 0 1 11 7 7 5 4 0 1 12 8 8 6 6 1 1 13 8 8 6 6 1 1 14 9 9 6 6 0 1 15 9 9 7 6 1 1 16 10 10 7 6 0 1 17 10 10 8 6 0 1 18 11 11 8 8 1 1 19 11 11 8 8 1 1 20 12 12 9 8 0 1 ...etc. === 10 feats by level 20 Jedi Consular 6 Vitality / Level 2 skill points / level Bonus Feats: Armor Proficiency (Light) Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Lightsaber) Weapon Proficiency (Melee Weapon) Jedi Defense Force Focus Jedi Sense War Veteran Class Skills: Awareness Persuade Repair Treat Injury Level: Saves: DEF Bonus: Feats: Powers: F R W 1 2 1 2 2 1 2 2 3 2 3 2 0 1 3 3 2 3 2 1 2 4 4 2 4 2 0 1 5 4 3 4 2 0 1 6 5 3 5 4 1 2 7 5 4 5 4 0 1 8 6 4 6 4 0 1 9 6 4 6 4 1 2 10 7 5 7 4 0 1 11 7 5 7 4 0 1 12 8 6 8 6 1 2 13 8 6 8 6 0 1 14 9 6 9 6 0 1 15 9 7 9 6 1 2 16 10 7 10 6 0 1 17 10 8 10 6 0 1 18 11 8 11 8 1 2 19 11 8 11 8 0 1 20 12 9 12 8 0 1 ...etc. === 7 feats by level 20 Attributes/Stats: ------------------------------------------------------------------------------- The physical and mental abilities of your character. There are two numbers for each stat, the raw score and the modifier. The raw score starts at 8 for each stat, which means the modifier for each stat begins at -1. modifier = (raw stat - 10) / 2 The modifier is what we really care about, as that gets added to everything. Your stats at the beginning of the game are just that, the beginning. They get raised by you every 4 levels starting at level 4. Equipable items can also raise your stats, and items/force powers can boost your stats temporarily. Also, your companions can help you raise your stats, especially HK-47. When you get a "bonus" from a stat, it uses the modifier. So, someone with an 18 DEX gets a +4 to his stealth. You get 30 points to spend on stats. However, as your stat gets higher, it takes more points to raise the stat as indicated below. 18 is the limit at level 1. Stat Costs: 8 - 14 <-> 1 point = 1 stat point increase 15- 16 <-> 2 points = 1 stat point increase 17- 18 <-> 3 points = 1 stat point increase Note: Stat increases from level ups (at level 4, 8, 12, etc.) are not weighted. You can raise from 17 to 18 with one point then. But you must spend all your points at the beginning of the game. No saving them for the better rates later. Because higher raw scores are really point intensive, it isn't recommended that you go higher than 16 at level one. And if I did take a 16 (and I do) I would only take one, and keep the points for other things. You'll have higher total stats if you avoid really high numbers in any one thing. Here are the stats: Strength Affects only melee/lightsaber damage as well as ability to hit with same. That is all it affects. A must-have for light-side characters as they have very few damaging force powers (none if you aren't fighting droids). I'd recommend starting with 15. Then at level 4 put another point here. Dexterity Increases your Defense, ability to hit with ranged weapons (you can use your Dexterity in melee/lightsaber if you take a Feat to do so) and bonus to Reflex saves. Finally adds a bonus to your Stealth skill. Dexterity is useful, yes, but you don't need it. You're going to take hits, and a +1 or +2 bonus to defense isn't worth putting the points here. Besides, the best defense of all is killing them before they even hit you. I'd go with a 10 here. Constitution Gives a bonus to Vitality for every level you have, as well as a bonus to your Fortitude save. Also, new in KoTOR2, Constitution, rather than feats, determine what type of Implants you can get. To get the best implants you need an 18 Constitution. I'd start with a 14. You should get this to 18 by the end, by you can get most of the increase through companion dialogues. Note: If your Constitution is boosted by an item to 18 or more, you are still limited by your ACTUAL Constitution score with regard to what implants you can get. Oh well. Intelligence Bonus to many skills: Computer Use, Demolitions, Repair, Security as well as a bonus to the number of skill points you start with and get at each level. Also, there are dialogue options in the game that will only trigger with a higher intelligence. Unlike Constitution, you don't gain skill points retroactively when your Intelligence goes up, giving you more of an incentive to take Intelligence early. Finally there are fewer items that raise Intelligence than any other stat, thus, I would take a 16 here. Note: You do not gain more skill points/level with a BOOSTED INT, it only uses your ACTUAL INT. Dialogue options, however, will appear no matter how you got your smarts. No matter how low your INT, you will always gain 1 skill point per level Wisdom Bonus to Will Saves, Defense (if you get Handmaiden to train you), skills (Awareness, Treat Injury) and your Force Powers will be more difficult to resist. Additionally, there are dialogue options that only appear with a high Wisdom. At low levels, your Force Powers can really use the boost, however, at high levels, your Force Powers generally get more of a boost from levels than anything else. So, I'd skip it, and take a 10 here. Charisma Bonus to Force Powers (the same as Wisdom, and they stack), improves abilities with opposite aligned force powers (reduces cost), bonus to skill (Persuasion) and probably dialogue options, but I can't prove it. Decent to have, but again, you don't need it as much as you need other things at level one. I'd take a 10 here as well. So, if you followed my advice, you now have: STR > 15 > +2 DEX > 10 > 0 CON > 14 > +2 INT > 16 > +3 (or 14 INT) WIS > 10 > 0 (or 12 WIS) CHA > 10 > 0 (or 12 CHA) A straight up fighter should do... STR > 17 > +3 DEX > 12 > +1 CON > 17 > +3 INT > 8 > -1 WIS > 8 > -1 CHA > 8 > -1 Put one point into CON early, then STR the rest of the way. Of course, you'll never be skilled, and your force powers will be easy to resist. A Consular might try: STR > 12 > +1 DEX > 12 > +1 CON > 14 > +2 INT > 14 > +2 WIS > 14 > +2 CHA > 12 > +1 Skills: ------------------------------------------------------------------------------- Basic abilities outside of combat. This involves using items like computer consoles, repairing droids and dialogue options. Even Repair can be a dialogue option. At level 1, you get (INT MOD x 4) + Class in skill points. So, our Jedi Sentinel with 16 INT gets 24 skill points, or enough to put the full 4 points into each of his/her six class skills. Class Skills are taking at a point for point rate, while all other skills are taken at a 2 point for point rate. Obviously not terribly efficient to go cross class. There are feats you can take to add class skills. Also, prestige classes, listed later, have different class skills. The maximum amount you can put into a skill is your Level + 3, so at level 1 you can only have 4 points in any one skill. For cross-class skills, the max is half that, or at level one, 2 points in any one skill. All skills except Persuade are useful in creating items from components or chemicals. The game uses the skills of whoever uses the workbench to decide what you can make. Repair is used to break down items into components, however, only the Exile (you) can do it. No matter who uses the workbench, it uses the Exile's abilities to determine how many components you get. In parenthesis, I put the stat involved with the skill. These stats boost your skill by the modifier. Computer Use (INT) The ability to "slice" computers, as well as diagnose problems relating to computers, and occasionally droids. Very nice to have, but you will usually have a droid or Bao-Dur around to handle this for you. I'd still keep it up, but not a priority. Demolitions (INT) The ability to set, disable, or recover mines. Very useful to have. Some doors and containers can ONLY be opened by putting a mine on them. Also, recovering mines gives you a small amount of EXPERIENCE. A moderate need, but I wouldn't go much past 10 or 12 points in it ever. Anything more than that is probably pointless. Stealth (DEX) Really only useful to avoid combat, so I typically avoid it. There are a couple situations that require stealth, but those can be handled by anyone, and some of your companions start with stealth. I'd avoid it. Awareness (WIS) Ability to spot Mines, as well as used in dialogues to notice something out of the ordinary. I've noticed that even at a very small level, I found most mines and still got the dialogue options. A small need here, but keep up with it. Persuade (CHA) The one skill that only the Exile can do, and it is a MUST have, unless you don't like talking. Even if I played a dumb as dirt, kill-em-all type, I'd still take persuade. The one skill to always keep up on. Gives more dialogue options than any single other thing, improves relations with companions, gives better rewards, and gets people to see things your way. Repair (INT) Used to repair droids, computers, and similar. Occasionally comes up in dialogues. For droids (not you), affects how much vitality they recover from using Repair kits. Also, as noted above, affects how many components you recover from breaking down items. This is important, as only the Exile can break down items. Technically anyone can use a workbench to do this, but it uses the Exile's skills. This is ONLY the case when breaking down items. When creating items, the skill of whomever is using the workbench is used. But when breaking down, the Exile's Repair skill is used. Trust me, you can get more than 1 component for most items. SPOILER The only time someone else can break down items is when the Exile isn't in the party. Such as the raid on Freedon Nadd's tomb on Dxun, or when T3, Mira or Hanharr are all alone. Although T3 is never near a workbench when alone. Note: I have heard from others that they don't get this problem, that the skills of whomever uses the workbench are used. Your mileage may vary. Security (INT) Ability to open up locked doors and containers. You can use Security Tunnelers on doors to temporarily boost your skill here. Very nice. Also, you get EXPERIENCE by opening doors/containers with Security, while you DON'T get experience by bashing/using a lightsaber. You really need this, that or keep someone on hand who can do it for you. Treat Injury (WIS) Increases amount healed from Medpacs, as well as some dialogue options (though not too many). Not critical, but if you're dark side you might consider this more than light side, as dark siders can't Heal as efficiently with the Force. Also, as with Repair, the Exile's skill with Treat Injury is used when breaking down items regardless of who uses the lab station. So, I created a Jedi Sentinel with a 16 INT, and came up with these skills: Computer Use: 4 points Demolitions: 1 points (cross-class) Stealth: 0 points Awareness: 4 points Persuade: 4 points Repair: 1 points (cross-class) Security: 4 points Treat Injury: 4 points --------------- 24 points total Feats ------------------------------------------------------------------------------- The (mostly) combat abilities in the game. Although there are some that increase skill bonuses, some that make certain skills Class-skills, and some that just help out. Feat chains are feats that require that you take the first one to take the second to take the third. I list the second and third of these with a > underneath their original feat. I will *** the Feats that I would recommend that you get at level one. Several feats will be ***, however, you only get one feat. Choose depending on what you want your character to be. I'll list other good feats in the Developing Your Character section later. There are advanced feats that come from Prestige classes, and these will be listed in the Developing your Character section. Two Weapon Fighting - no requirements Reduces penalty to fighting with two weapons (melee, lightsaber or ranged, it doesn't matter) to -4/-6 > Improved Two Weapon Fighting - Level 4 *** Reduces penalty to -2/-4 > Master Two Weapon Fighting - Level 8 Reduces penalty to 0/-2 Armor Proficiency (Light) - no requirements Allows you to wear Light armors. The other feats allow the same. > Armor Proficiency (Medium) > Armor Proficiency (Heavy) Caution - no requirements Gives a +1 to both Demolitions and Stealth. To use a skill, you still need to put a point into that skill. Taking the next two feats in this chain increase the bonus to +2 and +3 respectively. > Improved Caution - Level 4 > Master Caution - Level 8 Critical Strike - Melee/Lightsaber only, no requirements When used, you take a -5 penalty to your DEFENSE, you get a doubled Critical Hit chance, and a chance to stun your opponent for 6 seconds (DC = Level + STR MOD). > Improved Critical Strike - Level 4 Same as above, but with a tripled Critical Hit chance. > Master Critical Strike - Level 8 Same as above, but with a quadrupled Critical Hit chance. Empathy - no requirements Gives a +1 to Persuade, Awareness and Treat Injury. The later feats in this chain increase this to a +2 and a +3 respectively. > Improved Empathy - Level 4 > Master Empathy - Level 8 Flurry - Melee/Lightsaber only, no requirements When used, grants an extra attack at a -2 penalty to Defense and a -4 penalty to all attack rolls (not damage). > Improved Flurry - Level 4 Same as above, but a -1 penalty to Defense and a -2 penalty to attacks. > Master Flurry - Level 8 Same as above, but with no penalties Gearhead - no requirements Gives a +1 to Repair, Security and Computer Use. Later feats in this chain change this to a +2 and +3 respectively. > Improved Gearhead - Level 4 > Master Gearhead - Level 8 Conditioning - no requirements Gives a +1 bonus to all saving throws. Later feats in this chain change this to a +2 and a +3 respectively. > Improved Conditioning - Level 4 > Master Conditioning - Level 8 Power Attack - Melee/Lightsaber only When used, increases damage by +3 while decreasing the attack chance to hit by -3. Also increases the critical multiplier by +1, and gives a chance for a Knockback (DC = Level + 2 x STR MOD). > Improved Power Attack - Level 4 As above, but increases damage to +7. > Master Power Attack - Level 8 As above, but increases damage to +12 Power Blast - Ranged only Exactly the same as Power Attack, but with ranged weapons (Blasters). > Improved Power Blast - Level 4 > Master Power Blast - Level 8 Rapid Shot - Ranged only Exactly the same as Flurry, but with ranged weapons (Blasters). > Improved Rapid Shot - Level 4 > Master Rapid Shot - Level 8 Sniper Shot - Ranged only Exactly the same as Critical Strike, but with ranged weapons (Blasters). > Improved Sniper Shot - Level 4 > Master Sniper Shot - Level 8 Weapon Proficiency (XYZ) - where XYZ is the weapon in question. Allows you to use that weapon. > Weapon Focus (XYZ) Gives a +1 attack bonus to hit with that weapon. > Weapon Specialization (XYZ) - Soldier, Jedi Guardian or Sith Marauder Gives a +2 damage bonus with that weapon. Jedi Defense - Jedi classes only Blaster Deflection becomes possible. Basically an opposed attack roll, where if you roll higher, you don't get hit by a blaster. If you beat their roll by 10 or more, you deflect the bolt back at them. Can only be done if you are holding a lightsaber. > Advanced Jedi Defense - Jedi classes only, level 4 Adds a +3 bonus to deflection rolls. > Master Jedi Defense - Jedi classes only, level 8 Adds a +6 bonus to deflection rolls. Replaces Advanced Jedi Defense. Toughness - no requirements *** Adds +1 vitality/level. Works retroactive too, so you can take this whenever and get the same benefit. > Improved Toughness - Level 4 Reduces 10% of damage, whenever you get hit for 20 or more. Which will be often. > Master Toughness - Level 8 Adds another +1 vitality/level. Force Immunity (Fear, Stun, Paralysis) - Jedi Sentinel ONLY, gained automatically at levels 6 and 12 Jedi Sense - Jedi only, gained automatically at level 1 Improves Defense by +2 every 6 levels. (7, 13, 19, 25, 31...) Prestige Sense - Jedi Master / Sith Lord automatic Improves Defense by +2 every 8 levels Greater Prestige Sense - Prestige Class, not Jedi Master or Sith Lord Improves Defense by +2 every 5 levels Dueling - no requirements Adds +1 to hit and +1 to defense when using only one weapon. Works with all weapons and forms of combat, including unarmed. The later feats in this chain increase the bonuses to +2 and +3 respectively. > Improved Dueling - Level 4 > Master Dueling - Level 8 Close Combat - Level 4 With a ranged weapon, you get +1 to hit at short range, while enemies in melee with you only get a +4 instead of the +6 bonus to hit. > Improved Close Combat - Level 8 You get a +2 to hit in close range, and reduce enemies chances to hit you in melee to a mere +2. Regenerate Force Points - Level 4, Jedi only Regain force points more rapidly. Regenerate Vitality Points - Level 4 Regain vitality more rapidly Class Skill (XYZ) - no requirements *** Turns a non-class skill (XYZ) into a class skill. Dual Strike - no requirements You get a +2 bonus to attack an enemy that someone else in your party is also attacking. This increases to +4 and +6 when you take the next two feats in this chain. > Improved Dual Strike - Level 4 > Master Dual Strike - Level 8 Finesse:(either Lightsaber/Melee) Use your DEX rather than STR in giving a bonus to hit. This does not affect damage, which always comes from STR. Stealth Run - Level 4 Run while stealthed. Beats walking. Precise Shot I - Level 4 Each feat in this chain provides a bonus of +1 damage with ranged weapons and reduces enemy blaster bolt deflection by -2. By Precise Shot III the damage bonus increases to +2 per each feat on this chain. > Precise Shot II - Level 8 > Precise Shot III - Level 12 > Precise Shot IV - Level 16 > Precise Shot V - Level 20 So, my Jedi Sentinel would take Class Skill (Demolitions) at level 1, and take Class Skill (Repair) the next time he gets a feat. Why? Skills are important. And taking Class Skill early is also important. A Jedi Guardian would probably want Two Weapon Fighting, while a Consular should probably take Toughness. That vitality adds up. Bear in mind, that even with "Two Weapon Fighting," you probably shouldn't use two weapons until you get "Improved Two Weapon Fighting"... you just won't hit anything. I would also avoid using any of the combat feats (Flurry, Power Attack, etc.) until later levels as you need every + to hit that you can, and you have none to spare. ------------------------------------------------------------------------------- ii. Companions ------------------------------------------------------------------------------- Quick and Dirty: Kreia - Peragus Atton Rand - Peragus T3-M4 - Prologue, Peragus Handmaiden - Telos, Hidden Base - Male characters ONLY Disciple - Dantooine, Enclave Sublevel - Female characters ONLY Visas Marr - Ebon Hawk - after getting 1/4 to light or dark side, watch her movie with Darth Nihilous, then the next time you enter your ship, she'll be in the Starboard passenger compartment. Defeat her and she's yours. Mandalore - Dxun/Onderon G0-T0 - Nar Shaddaa Mira - Nar Shaddaa - requires that you be Light side or Neutral. If you get Mira, then you cannot get Hanharr. Hanharr - Nar Shaddaa - requires that you be Dark Side. If you get Hanharr then you cannot get Mira. HK-47 - Ebon Hawk - requires that you find 4 missing HK components, then repair. (This doesn't require lots of skill) In-Depth: Kreia -- Automatically joins at Peragus, after the Dormitory level. Jedi Consular -- Level 3 Stats Skills Powers ------------------------------------------------------------------- STR 10 0 Vitality 36 Stealth 5 Burst of Speed DEX 16 +3 Force 49 Awareness 6 Energy Resistance CON 16 +3 Defense 16 Persuade 5* Force Camouflage INT 14 +2 Fortitude 6 Treat Injury 6 Fear WIS 16 +3 Reflex 5 Force Push CHA 12 +1 Will 6 Feats: Dueling, Class Skill (Stealth), Finesse (Melee Weapons), Mentor**, Force Chain*** * Kreia has Persuade, but it can't be raised ** Mentor increases experience gained while she is in party *** Force Chain shares force powers with the Exile Atton -- Automatically joins at Peragus, after the Dormitory level. Scoundrel -- Level 3 Stats Skills Powers ------------------------------------------------------------------- STR 12 +1 Vitality 24 Computer Use 3 none DEX 16 +3 Force 0 Demolitions 4 CON 14 +2 Defense 19 Stealth 4 INT 10 0 Fortitude 5* Awareness 5 WIS 10 0 Reflex 8* Security 5 CHA 12 +1 Will 3* Feats: Sneak Attack I & II, Scoundrel's Luck**, Survival***, Spirit# * Saves listed here inclued Atton's bonus from his armor (+2) ** Defensive bonus, +2 at level 1, an extra +2 at levels divisible by 6 *** Increases Atton's saves as he loses Vitality # When knocked out of combat, there is chance that Atton will get back up T3 -- Solo missions in the Prologue and early Peragus, joins after the Harbinger events. Expert Droid -- Level 3 Stats Skills Powers ------------------------------------------------------------------- STR 10 0 Vitality 30 Computer Use 6 none DEX 15 +2 Force 0 Demolitions 2 CON 14 +2 Defense 17 Awareness 2 INT 16 +3 Fortitude 3 Repair 6 WIS 10 0 Reflex 5 Security 6 CHA 10 0 Will 1 Feats: Gearhead, Caution Items: Whatever he had when you last saw him. T3 can make Computer Spikes forever, but will only make them if you have less than 11 in your inventory. Bao-Dur -- found after Telos Citadel Station Tech Specialist -- Level 6 Stats Skills Powers ------------------------------------------------------------------- STR 14 +2 Vitality 48 Computer Use 9 none DEX 10 0 Force 0 Demolitions 9 CON 14 +2 Defense 10 Stealth 1 INT 15 +2 Fortitude 5 Awareness 8 WIS 14 +2 Reflex 4 Repair 9 CHA 10 0 Will 6 Security 9 Treat Injury 4 Feats: Gearhead, Improved Gearhead, Conditioning, Shield Breaker* Items: Nothing * Shield Breaker works to remove shields around opponents, when using no weapon (hand to hand only). Handmaiden -- found immediately after leaving Telos - Hidden Jedi Base, Male characters ONLY Soldier -- Level 6 Stats Skills Powers ------------------------------------------------------------------- STR 14 +2 Vitality 78 Stealth 5 none DEX 16 +3 Force 0 Awareness 8 CON 14 +2 Defense 16 Treat Injury 8 INT 10 0 Fortitude 8 WIS 10 0 Reflex 6 CHA 14 +2 Will 3 Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Improved Power Attack, Toughness, Improved Toughness, Conditioning, Echani Strike* Items: Clothing * Echani Strike is Handmaiden's special feat. It adds 1-4 damage to her unarmed melee attacks, plus a 10% knockdown chance (DC 15 + Level) Visas -- found after going light/dark when re-entering the Ebon Hawk Jedi Sentinal -- Level 6 Stats Skills Powers ------------------------------------------------------------------- STR 12 +1 Vitality 30 Stealth 9 Energy Resistance DEX 18 +4 Force 24 Awareness 9 Wound CON 12 +1 Defense 18 Treat Injury 9 Fear > Horror INT 10 0 Fortitude 6 Shock WIS 12 +1 Reflex 9 Force Push CHA 15 +2 Will 4 Feats: Two Weapon Fighting, Improved Flurry, Weapon Focus (Lightsaber) Items: Clothing Disciple -- found in the Dantooine Enclave Sublevel, Female characters only Soldier -- Level 6 Stats Skills Powers ------------------------------------------------------------------- STR 14 +2 Vitality 78 Stealth 5 none DEX 16 +3 Force 0 Awareness 8 CON 14 +2 Defense 15 Treat Injury 8 INT 10 0 Fortitude 8 WIS 10 0 Reflex 6 CHA 14 +2 Will 3 Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Close Combat, Toughness, Improved Toughness Items: Clothing ------------------------------------------------------------------------------- iii. Developing your Characters ------------------------------------------------------------------------------- Powers ------------------------------------------------------------------------------- Leveling Up ------------------------------------------------------------------------------- Skills...................................................................... If you can take a large amount of skills, take them all. Here's how I prioritize what is important. Persuade Repair Demolitions (stop taking at 10 ranks) Security (stop taking at 15 ranks) Awareness (used to find mines and in dialogues, stop taking at 15 ranks) Computer Use Treat Injury Stealth (Only take if you're going to be a Sith Assassin later) Note: I stop taking Demolitions, etc., because the difficulties of the tasks assigned to those skills don't go that high. Because of that I find that you can stop taking skill ranks there at these points and still recover all mines out there (or opening all Locked doors). This way, when I play Jedi Sentinal, my favorite class, I have to take the Class Skill feats to get Repair and Demolitions. Then I follow the priority list to put points in that order. However, despite being a lower priority, both Computer Use and Treat Injury will end out higher than Demolitions/Security/Awareness because those stop. Also note, if you keep up on all your skills (really only possible with an 18 INT) the only particular benefit is when Creating Items, but you can do that with anyone. Repair is needed for breaking down items, as has been noted before, only the Exile's skill is used when breaking down items, regardless of who uses the workbench. Skills on your other characters, I almost always just give them their class skills. There's no need for all of them to be able to do everything. (Except Bao-Dur who can do everything if you get his INT up to 16) Feats....................................................................... Here's the priority I take on Feats: Class Skill (Repair, Demolitions or Security) Two Weapon Fighting (and its upgrades) Flurry (and its upgrades) Toughness (and its upgrades) Weapon Feats (Lightsaber) Regenerate Force Points (only helps at low levels) Note: Even though various characters can become Jedi, it is sometimes better to keep them as Ranged weapon specialists. There are some really good blasters out there, and the Precise Shot feat tree gives good damage bonuses. Feats to Skip: Armor Feats (the best Force Powers can't be used in armor) Weapon Feats (Melee, Ranged) Dueling (the bonus isn't that useful, unless you are fighting Unarmed) Dual Strike (again, not that useful) Regenerate Vitality Points (you regenerate out of combat anyway) Combat Feats: On the three major combat feat front (Power Attack, Critical Strike, and Flurry), the absolute best of these is Flurry. (Replace with the Ranged versions if you are using blasters) Why? Because an extra attack is always more valuable than some minor extra damage to your existing attacks. This is more apparent at the higher levels when a fully upgraded lightsaber gets close to doing 100 damage per attack. Let's just say that you do 50 damage, however, and have both Master Power Attack and Master Flurry. This is an abstraction, not an actual damage comparison. This is just to demonstrate the differences between Flurry and Power Attack. Master Flurry: (1 Lightsaber) Master Power Attack: (1 Lightsaber) ============================= =================================== 50 damage, hit one 62 damage, hit one 50 damage, flurry ============================= =================================== 100 total damage 62 total damage Master Flurry: (2 or Double) Master Power Attack: (2 or Double) ============================= =================================== 50 damage, hit one 62 damage, hit one 50 damage, offhand 62 damage, offhand 50 damage, flurry ============================= =================================== 150 total damage 124 total damage Master Flurry, 2 Weapons, Master Power Attack, 2 Weapons, Master Speed Master Speed ============================= =================================== 50 damage, hit one 62 damage, hit one 50 damage, offhand 62 damage, offhand 50 damage, flurry 62 damage, speed one 50 damage, speed one 62 damage, speed two 50 damage, speed two ============================= =================================== 250 total damage 248 total damage You can see that in every situation, Flurry is better than Power Attack, even at the Master Level. Master Flurry has an unnamed -1 penalty to hit, and Master Power Attack gives you a -3 penalty to hit. So, Flurry is better. Critical Strike (and its upgrades) doesn't really strike me as worth it. It will increase the "threat range" and give a chance to stun enemies. First the stun is only useful at low levels. At high levels, my Master Flurry/2 Weapons/Master Speed setup kills almost all enemies in a single shot. As for the extra "threat range" it takes your weapon from getting a critical hit 5% the time, to 20% (or 25% with a "keen" weapon, upgrade). Critical hits typically do double damage, which is nothing to sneeze at, however, "double damage" is actually the same thing as an extra hit. With the maximum of four attacks you can get (2 weapons + Master Speed), and the maximum of 25% critical hit chance, you will critical hit once in there, for exactly the same damage you would have gotten with Flurry. And you take a -5 DEF penalty to do that. Prestige Classes ------------------------------------------------------------------------------- Sith Marauder 10 Vitality / Level 1 skill point / level Bonus Feats: Weapon Focus: Lightsaber Greater Prestige Sense Increase Combat Damage Class Skills: Awareness Demolitions Persuade Treat Injury Bonus Powers: Fury - bonuses to STR, FORT, WILL and adds to damage for each kill Level: Saves: DEF Bonus: Feats: Powers: F R W 1 2 1 0 2 1 1 2 3 2 0 2 1 1 3 3 2 1 2 1 1 4 4 2 1 2 0 1 5 4 3 1 2 1 1 6 5 3 2 4 0 1 7 5 4 2 4 1 1 8 6 4 2 4 0 1 9 7 4 3 4 1 1 10 7 5 3 4 0 1 11 8 5 3 6 1 1 12 8 6 4 6 0 1 13 9 6 4 6 1 1 14 9 6 4 6 0 1 15 10 7 5 6 1 1 etc... Sith Assassin 8 Vitality / Level 3 skill points / level Bonus Feats: Weapon Focus: Lightsaber Sneak Attack I Greater Prestige Sense Class Skills: Awareness Computer Use Persuade Security Stealth Treat Injury Bonus Powers: Force Camouflage - use Stealth without a Generator Level: Saves: DEF Bonus: Feats: Powers: F R W 1 1 2 0 2 1 1 2 2 3 0 2 0 1 3 2 3 1 2 0 1 4 2 4 1 2 1 1 5 3 4 1 2 0 1 6 3 5 2 4 0 1 7 4 5 2 4 1 1 8 4 6 2 4 0 1 9 4 6 3 4 0 1 10 5 7 3 4 1 1 11 5 7 3 6 0 1 12 6 8 4 6 0 1 13 6 8 4 6 1 1 14 6 9 4 6 0 1 15 7 9 5 6 0 1 etc... Sith Lord 6 Vitality / Level 2 skill points / level Bonus Feats: Weapon Focus: Lightsaber Prestige Sense Regenerate Force Points Dark Side Corruption - Changes companion alignments Class Skills: Awareness Persuade Repair Treat Injury Bonus Powers: Crush Opposition - gives enemies negatives to hit and Will saves Level: Saves: DEF Bonus: Feats: Powers: F R W 1 0 0 2 2 1 2 2 0 0 3 2 0 1 3 1 1 3 2 1 1 4 1 1 4 2 0 2 5 1 1 4 2 0 1 6 2 2 5 2 1 1 7 2 2 5 2 0 1 8 2 2 6 2 0 2 9 3 3 6 4 1 1 10 3 3 7 4 0 1 11 3 3 7 4 0 1 12 4 4 8 4 1 2 13 4 4 8 4 0 1 14 4 4 9 4 0 1 15 5 5 9 4 1 1 etc... ------------------------------------------------------------------------------- iv. Power Playing Strategies ------------------------------------------------------------------------------- Workbenches and Creating Items ----------------------------------------------------------------------------- Perhaps the single best way to get items and improve the items you find, is by creating the upgradeables yourself. This is wholly dependent on skills, and the game uses every skill for this except Persuade. This gives you a good reason to have skills for the Exile, but you don't need it (although I'd still take Repair, as noted above). With Bao-Dur/T3 giving you the tech skills, Atton for Stealth and Kreia for Treat Injury you have all the skills covered. Every time you come across a workbench, get in the habit of checking out what items you can upgrade at that time, then go through the list of createable items to see what's good. A very good time to hit the workbench is right after creating your Lightsaber. In addition to the 3 crystals that can be outfitted on it, you can add Emitters, Lenses and Power Cells as well. So, get your Lightsaber, hit a workbench and make those 3 to place in it. It makes a huge difference. Use the Shields! ----------------------------------------------------------------------------- You will get a lot of Energy Shields (and their upgraded versions, such as Arkanian Energy Shield) in this game. Use them. Not only on your character, but have your companions use them as well, as they won't do that on their own. Typcially you want to match the Shield to the job, if taking on a group of blaster wielders, or Jedi, energy shields work well. If you see monsters or vibroblade wielders, Mandalorian Melee shields are the order. Energy Resistance ALL THE TIME ----------------------------------------------------------------------------- Force Powers such as Energy Resistance and Force Barrier provide a damage reduction to a damage type, such as energy attacks. Better still, these powers last a very long time, can be used in armor, and aren't that expensive to use. You will have recovered your Force Power spent long before the effect wears off. So, simply keep turning it on whenever you see a battle coming. Better to be safe than dead. Force Power: Energy Resistance + Mandalorian Melee Shield ----------------------------------------------------------------------------- You can't use two different types of shields at the same time, so you can either be protected from energy attacks or physical attacks. However, you can stack force powers and shields. So, take the Force Power of Energy Resistance and use that, then use the Mandalorian Melee Shield and you are protected from just about every form of attack out there. This works the other way as well, using an Energy Shield + Force Barrier. You can also stack the same type as well, such as an Energy Shield and Energy Resistance. Extra Items: Sell Vs. Breakdown ----------------------------------------------------------------------------- There are two ways to deal with clutter in this game, sell them or break them down. Unless you see something you want to buy, you will want to break these items down. Breaking down items depends on the Repair skill of the main character, so if you have no skill in it, all your breakdowns will give you 1 component. With a high repair, you can sometimes get hundreds, or even thousands of components for breaking down an item. Note: Be careful when using the workbench, it doesn't prompt you if you are sure you want to break something down, and does it right away. It would not be fun to lose a great item because you accidentally select the wrong one. However, I would only break down items when I know that there is something good and needed that I can make and that I need the components. This way you can save your items and decide whether to sell or break them down later, depending on what you need. ------------------------------------------------------------------------------- Puzzle Solutions ------------------------------------------------------------------------------- This game likes its number puzzles. Here are the solutions to them. Peragus Dormitory Puzzle: ... --> 3 -X.. --> 17 -.. --> 13 X --> 5 X.. --> 7 But to get the lift to work, you must enter the code in reverse: 7, 5, 13, 17, 3 Onderon Palace, Storeroom: Twice first key number exceeds value of its half by 99 ---> 66 Reversing second key's digits increases value by 1/5 ---> 45 Third key differs from the reverse of its digits by ---> 39 twice the product of its digits Nar Shaddaa, Vogga's Warehouse: 3 E 1 D must become 1 E 7 T L 7 T 3 3 L 3 D 1. Turn center counterclockwise. 2. Turn left counterclockwise. 3. Turn right clockwise. Freedon Nadd's Tomb, Vault 1: One of the sectors is faulty, all six show different "faulty" circuits. The answer is C. Freedon Nadd's Tomb, Vault 2: (6 _ 2) _ 8 _ 9 _ 1 = 13 Fill in the missing operators: Now, both (6 * 2) - 8 + 9 / 1 = 13 and (6 * 2) - 8 + 9 * 1 = 13 work. However, when you play the game will decide that it will take only ONE of these answers. It could be either. So, SAVE it before you try it, then do one. If it doesn't work, reload and try the other. Korriban, Sith Written Test: Sith Lord not on Korriban --> Freedon Nadd Present LEAST appropriate for a Sith Lord --> Gizka If at 6 and opposite 16, how many --> 20 Sith Code --> ...victory NOT a Paradox --> I always lie ------------------------------------------------------------------------------- Frequently Asked Questions ------------------------------------------------------------------------------- A full walkthrough is currently underway, you can see it below. But for now, feast on these FAQs: General Q - How do I stop party members from running into mines when they spot an enemy? A - Set them to the "Stationary" AI and they'll plant themselves. If you see a mine near enemies, you can always send a Stealthed character to Disable/Recover the mine safely. That or use an Energy Shield and work fast. Q - Where is the option to turn on "Feedback" so I can see what the rolls are in battle? It certainly wasn't in the "Feedback" menu! A - This is buried in the Journal tab of the START menu. Go to the Journal tab and press (X) to bring up the Messages console. You can read back old dialogues here, check all the messages given to you (such as Light Side gained and XP), Combat, which shows both to hit rolls as well as enemy defenses and effects currently on the party. Q - What do you do with "Broken Parts"? The game tells me I can do something with them. A - When you find a workbench, you can use the "Create/Breakdown" items option. Press (X) to enter the Breakdown screen, and from there you can turn the broken parts into Components. Press (X) to look at the Item Creation screen. Everything there requires components to be built. The higher your skill, the better things you can make. You get more components from items if the Exile has a high repair. (Or your leader on Dxun, or Mira/Hanharr later) Q - Where do I find the XYZ weapon/armor/lightsaber? A - In many cases, these great items are randomly determined by the game. Thus, one game you might get a dozen Double Bladed Lightsabers, and in the next, nothing but Short Lightsabers. Some items, however, are specific, and will be indicated as such in the walkthrough below. Q - How do I open this (Locked/Sealed) door? A - Either Security, Lightsaber/Plasma torch or bashing. Also, if you get the *Impossible* message, give up, you ain't getting through. Many doors will give a dialogue box that tells you that you need to find another way to open that door. Using Security gives experience. There's no set amount, you get more XP as you gain levels. Q - How do I gain influence with XYZ without gaining Light/Dark side points? A - Most times, you just have to grin and bear it, and try to figure out how to get back what you lost later. For instance, most influence gains give you Light Side. Why? Because you're being nice to them! So, if you want to be a Sith Marauder, you can't have that, it'll delay your prestige class later. Put off all conversations with companions until after your prestige class, if you're that paranoid about it. And SAVE before talking to anyone. Q - Where can I get Pazaak cards? And who can I play? A - Pazaak cards are bought and won. You can buy them on Telos, from the first Duros merchant, and Mebla Dule, the woman in the cantina. You can buy them on Dantooine from the Ithorian at the dock. You can also buy them from the Twi'lek woman in the Pazaak Den on Nar Shaddaa. You can play Pazaak with Atton, Mebla Dule at Telos, Nikko a man in the cantina on Onderon, the four players in the Pazaak den and the Ithorian at Dantooine. As far as I know, that's it. All the players who bet will eventually stop once you win a certain amount of credits from them. However, they only keep track of your WINNINGS, not your LOSINGS. Thus, if you lose 4500 to someone, but win a certain amount, even though you came out behind, they'll claim to be out of money and stop playing. Once they stop, they may still play for fun, but never for credits. You can win the Double card from Mebla Dule, the woman in the Telos cantina, and the Tiebreaker +1 card from the Champ in the Pazaak Den on Nar Shaddaa. Note, due to a bug, you can play Mebla Dule in the Telos cantina forever for money. Simply ask her some "questions" and she'll reset back to a playing mode. However, she'll stop after one hand and bug you about it again. I hate to do this, for one thing it's only 40 credits. Sure, it's an easy win, but you can't use (A) to skip her dialogue like you can with everyone else. Q - Is treasure really random? How can I get something else? A - Random treasure is, indeed, in the game. In fact, almost everything is randomly determined. One game I never got a normal or double lightsaber (besides the one I made, of course) but had a half dozen short lightsabers. So, you might get something you really want and can use, or you might get a lot of Light Combat Armors. The randomization table is set upon ENTERING AN AREA. So, reloading before opening a locker won't help, but reloading BEFORE entering the area will. Of course, is it worth it to reload an entire area to get one better item? Also remember that ALL the items in that area will be randomized. Q - What are the requirements for Prestige Classes? When can I get them? Which ones can I take? A - You must be: Level 15 Far to the Light or Dark Side Have Visas Then talk to Kreia on the Ebon Hawk, she'll instantly talk to you about it being time to get more power, and you pick a class. You choose which of the prestige classes you want. So, although a Jedi Weapon Master is really just a Jedi Guardian with extra feats, even a Consular could become a Weapon Master. Kreia will only offer Light classes if you're light sided and Sith classes if you're Dark. However, after becoming your prestige class, you don't lose it if you change your alignment. Although some of your powers might not work. Q - What are the perks for getting Light Side, or Dark Side Mastery? A - Mastery occurs when you are PERFECTLY in the Light or Dark. You get a bonus: Jedi Sentinal > +3 CON Jedi Guardian/Jedi Weapon Master > +3 STR Jedi Consular/Jedi Master > +3 WIS Jedi Watchmen > +3 CON Sith Marauder > +1 to 8 extra damage Sith Assassin > +3 DEX Sith Lord > +50 Force Points Bonuses from original classes stick around after you get your prestige class. So, a Guardian > Weapon Master has a +6 STR bonus. It won't SAY that you get a +6, you still see "+3 STR", but you get the full +6. Q - What is the highest level you can get in KoTOR II? A - The game limits you to 50, but you'll beat the game long before then. Typically people win it around levels 23 to 28. The only way to get to level 50 is to use of the several infinite experience glitches in the game. The most potent of these is the infinite Hssiss spawn point in Korriban (see the Cheats section). Q - Where are all the HK-47 parts? A - HK Vocabulator - HK droid, Peragus HK Control Cluster - HK droid, Telos Plateau - Sullustan merchant, Dantooine Q - In a dialogue with HK-47 he mentions that he can help you find the HK-50 factory. I finished the game, but didn't see it. Where was it? A - The HK factory was removed before the game shipped. They actually built a lot of resources for it, areas and dialogues, but never finished it. I have heard that it will not be added for the PC version either. Prologue Q - Do I get anything for completing the Prologue? Can I skip it? A - Although it shows that you get XP for doing actions in the prologue, none of this XP carries over to the Exile when you finally get control of him/her. I think it's a neat sequence, however, and worth going through, at least the first time. Trick: If T3 chooses to Skip the Prologue, any equipment in his inventory is retained by the Exile when he/she wakes up in the medical bay. Normally his inventory is cleared, but if you run around and gather up all the stuff you can with T3, then head back to the cockpit to skip the Prologue, it transfers over and isn't lost. Generally you will end up with some parts, computer spikes, mines, droid equipment, and a Field Blaster. (from Steven K. Snyder) Q - How do I repair the Hyperdrive? A - Get parts, use the Hyperdrive and you're done. It takes 5 parts, as soon as you have that many, head over to it and fix it. To get to the Hyperdrive, you need to exit the Ebon Hawk and grab a mine from the Proton Missile on the ship. That's all there is to it. You don't need to repair the other droid, or even enter the garage if you don't want, all the parts you need can be found up the lift on the exterior of the Ebon Hawk. Peragus Q - I get the option, after looking up patient treatment, to slice the system to trace the source, but I don't have any spikes. Where do I get some? A - You'll come up with some later. Just don't forget about it, and come back once you get them. Then once you've sliced the system, use the console on the HK level for another experience boost, as this is what you traced the signal to. Q - What do I do here? A - Your goal is to contact T3 on the comms, but to do that you must rescue Atton. In the "security" room (the one before the three droids, where you will likely level up), use the Security Station and watch the holovid where he tells you how to override the comm station. Go to the comm station (at the large room, by the big window), use it to free Atton. Enter Atton's cell, talk with him, then back to the comm station to talk to T3. Q - If Revan's sex and light/dark sidedness is determined by my answers, is my lightsaber also determined by my answers to Atton? A - No, you decide what you want when you build it, although you do see the old one in cutscenes. Q - How can I get T3 to open the Hangar door? A - That comes later, after the Exile and T3 have met up again. For now, open the fuel doors, and follow that through until you can open the turbolift doors on the administration level. Q - Where do I get a mine to use on the Container/Door I found? It won't open with bashing or security. A - Although T3 can find some mines, the Exile must Recover mines that are littered around the place. Hope you have some demolitions. Q - I found a broken droid on the fuel containment level, is it worth it to repair it? A - This droid, if repaired all the way, will wipe the floor with the other droids here, so yes, it is worth it. Also, repairing the droid will give you an experience bonus for using the Repair skill. So, if you have the Parts on hand, do it. Q - This HK droid tells me that I can't get any farther without a voice imprint... how do I get it? Do I trick him over there? A - No, go to the opposite room and open the locker there to get the voiceprint sensor. Walk back and persuade him to tell the code to you while using the sensor at the same time. If you're not persuasive, you can also just destroy the console to open the door. You get more XP for doing it the subtle way, however. You can also run around the entire base with the Sonic Sensor. Get the dying message from HK, the maintenance log from the Security Desk on the main level, and the final log from the console that unlocks with the sonic sensor later. Q - I thought his name was supposed to be HK-47...? A - Different droid. A knock-off, if you will. Q - Can I turn off the Plasma, when I'm in space? A - No, but you can reduce the damage if you use Energy Resistance (Force Power) or the Telos Energy Shield BEFORE you leave the base. You can also walk along the edge. Q - There's poison gas in the dormitories, and I don't have the skills or spikes needed to turn it off, now what? A - Ignore those for now, and go on a little ways in the other direction. Just up from the next large room will be a medical supply room with a lab station in it. You'll also find a bag with a Breather mask. This makes you immune to poison. Q - In the dormitory, is there any point to watching all the Holovids? A - Not as I can tell, although you find out what happened here. More importantly, the administrator gives you a code you'll need later. Watch his, he gives 3 numbers out of 5 of the code. Then view the transmission to see the code. With a good intelligence, your character will figure this out, otherwise you have to. ... --> 3 -X.. --> 17 -... --> 13 X --> 5 X.. --> 7 You don't need to do this, actually, you can manually enter the code later, however, HK reversed the code, so you actually must enter: 7, 5, 13, 17, 3 The Harbinger Q - Any point in watching the Holovids? A - You get some XP for watching them in the briefing room. Otherwise it's all plot development. Q - Kreia just left! Should I reload, and remove all her items? A - Nah, she'll be back. Peragus Again Q - The console won't let me turn off the containment field, it claims there are mines about... but didn't I get rid of that one? A - There are two mines that it looks at. One is the mine you find right after getting T3 back. The other is actually just down the ramp, then to the right of the ramp is a small passage to a door, open it to find the mine. Q - Besides Light/Dark side, any consequences to firing on the asteroids? A - No. You'll get blamed, then cleared either way. Q - I'm firing the turret at all the Sith Troopers, is it really good to get them all? A - No, in fact, you should PURPOSELY MISS ALL OF THEM. They'll all board the Ebon Hawk, and at 150 XP each, you'll get 3750 experience, which is a big help. You even get time to "buff" up with stimulants and energy shields. Then stalk about the ship until there aren't any left. Telos Q - Who do I side with? Is it as simple as Ithorians = Light Side, Czerka = Dark Side? A - It pretty much is that simple. Work for one side or the other, do what they ask, then go through their quests to get a shuttle to the surface. Q - While working for Czerka, I get the option to do an arms deal. They tell me to come alone, so I enter SOLO mode and go to where they tell me. They say I'm not alone, what gives? A - You need to actually kick Atton and Kreia out of your party. START > trigger over to party selection screen, they de-select Atton and Kreia to remove them. Q - How do I get my lightsaber? Atris has it! A - You never get that one back. You'll make one later. Once you're away from Telos, Bao-Dur asks you about it, and you can follow that dialogue to start the Lightsaber Gathering quest. You need three pieces, you already have one (you get the first when you finish the Ithorian/Czerka quests). Once you have at least 2 pieces you can ask Bao-Dur about it, but you need all three to build it. Despite what he says, you don't need to be near a workbench. Q - I left the Hidden Base, why didn't Handmaiden join up with me? I'm as Lightsided as it gets! A - Handmaiden will ONLY join a male character's party. Q - Which planet should I go to first? A - I usually like Dantooine, Nar Shadda, Onderon/Dxun then Korriban. Dantooine first because you will build your lightsaber on the first planet you come to, and Dantooine has the best source of crystals in the game (including your "named" crystal). Nar Shaddaa next to get Mira early enough to turn her a jedi later (or get Hanharr if you're EVIL). You can also finish HK-47 after Nar Shaddaa. Onderon/Dxun because you have to come back to it later, and Korriban last because of the potential for exploiting the game. You know you want to. Dantooine Q - What's with this fake Holocron this scavenger wants to sell me? A - It's fake, call him on it. He'll tell you that he bought it, and now wants to pass the misery on to others. Great potential for Dark Side abuses... And no, you never find the original of this. (Despite how Disciple hints at this) Q - Where is Disciple? A - Get permission from the Administrator to enter the Enclave, enter the sublevel then follow the passage around to the opposite side. If you look at the map, he's in the room at the far right, the library. If you're a female character, he'll offer to join, otherwise he'll go to Khoonda. Q - Where is the Crystal/Kinrath Cave? A - Head out in the opposite direction from the entrance of Khoonda (such that it appears you are going "right" on the map). This will lead to a small valley. The cave is straight ahead, and a little to the right in the corner. Q - This militiaman just asked for atmospheric sensors, but Bao-Dur thinks that something is up. What do I do with them? A - Once you find the sensors (in the Crystal Cave), have Bao-Dur look at them (or do it yourself, with a high repair) to find the hidden surveillance devices. It's neat, and can be used as evidence (see the other militaman in Khoonda, then talk to the administrator) against the current head of the milita. This is neither light nor dark, so you don't get much out of it. However, you can sell them for 3000 credits to the guy, 4000 with persuasion or 5000 if you point out that they are bugged. Q - Is there any point to delivering the message to Dopak? A - Not really, although Dopak will turn in "battle" if you do. Q - I explored the sublevel, didn't find Vrook. Where is he? A - As the datapad states, he's in the Crystal Cave, follow the left path up to the large room on the left, fight through the mercenaries to "free" him. Then kill him or talk to him. Your choice. Q - What are all the things I can do to affect the battle? A - Recruiting (Suulsta, Dillan), Repairing/Sabotaging the Medlab Droid (north end of Khoonda), Repairing all the droids, rewiring the targetting mechanism of the gun turrets (for either side), recovering or setting mines and sealing/opening the small exterior door of Khoonda (not the garage door). Note that it doesn't really matter where you place the mines... just somewhere around the ones already placed. Use your cheapest mines. Once you've set enough, the game will stop you. Nar Shadda Q - What's the best/easiest way to get rid of the Toydarian dock manager? A - Persuade him that the Exchange sent you, if you're persuasive, or just pay his 50 credit fee. Also note that this brings up the Red Crescent ambush later. After a bit, you'll see a cutscene of the dockmaster being accosted by a couple of Trandoshians (the lizard men). Then, when you next return to the Ebon Hawk, you have to fight through them. The fight continues ON your ship, so be aware of that. Finally get the last guy in the Security Room (by the cockpit) to end this. You can either enslave the slavers (dark side) or tell him to give up the slaving, at which point he attacks, and dies (light side). If you enslave the slavers, they'll pay you every once in a while if you talk to their representative in the cantina here. Q - Kreia gets mad at me if I help, or chase off, the beggar. What do I do? A - Try acting indifferent. Q - In the Serroco section of the Refugee area there is an Airspeeder that says that it is broken beyond all repair, how do I fix it? A - You must fix it BEFORE meeting with the Exchange and going to Goto's ship. Afterwards it will be disabled, whether you have fixed it or not. You can fix it yourself, or have Bao-Dur do it for you once you find all three parts for it. Q - In Atton's fight in the cantina with the Twin Suns, I keep getting whomped. He just isn't good enough at melee to compete with them. How can I win this fight? A - There's always the cheap way... The first time I played, Atton creamed them easy, the second time I wasn't so lucky. So here's what I did. I started just running around the cantina to try to buy time, and ended out behind the bar counter, if done quickly enough, they'll still try to get to you at a straight line, but are blocked by the counter. Don't get close to them, they can still attack across. Stay back, use guns, and finish them off. And basic battle tactics... If you can reload to before going to the cantina (before the Exchange message) you could always Mine the cantina. Then when the Twins go hostile, that should take them out. Also if you can reload, give Atton better equipment. Buy/make/transfer from better equipped party members, whatever. And make sure he has the best upgrades you have or can make. If simply hitting is a problem, give upgrades with Attack +1 instead of Damage +1 (better is always better). Beyond that the main problem is one of numbers. It's a 2-on-1 battle and Atton (probably) isn't a Jedi here. Use the Mandalorian Melee/Power Shield, but that only buys you time, you have to hurt them. Q - How do I get Mira/Hanharr? A - This is part of the main plot, you'll get them on your way. You need to get the notice of the exchange until you get the message that they want to meet with you in the Jekk'Jekk Tarr. (A Breather, immunity to poison, is helpful, but you won't need it) Q - How do I enter the Pazaak den? A - Force Persuade works fine, no Dark Side points. Q - I keep losing/winning in the Den? How do I make the hurting stop? A - Either win against everyone there three times, or you can get rid of each player in a different way. For the droid, you can repair it, although you have to badger it a bit for that. The Twi'lek girl is easily dispatched by having Atton in your party, and talk to the goon outside the den, then "invite" the third player out to see him... and he dies. Once they're all out of the way, you can meet... the Champ. Beat him three times and you're done with it. Q - Just how do I got about meeting with the Exchange? I've already killed their leader in the Refugee sector! A - Generally speaking, I've always had the Exchange message arrive just after dealing with the Red Crescent Slavers on the Ebon Hawk. However, you may still not have done enough to get the Exchange mad at you. (or to like you, however you like it) Find the little squeaky guy outside the Cantina/Pazaak den, and give him 2000 credits to bump up your reputation. You should get the message soon. Q - How do I get anywhere in this maze? I don't have a map! A - Just follow the right wall and you'll get through quickly enough. There are a few corpses that you can find and search here, if you don't mind getting lost for a bit. Your goal is a security door. Q - What should Mira/Hanharr do to get the Exile in? A - You only need to open the escape tunnels, and that's it. Find that, and open it. If Mira/Hanharr's security is better than the Exile's, I would open all the lockers/doors first. If the Exiles security is better than Mira's/Hanharr's, then I would just run away and let the Exile deal with it. Q - Who should go to rescue the Exile on Goto's ship? A - Just think of it like a regular party, and try to get everything. Mira is handy to have as her ability to walk through mines without triggering them will come up. Beyond that, just make sure you have people who can do a lot of fighting (with droids) and the working of machines. Q - OK, I'm done with Goto's ship, why won't it let me out? A - The basics of Goto's yacht is: 1. Retrieve the main character (the Exile). 2. Head to the bridge and disable the power system, by setting all systems to secondary power on the LEFT console on the bridge, then turning that off the power from the RIGHT console on the bridge. 3. Fight your way back through bounty hunters to the Ebon Hawk. Dxun Q - There is a big sealed door here, called a weapon's Cache, that asks for Military Grade Explosives to detonate. Where do I get it? A - The Korriban Sith Academy has some, but that's not until later. You will find another of these doors later, and that one already has its explosives there. So, come back later. Q - What are the ways that I can impress Mandalore? A - 1. Win all the battles in the battle circle, which requires number 2. 2. Help Kelborn defeat the Onderonians in the Jungle. 3. Detonate the permacrete on the sealed weapon's cache. 4. Defeat a Zakkeg and take its ear (for the Gate Guard Captain) 5. Find the lost Mandalorian (for the trainer) 6. Repair the transponder (for the tech by the broken wires, at the gate) Q - After I split the party, and send a group to Dxun, when they return I ask them about it, is this important? Does this lead to something? A - Any of the people who can be "squad leaders" will get this dialogue, and depending on whether they went through Light or Dark, you get the "you look calmer" or "you look unsettled" options. That's all there is to it, they don't get any powers, and you don't get any influence. Onderon Q - Where do I get an open starport visa, and who should I give it to? A - You'll get two before this is over, and who you give them to depends on whether you want Dark Side, Light Side or neither (but credits are fine). One you get when you are attacked (the second time, not the first). This starport visa must be cracked by Kiph in the cantina to be usable. The second you get from the Beast-rider thugs after freeing Dhagon. You can give them to: The Captain, at the entrance to the cantina, Light Side, 500 credits The Republic Spy, at the back of the cantina, Light Side, +INF+ with Bao-Dur The Smuggler, side of the cantina (although you have to Force Persuade to learn she's a smuggler) for Dark Side and 5000 credits or a lightsaber crystal (only works with Dark Siders, so there)* The Trader, at the entrance to Onderon, neutral, 2000 credits or 3000 with persuasion The Family, at the entrance to Onderon, Light Side *Note: This crystal is quite powerful and can in fact be used by Lightsiders, but you must have "YOUR" Crystal installed in your lightsaber to do it. (TennisBoy and JJ) Q - Everyone's shooting at me, but I still didn't really talk to Master Kavar. How do I meet him if Mandalore tells me to leave the planet? A - Don't worry, just go, you'll come back later. It's as good a time as any to hit another planet. Q - In the palace, I'm trying to get into the throne room by running past the Drekh Larva, but everytime I get halted and told that I'm not ready to leave battle. What do I do? A - You have to fight the Drekh. Confusing, I know, since you hear that you should ignore it and run into the throne room. Plus everyone else just runs right by it. But, no, you have to stop and defeat the beastie first. Korriban Q - Any penalty to searching the bodies? Kreia seems pretty set against it. A - Not really, so long as you don't lose influence with Kreia, who cares? Q - There's this sealed door... when I use explosives to open it, the Sith Holocron is unreadable! How do I open this door? A - The Holocron is only usable in a game where you set (waaaaaaay back) Revan as a Dark Lord of the Sith. So, if Revan is all Dark Sidey, then the Holocron will have Bastila talking about Revan. Malachor V Q - How do I defeat Darth Sion? He keeps getting back up! A - You defeat him in conversation, actually, killing his shell doesn't do much. Keep persuading him on the wrongness of his position, and eventually he'll die. ------------------------------------------------------------------------------- Walkthrough ------------------------------------------------------------------------------- This is the step by step through the game. The stickiest points in KoTOR2, in my opinion, are the Dark/Light side options and the Influence options with companions. So, I'll be working mainly on those with full-on dialogue trees listed in the walkthrough. Dark/Light Side Points (DSP and LSP) are somewhat weighted. A LSP gained while you have Dark Side Mastery will pull you farther on the spectrum than an LSP gained while you are very far along the light end. So, all I can say when you get a LSP or DSP is that you get one, not how much it's worth. Note: Enemies and battles scale to your level. So, a boss might have 700 vitality if you go at level 30 and 1400 vitality if you go at level 40. (just an extreme example, as you can't get that high in level without the Korriban Cave Exploit) Note: In the walkthrough, I list the "base cost" of parts and spikes. For every 4 points in the repair and computer skill that you have, this cost is reduced by 1. The game looks at your TOTAL skill (including bonuses) not just how many points you've put into the skills at level- up. There are technically 4 main ways to play the game, LS-Male, DS-Male, LS- Female, DS-Female. To write this walkthrough I played concurrent games with a LS-Male and DS-Female, which should get most everything covered. ------------------------------------------------------------------------------- 1. The Prologue ------------------------------------------------------------------------------- The Prologue is played with JUST T3, although you do get to see yourself. And hey, isn't this the Ebon Hawk? Huh. Wonder where that "Revan" character wandered off to. Anyway, to skip this, just select SKIP. If you don't skip now you can skip it later as well. XP Note: I list the XP you get from opening doors/containers with Security. This is the only section I'll do this. You get an amount of XP based on your level, higher as you go up in levels. You also gain XP from Recovering mines. Ebon Hawk, Interior .--. | 1| /2|_ 1. Cockpit / /|3| 2. Galaxy Map | __| 3. Security Room | | 4. Main Hold/ Security Console .--. | |_ .--. 5. Medbay/ Exile |S | / S| _ |9 | 6. Cargo Hold/ 3C-FD | |.___/ 4 .|E|_| | 7. Lift \____ _ __ ___/ 8. Garage/ Workstation | | |5 || | 9. Starboard Dormitory | 6 | \ |7|| 8 | 10. Engine Room \ - - / S. Sealed Room \ /\_ _/\ / E. Exit (Under Normal Circumstances) \/ || \/ |10| |__| The goal is to fix the ship. While doing this, we learn about the game system, and maybe a little about ourselves. Trick: If T3 chooses to Skip the Prologue, any equipment in his inventory is retained by the Exile when he/she wakes up in the medical bay. Normally his inventory is cleared, but if you run around and gather up all the stuff you can with T3, then head back to the cockpit to skip the Prologue, it transfers over and isn't lost. Generally you will end up with some parts, computer spikes, mines, droid equipment, and a Field Blaster. (from Steven K. Snyder) Editor's Note: This only counts for items in general inventory, so if you want the Field Blaster, don't have it equipped on T3 when you Skip the prologue. Cockpit: Nothing to see here, although you can look at the Galaxy map. Move out to the security room, ahead and left. Open the Plasteel container, get the Spike and use the Communications Console. Slice the system and open the door to the Main Hold. Go to the Main Hold Main Hold: Immediately turn right and open the Footlocker. It's locked, but our Security isn't up for it, so we have to bash. This should get you 2 Spikes. Left of the locker is a broken droid with Parts. Left of that is a body (Kreia) with a Locker Key and another broken droid with more parts. Go to the center, and use the Security Console. Slice the system (2 spikes), but there's nothing to do with it yet, so leave it. Medbay: Open the Low Security door just down from the security console (12 XP), then ahead and right through the Low Security door (12 XP) into the Medbay. Ah, there you are. Open the Medical Storage Bin with security (12 XP) and get the Medpaks (3). "Dialog" with your character, then Treat Injury to use the Medpak. (100 XP) Leave the Medbay and turn right. Ahead is the sealed door to the Engine Room, which requires that you find a Mine to open it. Back out, and go left (from the engine room) then open the Low Security Door into the Cargo hold. Cargo Hold: Here you find 3C-FD another Astromech droid. Talk to him to repair him. Invite him into the party. (210 XP) Open the Locker to get some Droid parts and armor. Equip it if you want. Also in here are a couple of Plasteel containers with parts, security tunnelers, computer spike and components. Finally, if you want, you can use the Metal Box - Combat Training box in the center of the room. You don't get XP for it, but you do see what droid combat looks like. (12 XP for security on the box) You also get a Field Survivor Pistol. If you do the combat, it's actually easier to use the Droid Shock Arm (push RIGHT on the D-pad) as it always hits. Ebon Hawk, Exterior: _ | | /^\ | |____ 1 - Lift Control | | | ] 2 - Starboard side | |/ | 3 - Port Side | 5 2 | 4 - Proton Missile . 3 1 | 5 - Quadlasers \ _/ \ 4 | . | -u_u Time to head out. Go to the Lift right by the Medbay. We're here primarily for an explosive device (there are several out here) and to get Parts. Go straight ahead, and down the Starboard side. Right to the sparking wires, and plunder some parts. There is also an open hatch right there with more parts. There are two more open hatches with parts. Slide to the "front" of the ship and select the Exposed Wires to open the Starboard Dormitory (takes 1 Part). Past that is another Open Hatch with more Parts. Up the ramp, and over to the Port side of the ship. You'll see two mine bubbles. Get close, and select "Recover Mine" (100 XP). You could just "Disable Mine" (Up on the D-Pad), but it's always better to Recover. Recover the other mine (36 XP). Also here is a Proton missile. Search it for more Parts and another Mine. Slide close to the ramp, then left and down to the Quadlasers for the last of the Parts. Back to the lift and into the ship. The Garage: Getting to the garage requires using the Solo mode. Enter Solo mode by using the BACK key. Change characters to 3C-FD, and send him to the center security console in the Main Hold. Now switch characters to T3 (Black button) and send him to the Inner Garage Door such that he is right next to it (the Inner Garage door is right by the Engine room). Switch back, use the console access the security doors and close the outer garage door. This shuts T3 in a little space. Open the Inner Garage door now. Log out and switch characters with the Black button. You are now in the garage. (50 XP) Nice hull breach there. The voiceover tells you about the workbench. Go over and use the workbench. You want a Repair Kit, which has a cost of 1 component. You should have that. If not, you can break down (X) any other items you want, such as the Broken Items you got when you bashed the locker earlier. Create the Repair Kit, (100 XP) then use it on yourself, either straight from Inventory, or from the main screen, D-Pad right to repair kit, select it and select T3. Head up and right and into the Starboard dormitory (only if you opened it while you were outside the ship). There are two footlockers in here with Parts (4) and a Droid Flamethrower. To get out, slide back to the door, switch droids and have 3C get you out. End Solo mode. The Engine Room: Time to blow this sucker wide open. Head to the engine room, go near the door, right on D-Pad to select Mine, and Mine the door. And get out of the way. Go up to the Hyperdrive and Rig the Hyperdrive (5 parts needed). (500 XP) With all that, you should have gained about 1000 XP total, not enough for a level, and it won't matter once T3 joins the Exile anyway. End of Prologue: Back to the cockpit, and hit the Galaxy Map on the left. Move over to Peragus and we're done! Whee. ------------------------------------------------------------------------------- 2. Peragus ------------------------------------------------------------------------------- The Medical Wing ___ K - Kolto Tank, where you start ( K ) d - door | | ___ __ D - Door Opened by Medical Console ---|d|-- __ | d__ A L - Lab Station |x__D |CLD_M| |_ _| C - Medical Console | d__| d S - Sealed until later ___|p|_ | | | | s - Security Desk __S |_ ---_ ----_ ---S-_-d- A - Administrative Area | _d _d _d _ s | M - Medical supply room |___| --- ---- ----- --- x - Morgue p - Door opened by Plasma Torch The Exile's back, baby! Finally get to control the character you created. After waking up to the mysterious voice of an old woman, you get control. You have no items. No experience. No Force. Just some ugly brown "underoos." Head down and through the door. To the right is the MORGUE DOOR, which you can't open directly. Ahead and left through the door. Open the Plasteel container and get the swag (Medpacs, probably, dang random items). Note the Lab Station in here. Right now all you could do with it is reduce your Medpacs to Chemicals. Not what we need right now. Use the Medical Computer. Medical Computer............................................................ . Access medical logs . . - Access Log 253-12 - Holovid of woman logging in the Ebon Hawk . . - Access Log 253-15 - Holovid "could be a Jedi" . . - Access Log 253-18 - Holovid "droids acting oddly" . . - Access main console options . . Access patient lifesigns - shows list - returns to beginning . . Access patient treatment - shows treatment - returns to beginning . . - [Treat Injury - 1 REQ] Check the Last treatment request . . - [Computer] Attempt to track the treatment request [Base Cost: . . 1 Spike] . . Access medical bay functions . . - Access medical bay camera - shows medical bay . . - Access morgue camera - shows morgue . . - Unlock door to morgue - opens door to morgue . . - [Computer] Unlock medical storage room [0 Spikes] - opens door behind . . you - returns to beginning, removes "Access medical inventory" . . - Access medical inventory . . - Access main console options - returns to beginning . . Log out . ........................................................................... Use the medical computer to open the two doors, one to the morgue and the other to the storeroom. (110 XP for the morgue door, 50 XP for the storage room) Checking the last treatment with a [Treat Injury] is worth 50 XP. You can't track it down until you get a Computer Spike, so keep that in mind. Exit. Enter the storeroom, and search the two Plasteel containers for Medpacs and Chemicals. If you want, you have enough Chemicals to make another Medpac at the lab station. Leave and head into the Morgue. Two bodies in here. Search the one at the back for a Plasma Torch. At that, the other body, Kreia, gets up and talks to you. Note: I don't transcribe the conversations verbatim, I use ellipses (...) to shorten their quotes. There should be enough to get a general idea of what is going on. Dialogue trees start with the quote of who you're talking to and a code. Then a list of your possible replies, followed by where that reply will take you in the tree. Any consequences of a particular phrase will be listed before that dialogue option with a LSP, DSP, +INF+ or -INF- for Light Side Point, Dark Side Point, Positive Influence and Negative Influence respectively. Kreia....................................................................... . K1: Find what you're looking for amongst the dead? . . - I thought you were dead. > go to K2 . . - Your voice -- I heard it as I floated in the kolto tank. > go to K3 . . - Who are you? > go to K4 . . K2: Close to death, yes, closer than I'd like...how do you feel? . . - A little disoriented...was it your voice I heard in the Kolto tank? . . > go to K3 . . - The kolto tank left me a little drained...who are you? > go to K4 . . - Enough with the false concern -- what do you want? > go to K4 . . K3: I hoped as much...trained for such things? . . - Just stay out of my mind in the future. Now what do you want? > K4 . . - Slept too long? You looked dead when I came in. . . > go to K2 . . - So you can touch minds... and feign death. Who are you? > go to K4 . . K4: I am Kreia, and I am your rescuer...what happened? . . - Last thing I remember, I was on board a Republic ship...what happened . . to it? > go to K5 . . - I'm the one asking the questions. How did I get here? > go to K5 . . K5: Your ship was attacked...Jedi training, no doubt. . . - If you think I'm a Jedi, you're mistaken. > go to K6 . . - I am no longer a member of the Jedi Order. > go to K6 . . - How do you know I was a Jedi? > go to K6 . . K6: Your stance, your walk...that weights you down. . . - The Jedi Order and I have a ... troubled history. > go to K7 . . - That is no business of yours. > go to K7 . . - Let's deal with the now. What is this place? > go to K8 . . K7: So it would seem...let us focus on the now. . . - What is this place? > go to K8 . . - All right - what's going on? How did we get here? > go to K8 . . - Very well. How do we get out of here? > go to K8 . . K8: I do not know...we should recover it and leave. . . - Why do we need to leave? > go to K9 . . - Care to explain why you're in such a hurry? > go to K9 . . - "We?" Why do you think we are together in this? > go to K9 . . K9: We were attacked once...find us easy prey indeed. . . - [Awareness] You seem nervous, worried. Is something wrong? > K9a . . - We'll see. There's got to be someone left alive around here. > K10 . . - I'll go look for our ship - and some weapons. > K10 . . - Is there anything else I should keep an eye out for? > K10 . . K9a: ...we will need to depart as suddenly as we arrived. > K9 . . K10: You may wish to extend your search for some clothes... . . - [Persuade - 2 REQ] The patients in med bay were killed by a lethal . . dose of sedatives. Any idea how that happened? > go to K10a . . - [Persuade/Intimidate] The miners in the med bay were murdered. Know . . why? > K10a . . - Are you well enough to travel? > go to K11 . . - LSP - I'll return soon to make sure you're all right. > go to K12 . . - DSP - Just stay out of my way, or you'll end up like these corpses. . . > go to K13 . . K10a: I do not know, why did they spare you? . . - They didn't. I got the same dose, but survived. >K10b . . - I am trained to resist poisons of the body. > K10b . . - Maybe I'll ask the killer when I find him -- or her. > K10 . . K10b: It would prove lethal to those untrained...most curious. . . - You seem to know a lot about Jedi techniques. > K10c . . K10c: ...among them, finding our new enemy. . . - Maybe when I return you'll actually answer my question. > K10 . . K11: I'm not offering to help you... > back to K10 . . K12: ...attempt to center myself. > Gain Light Side Point (LSP) . . K13: ...attempt to center myself. > Gain Dark Side Point (DSP) . ........................................................................... This conversation gives you your first Alignment Shift (LSP for light, DSP for Dark, see above). Based on the last thing you say to her, you either become more good or evil. This is common, and generally the only way that this happens is through dialogues. So SAVE before every dialogue. Also, you don't have to worry about it yet, but Influence will become a big concern when talking to party members. Some things that you say will make them like you more, or gain you some Influence with them. Conversely other things that you say will make them like you less and you lose influence. Most positive Influence dialogue options are Light Side oriented, but not all. You can talk to Kreia immediately again, but to no point. Head out. Turn right and go up to the damaged door. Press start to get to your inventory screen, and equip your new PLASMA TORCH. Bash the door. (100 XP) A Droid Infested Administration Level Search the corpse for a Vibroblade, and equip it. A broken droid will have some swag (Optimized Droid Interface). Take the left door to the hallway. Two droids to fight here. Attack one, the second it is dead I typically use the Trigger (left or right, though try to go in the direction of the next baddie) and attack number two. This becomes a handy practice for later when you want to chain together Master Flurries. Also you need to wait a second to see if your defeated foes leave behind Remains (Mining Laser). I also use the triggers when I'm near corpses to check for loot. Note: If you are in combat with multiple foes, you will automatically attack the next foe using the DEFAULT combat action, normal attack. Since that isn't always the best thing to do, I got into the trigger happy habit. Master Flurry > Kill > Trigger (pauses) > Master Flurry > Kill > and so on... Onward through the next door. Two more droids. Take them out and through the next door. The Broken Droid sometimes has some loot. Check the Emergency Hatch to the left to get a psychic message from Kreia. (dialogue doesn't matter here) This is where we need to go next, but it is closed. Open the other door to the Security room. There is a Corpse here with Loot, and a Locked Locker. It's better to use Security than bashing, but do what you must. Use the Security Desk, access the logs and check "Administration console 'maintenance.'" Log out. Open the next door, and Kreia will psychically warn you about the droids in the next room. You also gain the Force Power: Precognition. (110 XP) Take out the three droids, and you should have enough to gain a level. Kreia will reintroduce you to the Force at this time, and you also gain Force points. The two force powers that are really handy right here are either Stun Droid or Energy Resistance. Shock if you're going Dark Side is also good. Note: You will gain a level in this room, either after killing 2 droids, (if you followed this walkthrough and used Security in the previous room) or after 3. When that happens, you can either level up immediately or wait. This brings up this fact: Leveling up heals you completely. Not much to it now, but later you can hold your levels until you need healing. This is only worth it in the thick of battle, as being one level higher is very valuable. Also, at this level up, I'd take the Force Power, Energy Resistance. It provides some protection from energy based attacks, like the droid's blaster fire. Watch as their puny weapons no longer harm you! There are two locked Footlockers here. Security or Bash them open. You will find a Stealth Field Generator and some Loot, Ion Grenades and Medpacs. Ion Grenades will take out droids in a single shot, should you need it. I'd keep them for the T3 segment coming up. You can use the Stealth Field Generator to sneak past things should you so desire. Administration Center ___ / \ A - Atton --| | S - Sealed Door |A S | c - Console, opens sealed door --| | | R - Ramp, some treasures _| | |____ _ d - door that opens later Enter_ | ___d_ F F - To Fuel Depot | _ _ | | | \ \ / / c \ \ / / \ \_/ /\ \_---- Dock \____/ \____ R | --- Head through the next door to the Administration Center. There are six droids scattered around this giant mess of a room. Now, either kill them all, or sneak over to the console first and use the Override. If you use the Console then the droids lose their drive to kill you (400 XP) and can then be scavenged for parts. You get more XP for killing them, then using the console just to open the door. If you did kill them all, then head down to the computer and use it. Your character will find the override switch that releases a force field on a door behind you. (100 XP) There are also a couple of plasteel containers on the small level below you, each with a Medpac. There are a couple more droids up the lower right rampway, plus a plasteel container. Once that is all done, head over to the formerly sealed Door. Kreia gives you another vision, and shows you Atton Rand. He might yet prove useful... Atton....................................................................... . A1: Nice outfit...while I've been in here? . . - Who are you? > A2 . . - FEMALE CHAR - I'd keep those eyes up, and tell me who you are. > A2 . . - MALE CHAR - You got a name? Or just a big mouth? > A2 . . - Care to explain why you're locked up? > A3c . . - What is this place? > A3 . . - This facility's deserted. What happened? > A4 . . - I don't have time for this. Tell me what happened here. Now. > A4 . . A2: Atton... Atton Rand... only causes mild electrical burns. > A1 . . A3: You mean you didn't come here on purpose?...blowing yourself up. . . - Blowing yourself up? > A3a . . - This facility doesn't sound too safe. > A3a . . - Who are you? > A2 . . - This facility's deserted. What happened? > A4 . . - I don't have time for this. Tell me what happened here. Now. > A4 . . A3a: Yeah... look like a kid's pop detonator. . . - Peragus II? > A3b . . - How big of an explosion are we talking about? > A3b . . - Who are you? > A2 . . - This facility's deserted. What happened? > A4 . . - I don't have time for this. Tell me what happened here. Now. > A4 . . A3b: ... turn the entire colony into a thermal detonator. . . - So you're not a miner. Who are you, then? > A2 . . - Is that why you were locked up? > A3c . . - This facility's deserted. What happened? > A4 . . - I don't have time for this. Tell me what happened here. Now. > A4 . . A3c: ...they stopped feeding me. Now that's criminal. . . - Maybe I could help if you told me who you are. > A2 . . - So you're not a miner. Who are you, then? > A2 . . - What is this place? > A3 . . - This facility's deserted. What happened? > A4 . . - I don't have time for this. Tell me what happened here. Now. > A4 . . A4: You mean before or after...ask a bunch of questions. . . - There's a bounty on captured Jedi? Why? > A6 . . - The Exchange? > A5 . . A5: The Exchange is a big crime outfit... bounties on Jedi. . . - Why would they offer a bounty on Jedi? > A6 . . - The Exchange is trying to kill Jedi? > A6 . . - Were the Jedi interfering with the Exchanges operations? > A6 . . A6: ...wouldn't surprise me if the bounty's pretty high . . - Not many Jedi left? What happened to them? > A7 . . - Did the Exchange wipe them all out? > A7 . . A7: ...not even a Jedi council anymore, but who knows? . . - I had heard rumors of a war -- but a war between Jedi? > A8 . . - The stories I heard were of the Sith, not the Jedi. > A8 . . - Was it caused by the Mandalorian Wars? > A8 . . A8: Yeah, Revan, Malak...where've you been? . . - I've heard a few rumors, but little else in my travels. > A9 . . - I've been... away since the Mandalorian Wars. > A9 . . - Just tell me what happened next. > A9 . . - What happened between Revan and Malak? > A9 . . - I couldn't care less about Revan's fate. I had other questions for you. . > A12 . . - I've heard enough. Let me ask you about something else. > A12 . . A9: Well, I wasn't there...after they turned on the Jedi, of course. . . - The rumors I heard said Revan defeated Malak, then went to Korriban . . to unite the Sith against the Republic > sets Revan to Dark Side . . > A10 . . - I was led to believe that Revan saved the Jedi -- and the Republic . . > sets Revan to Light Side > A10a . . - I couldn't care less about Revan's fate. I had other questions for you. . - I've heard enough. Let me ask you about something else. . . A10: That was the rumor...grand crusade finally consumed her. . . - How long have you been in that cage? Revan was a man, not a woman > . . sets Revan to Male > A11 . . - I am not surprised... Revan lived for battle. She could not easily . . turn away from war -- or death. > sets Revan to Female > A11 . . A10a: I guess... there's rumors... you know women. > A10 replies . . A11: Maybe you're right... . . - I had some more questions for you. > A12 . . - This discussion about Revan is pointless. I need to know what happened. . here. > A12 . . - Enough history. Let me ask you about something else. > A12 . . A12: ...Where is everybody? . . - I don't know -- this facility seems abandoned. > A13 . . - Don't you know what happened to them? > A13 . . - Stop playing dumb -- you must have seen what took place. > A13 . . A13: The miners can't all...I've gotten out of trouble countless times. . . - [Persuade - 1 REQ] Tell me your plan, and we can go from there. > A15 . . - How can you help? > A14 . . - I don't think so. > A14 . . - Seems to me you were locked up for a reason. > A13 again . . - How could you possibly be of any use to me? > A14 . . A14: ...but nothing'll stop this place from going critical. . . - Do you have some plan for getting out of here? > A15 . . - Somewhere in your idiotic rant, you failed to explain how you can be . . of any use to me. > A15 . . A15: This facility isn't a military...and then we fly out of here. . . - [Persuade] One thing first... the patients in the medical bay were . . killed with a lethal dose of sedatives. Know anything about that? . . > A15b . . - [Persuade/Intimidate] The miners in the med bay were murdered. . . Know why? > A15b . . - Why don't you tell me what to do, and then we'll see. > A15a . . - I might be able to fly a ship out of here without you. > A15 again, . . remove first two options . . - LSP - I trust you. And if we work together, we may be able to get out . . of this mess. > Light Side Point > A16 . . - DSP - I'll switch off the cage, but if you try and run, I'll cut you . . down without a second thought. > Dark Side Point > A16 . . - All right, I'll let you out. > A16 . . A15a: No deal. If I'm not leaving, you're not leaving. . . - No, I don't think so. > A15 . . - LSP - I trust you. And if we work together, we may be able to get out . . of this mess. > Light Side Point > A16 . . - DSP - I'll switch off the cage, but if you try and run, I'll cut you . . down without a second thought. > Dark Side Point > A16 . . - All right, I'll let you out. > A16 . . A15b: Huh? What are you talking about? . . - Wanted to know if you knew anything -- and you don't. > A15 . . - Never mind. Just checking. > A15 . . A16: Great, now to business. Let's get to the command console. . . - All right, let's go. > A17 . . - Just stay ahead of me and don't make any sudden moves. > A17 . . A17: ... cancel the emergency lockdown and HEY! . . - What's wrong? > A18 . . - Sounds like you're about to tell me something I don't want to hear. . . > A18 . . - If I hear any more bad news, I'm going to get violent. > A18 . . A18: This system's been severed...it's been cut clean. . . - [Repair - 1 REQ] That wouldn't be standard procedure in an emergency . . lockdown. > A19 . . - Is that part of the lockdown? > A19 . . - Did someone do it on purpose? > A19 (with different Atton line) . . A19: No, someone tried to lock down...and leave us here. Trapped. . . - Is there anything else we can do with this console? > A20 . . - There must be some way to end the lockdown from here. > A20 . . A20: I doubt it. All we have is communications... . . - Can we contact the miners? > A21 . . - Let's see if we can try and reach someone on the comm. > A22 . . A21: We could try...a friendly call is going to wake them up. . . - Let's see if we can try and reach someone on the comm. > A22 . . - Maybe there's something logged in the terminal that can give us some . . answers. > A22 . . - Cut the backtalk and let me check the console. > A22 . . A22: ... the comm's all yours. > END . ........................................................................... Only three things to do in Atton's conversation, besides learn recent history. Set Revan's sex and alignment and get a Light/Dark side point. Generally speaking, all lines about "I trust you" give light side points and eventually positive influence as well. Dark Side points are more elusive. As you can see on the dialogue tree, you only have the chance for one DSP, however, you can say a number of mean things. Generally statements of hate and manipulation are the only ones that lead to DSPs. As he said, the Comm's yours. Activate it. The logs just show you some Holovids of the station manager dealing with your arrival. Use the comm system and talk to hangar 25 and T3. What you say specifically doesn't matter, you switch to play as T3. T3's Grand Adventure ___ | _ | S - Sealed Door (Mine only) || || + - Door || ||_---___ 1 - T3 begins here =2_||__+ 1 S_| 2 - to Fuel Depot Sublevel, for Parts and a Mine |_+_| 3 - Console to open 4 | | 4 - Door to Fuel Depot __/ ||| 5 - To Fuel Depot / 4 3 6 6 - Door we can't open until later / /----- / / | | Ebon Hawk __ + 5=__+_| Make sure to equip T3 with any items you found earlier, then start exploring. There are three doors in this room, one we can't open, one that leads nowhere and our eventual goal. First, open the two Footlockers and search the Broken droid for some shinies. Using the map to orient you, open the "left" door. Fight the two droids, get the remains and go down the ramp. Use an Ion Grenade if you spot a droid at the bottom of the ramp. Works like a charm. Note: Grenades are only really useful at the beginning of the game. After a point they just don't do enough damage. So, no point saving them. There's another droid at this level, and a plasteel container with loot. Continue to the bottom and open the door. This leads to... The Peragus Fuel Depot, T3 Rolls On... Search the Broken Droid for components, open the door, slide through, open the next door and fight some more droids. The corpse ahead has a datapad, an Ion Striker (equip it, and use it on droids) and best yet, MINES. Next, search the Broken Droid for precious Parts. Back to the ramps. T3 Saves the Day Watch the cutscene of droids returning to the ramps, and powering up their shields. Bullies. Roll up the ramp and take them out with Ion grenades or your new Ion Striker. At the top, set a mine on the Sealed Door. Hey, there's 3CFD... he don't work no more. Oh well. Search the two plasteel cylinders and the footlocker for treasures. Now for the lower door. Open it and slide through. Cutscene as we look at a somewhat repaired Ebon Hawk in the docking bay. Go up the ramp, and take the items from the two footlockers. Use the Console. [Repair] Replace the missing parts with the parts you found down the other ramp. Now, you can access the Hangar Logs for more background on this place, you can also try to use the comms or even upload a map (not needed and it costs you a Spike). Access emergency control commands, run a diagnotic, check status of emergency systems, then [Computer] Open blast door to the fuel depot, using a Spike. You can't open the door to Hangar 25 yet. (160 XP) Also check the Hangar Logs to Access docking and takeoff procedures. Attempt to get the data, but you fail. (50 XP) Slide down the ramp, and into the now open door to the fuel depot. Use the Ion Striker on the droids in this hallway, one shot will kill them. Three dead and through the next door. The Broken Droid here has some droid items. Hope you get something good. (Random) Open the door to the right and kill two more droids. The Striker rules. There is a footlocker immediately to the left, get the stuff and go through the next door. Straight ahead, then left and use the Fuel Control Station. Looking at the System log shows you how this lockdown got started, but we really only need to hit the emergency system schematics, then open the emergency hatch on Peragus Administration level. Log out, and watch T3 get his ... reward. Our Hero Female Exiles get an interesting exchange with Atton here, then Atton asks about that droid when you find the door opening. In this small exchange with Atton, trying to force him to go down the fuel level gives you a Dark Side Point, while nobly telling him that you'll do it because the life of a Jedi is self sacrifice you get a Light Side Point. (250 XP) Wander up the lower right rampway, to a small room with two droids. You can examine them with [Computer] to try to learn why they're acting up (60 XP) and can also [Computer] change their settings to defend organics, or [Repair] scavenge them for parts. Or [Detonations] blow them up. A plasteel container here has components. Head back down. T3 opened the emergency hatch where we had our first vision from Kreia at. It's roughly "left" of your position, back through the hallways. Head that way to the Peragus Mining Tunnels. Peragus Mining Tunnels __ ___ _--\ |+ ---- ---- + --\ F - Fuel Pump > h__---| F -__ | C - Console | | / _ / \ \ / \ S - Security Door / | \/ |+| | \| F | + - treasure | F| _ - | / m - mines -- +| \ \__ | +__ \ h - heated tunnel, use Telos Shld | |_ | F /\\ \ \__ b - broken droid, repairable |+ \ /+___ | +C | F+\ \/\b\ _/+\/ \ \__\\ __/ _ \ / \ / +/ | F | \ / \\_/m/ / __m\ \ / | F | /+/ \+| | F | /m _ \ / / _ / _ \__/ / \+ \_ \/ \+\_ S/ \ ___ / | F \ | F | \_ Exit /m/ \+\ || - \\_