Star Wars: Knights of the Old Republic II:
The Sith Lords
FAQ/Walkthrough
(Xbox, PC)
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__________________________________________
February 12, 2005
Version 1.2
Written by: Dan Simpson
Email: dsimpson.faqs@gmail.com
If emailing me, use this subject: Star Wars: Knights 2 v 1.2
(Emails that don't use this subject will be deleted, avoid using all CAPS)
Email Policy: (read before emailing me!)
=================================================================
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/
Just got the PC version of the game, and am going through the game again with
that, so this guide now covers both versions of the game.
Obviously this thing contains SPOILERS. Even looking at the contents might
give something away. So, be ye warned.
.............................................................................
. 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. .
.............................................................................
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==================
What's New in 1.2:
==================
Changed a note to say that you can change party members with Azkul (from
Scott Bickford). Added the Total Defensive character build from
Happywalrus. Updated the Handmaidens battle on Telos with a tip from
Dean Li. Added a power strategy on Power Attack from Userunfriendly. Added
the specifics on the modded Xbox problems from hash. Added an infinite
influence exploit to the Cheats section from Dr. Love. Added yet another
infinite experience cheat from Mark Lovato. Mark P Chamberlin sent in a
big cheat on Handmaiden robes.
For a complete Version History, check out the Final Words Section at the end
of the FAQ.
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..:: Table of Contents ::..
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i. Before you Start Playing .................... :IBYSP:
ii. Creating your Exile > > > > > > > > > > > > > :IICYE:
... Classes ..................................... :DDDCL:
... Attributes & Stats > > > > > > > > > > > > >> :DDDST:
... Skills ...................................... :SKDDD:
... Feats > > > > > > > > > > > > > > > > > > > > :FTSFD:
iii. Companions .................................. :IIICM:
iv. Developing your Characters > > > > > > > > >> :IVDYC:
... Powers ...................................... :DPDPW:
... Leveling Up > > > > > > > > > > > > > > > > > :DLVLD:
... Prestige Classes ............................ :DPRCD:
v. Power Playing Strategies > > > > > > > > > >> :PWPLS:
Puzzle Solutions ................................. :PUZLE:
Frequently Asked Questions > > > > > > > > > > > > :FRAQU:
Walkthrough ...................................... :WLKTH:
1. The Prologue > > > > > > > > > > > > > > > >> :T3PRL:
2. Peragus ..................................... :PRAGS:
3. Telos - Citadel Station > > > > > > > > > > > :TLOSC:
4. Telos - Planetside .......................... :TLOSP:
5. Telos - Hidden Base > > > > > > > > > > > > > :TLOSH:
6. The Ebon Hawk ............................... :TEBHK:
7. Dantooine > > > > > > > > > > > > > > > > > > :DNTIN:
8. Nar Shaddaa ................................. :NRSHD:
9. Post Nar Shaddaa Ebon Hawk > > > > > > > > >> :PNRSD:
10. Onderon / Dxun .............................. :ONDXN:
11. Korriban > > > > > > > > > > > > > > > > > >> :KRRBN:
12. Onderon Finale .............................. :ONDFN:
13. Dantooine Again > > > > > > > > > > > > > > > :DNAGN:
14. Telos - Hidden Base Again ................... :THBAA:
15. Telos - Citadel Station Again > > > > > > > > :TCSAN:
16. The Ravager ................................. :TRVGR:
17. Malachor V - Endgame > > > > > > > > > > > >> :MLCRV:
Tweaks, Exploits and Outright Cheats ............. :CHTSS:
Bugs, Glitches and Other Terrors > > > > > > > > > :FNBGS:
Final Words ...................................... :FNLWD:
Quick Navigation:.......................................................
. .
. Double-click the code word (such as :TEXTO:) next to the section you .
. wish to view. .
. .
. Press CTRL-C (copy), CTRL-F (find), CTRL-V (paste), ENTER. .
. .
.......................................................................
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i. Before you Start Playing... :IBYSP:
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Rule #1: Save often. In different slots.
Rule #2: Never save over the first save when you get to a new planet.
Especially Nar Shaddaa.
Rule #3: If you hit a glitch, don't panic. The usual solution is to reload
and try again.
Warning #1: Under no circumstances do you destroy the Console outside the
Bumani Exchange Corp. on Telos. LEAVE IT ALONE! If you destroy it
and kill the guard, you will make your game unwinnable.
Warning #2: Under no circumstances do you destroy ANY Utility Droids on
Goto's Yacht. (Only possible if you change the Droid protocols)
Leave them alone! In fact, don't ever use the Droid protocols.
If you destroy the first utility droid there without getting the
Shutdown code, you will make your game unwinnable.
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." (Although I've been told that happens too)
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. For
larger LSPs, I sometimes use the term 2xLSP (or even 3xLSP). This means
that you get more Light Side Points out of it.
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.
If you aren't in combat, you get the full 20+Skill Level on your DC
checks, so a DC 40 Recover Mine operation will require that you have a
total bonus of +20 yourself to recover that mine.
DEF - Defense, or 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.
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ii. Creating your Exile :IICYE:
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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 lots of feats and average power selection. Jedi Guardian gets more
vitality, but less skills and one more feat, while Jedi Consulars get only
Force Powers in any great amount. Now, for more details...
Male/Female:
In many games, this is largely an aesthetic 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 companion option 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.
-------------------------------------------------------------------------------
... Classes :DDDCL:
-------------------------------------------------------------------------------
Note: All classes have the same ability "To Hit" (Base Attack Bonus). From
Tech Specialist, to Jedi Guardian, they all gain 1 point per level.
Jedi Guardian
10 Vitality / Level
1 skill point / level
4 force points / 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
6 force 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
8 force 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
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... Attributes & Stats :DDDST:
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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.
If you use Two Weapon fighting, your full STR modifier is used to
determine damage on your main hand, but only half your STR modifier
is used for the offhand attack. However, if you use a Double-bladed
weapon, you get one and a half times your STR modifier on the main hand
and half on the offhand.
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.
Note: If you want to play a "Total Defensive" character, check out the
Power Strategies section below for a good idea on this type of
character.
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.
Male characters can learn a special feat from the Handmaiden allowing
them to add their WIS BONUS to their DEF.
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.
Counterpoint: Charisma also adds a significant bonus to your allies
"To Hit" rating, about twice your Charisma modifier. Also it reduces the
costs in casting Force Powers opposed to your own alignment. Useful if
you want a Light Sided Consular who can use Force Lightning.
In-Game Upgrades
Throughout the course of the game, there are opportunities to get
free increases to your Attributes:
+1 WIS - T3's final upgrade
+1 CON, +1 WIS - Hanharr's upgrades
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.
With this character, I would avoid those Force Powers that are affected
by armor, take the Armor Proficiency: Heavy, and just focus on hitting
things with a Lightsaber.
A Consular might try: Or:
STR > 12 > +1 STR > 8 > -1
DEX > 12 > +1 DEX > 14 > +2
CON > 14 > +2 CON > 14 > +2
INT > 14 > +2 INT > 14 > +2
WIS > 14 > +2 WIS > 14 > +2
CHA > 12 > +1 CHA > 14 > +2
Consulars need WIS and CHA. These help their Force Powers, and add to
their Force Points.
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... Skills :SKDDD:
-------------------------------------------------------------------------------
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.
Note: At 20 points of TOTAL Repair (Repair Ranks + INT modifier) you
break down items with total efficiency, meaning you break down items
to the exact amount of components it takes to make that item.
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 :FTSFD:
-------------------------------------------------------------------------------
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. They're very powerful later, but harder to manage at low levels.
It is the same idea as why we avoid Two Weapon Fighting until the Improved
version comes along.
-------------------------------------------------------------------------------
iii. Companions :IIICM:
-------------------------------------------------------------------------------
Quick Reference:
-================-
Name Location
=============================================================================
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 Skill)
=============================================================================
Jedi Notes: You can turn Atton, Bao-Dur, Disciple, Handmaiden and Mira to
Jedi. This mostly just requires good Influence with them, but
they have unique requirements as well:
Atton - Learn his secret at Nar Shaddaa, then talk to him
about his past.
Bao-Dur - Influence, then talk to him.
Disciple - Talk to him, say the right things.
Handmaiden - Spar and win against her three times.
Mira - Influence, then take her to Nar Shaddaa, near the
Cantina.
=---------=
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 .
. .
. Kreia has better attributes than you can get, and is a powerful user of .
. the Force. With her Force Chain ability, every power she uses on .
. herself, is used on your character as well. Because of this I typically .
. use her in a support role, placing her AI on "Jedi Support." She also .
. does really well with other offensive Force Powers. She is always .
. Neutral, and because of this she can use both Light and Dark side .
. powers equally well. However, I typically only advance her up the .
. "Insanity" chain, then keep working on the "buffing" type powers, like .
. Speed, Aura, and Energy Resistance. .
...........................................................................
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, extra +2 at levels divisible by 6 .
. *** Increases Atton's saves as he loses Vitality .
. # When knocked out, there is chance that Atton will get back up .
. .
. Atton is a scoundrel now, with an option to become a Jedi Sentinal .
. later. This brings up the point that the less scoundrel levels you add, .
. the more Jedi levels you can get later. This is the basic "Hold Levels" .
. tactic, since you don't have to level your people up at any time. You .
. lose the Scoundrel abilities when you do this, such as Sneak Attack, .
. but it isn't that big a deal. .
. .
. Atton becomes a Jedi Sentinal only after you have visited Nar Shaddaa, .
. and talked to the men who know his secret in the Refugee Sector. Then .
. you talk to Atton about it, and if your Influence with him is high .
. enough, you get the option to turn him to a Jedi. .
...........................................................................
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. T3 can also act as a workbench, .
. but only to upgrade items, not to create or breakdown items. .
...........................................................................
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). .
. .
. Bao-Dur can make Energy Shields, up to a point. He will only make them .
. if there aren't too many of (Energy + Mandalorian Melee) in inventory. .
. .
. If you want to take Bao-Dur to a Jedi later, don't spend any skill .
. points cross class, just save them up every level. They'll come in .
. handy later. Also, don't take him much past level 12 as a Tech. You can .
. use the skills, but he'll survive better as a Jedi. If you really don't .
. need skills (either the Exile or T3 will do), then hold his level at .
. SIX until he turns Jedi. .
. .
. Turning Bao-Dur to a Jedi just takes Influence. Once you start getting .
. some with him, keep talking to him until a dialogue appears that .
. starts: .
. .
. Having you here has an effect on me, General. .
. .
. Just follow the dialogue, the choices don't matter, until you get the .
. offer to train him. Accept and he becomes a Jedi Guardian, which is .
. good because Tech Specialists have no DEF bonus. You don't need to be .
. Light Side to get him to become a Jedi, but most of his positive +INF+ .
. actions are Light Sided in nature. .
. .
. Bao-Dur cannot wear Jedi Robes. Even if you want him to keep fighting .
. Unarmed, he will be as many levels behind in that feat tree as he has .
. Tech levels, the two won't stack in determining which Unarmed feat he .
. gets. .
. .
. Bao-Dur becomes a Jedi Guardian. .
...........................................................................
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) .
. .
. Handmaiden can become a Jedi Guardian later, with the proper influence, .
. so you may want to hold off on leveling her up until then. Soldiers and .
. Jedi Guardians are very similar, so you lose nothing by holding her .
. levels. You turn her to a Jedi by getting her Influence up, sparring .
. with her on three separate occasions, when you are at least level 10, .
. 14 and 18, and commenting on the clothes you make her put on after .
. sparring to learn of her mother. Then learn more of her mother from .
. Kreia, follow that up with Handmaiden and she'll accept your training. .
. .
. Handmaiden becomes a Jedi Guardian. .
...........................................................................
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 .
. .
. Visas is the second -- and final -- character you get who is already a .
. Jedi when she joins. Her DEX is her best attribute, but you'll have to .
. even out her CHA first. Give her Weapon Finesse: Lightsaber to take .
. advantage of her vastly better DEX in combat. She does well with .
. offensive force powers, and is already quite far along in the Dark .
. Side. In order to really be effective in close combat, she'll need to .
. pick up the Toughness feats, as she lacks Vitality. .
...........................................................................
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 .
. .
. Disciple, who only joins female main characters, is almost a twin to .
. the Handmaiden. However, unlike her, he goes from Soldier to Jedi .
. Consular, while she becomes a Guardian. Disciple is the easiest to .
. convert to a Jedi, and can be done at any time by simply talking to .
. him and saying the "right" things. He is naive and generally good, .
. and so long as you like the Republic, you'll get along fine. .
. .
. Disciple becomes a Jedi Consular. .
. .
. Disciple can act as a Lab Station at any time, and can also make .
. Medpacs when you are on the Ebon Hawk. .
...........................................................................
Mira........................................................................
. Found at Nar Shaddaa, just before meeting Visquis .
. --only for Light/Neutral characters, Dark Siders get Hanharr instead)-- .
. .
. Scout -- Level 6 .
. Stats Skills Powers .
. ------------------------------------------------------------------- .
. STR 10 0 Vitality 54 Computer Use 8 none .
. DEX 16 +3 Force 0 Demolitions 8 .
. CON 12 +1 Defense 19 Awareness 8 .
. INT 14 +2 Fortitude 6 Repair 8 .
. WIS 11 0 Reflex 8 Security 2 .
. CHA 10 0 Will 5 Treat Injury 5 .
. .
. Feats: Caution, Uncanny Dodge I, Dueling, Evasion, Targeting I & II, .
. Close Combat, Point Guard*, Precise Shot I .
. Items: Mira's Ballistic Mesh Jacket (+5 DEF, resist melee 5/-), Wrist .
. Launcher .
. .
. * When Mira is in the lead, the party cannot set off mines .
. .
. Mira is the final character who can become a Jedi. Like the others this .
. is largely a question of Influence. The absolute best way to gain .
. Influence with Mira is through her "Why don't you kill" dialogue, IF .
. YOU HAVE AT LEAST 11 AWARENESS, then you can follow that to some rich .
.
The Sith Lords
FAQ/Walkthrough
(Xbox, PC)
___________________________________________________________________________
__________________________________________
February 12, 2005
Version 1.2
Written by: Dan Simpson
Email: dsimpson.faqs@gmail.com
If emailing me, use this subject: Star Wars: Knights 2 v 1.2
(Emails that don't use this subject will be deleted, avoid using all CAPS)
Email Policy: (read before emailing me!)
=================================================================
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/
Just got the PC version of the game, and am going through the game again with
that, so this guide now covers both versions of the game.
Obviously this thing contains SPOILERS. Even looking at the contents might
give something away. So, be ye warned.
.............................................................................
. 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. .
.............................................................................
-------------------------------------------------------------------------------
==================
What's New in 1.2:
==================
Changed a note to say that you can change party members with Azkul (from
Scott Bickford). Added the Total Defensive character build from
Happywalrus. Updated the Handmaidens battle on Telos with a tip from
Dean Li. Added a power strategy on Power Attack from Userunfriendly. Added
the specifics on the modded Xbox problems from hash. Added an infinite
influence exploit to the Cheats section from Dr. Love. Added yet another
infinite experience cheat from Mark Lovato. Mark P Chamberlin sent in a
big cheat on Handmaiden robes.
For a complete Version History, check out the Final Words Section at the end
of the FAQ.
-------------------------------------------------------------------------------
..:: Table of Contents ::..
-------------------------------------------------------------------------------
i. Before you Start Playing .................... :IBYSP:
ii. Creating your Exile > > > > > > > > > > > > > :IICYE:
... Classes ..................................... :DDDCL:
... Attributes & Stats > > > > > > > > > > > > >> :DDDST:
... Skills ...................................... :SKDDD:
... Feats > > > > > > > > > > > > > > > > > > > > :FTSFD:
iii. Companions .................................. :IIICM:
iv. Developing your Characters > > > > > > > > >> :IVDYC:
... Powers ...................................... :DPDPW:
... Leveling Up > > > > > > > > > > > > > > > > > :DLVLD:
... Prestige Classes ............................ :DPRCD:
v. Power Playing Strategies > > > > > > > > > >> :PWPLS:
Puzzle Solutions ................................. :PUZLE:
Frequently Asked Questions > > > > > > > > > > > > :FRAQU:
Walkthrough ...................................... :WLKTH:
1. The Prologue > > > > > > > > > > > > > > > >> :T3PRL:
2. Peragus ..................................... :PRAGS:
3. Telos - Citadel Station > > > > > > > > > > > :TLOSC:
4. Telos - Planetside .......................... :TLOSP:
5. Telos - Hidden Base > > > > > > > > > > > > > :TLOSH:
6. The Ebon Hawk ............................... :TEBHK:
7. Dantooine > > > > > > > > > > > > > > > > > > :DNTIN:
8. Nar Shaddaa ................................. :NRSHD:
9. Post Nar Shaddaa Ebon Hawk > > > > > > > > >> :PNRSD:
10. Onderon / Dxun .............................. :ONDXN:
11. Korriban > > > > > > > > > > > > > > > > > >> :KRRBN:
12. Onderon Finale .............................. :ONDFN:
13. Dantooine Again > > > > > > > > > > > > > > > :DNAGN:
14. Telos - Hidden Base Again ................... :THBAA:
15. Telos - Citadel Station Again > > > > > > > > :TCSAN:
16. The Ravager ................................. :TRVGR:
17. Malachor V - Endgame > > > > > > > > > > > >> :MLCRV:
Tweaks, Exploits and Outright Cheats ............. :CHTSS:
Bugs, Glitches and Other Terrors > > > > > > > > > :FNBGS:
Final Words ...................................... :FNLWD:
Quick Navigation:.......................................................
. .
. Double-click the code word (such as :TEXTO:) next to the section you .
. wish to view. .
. .
. Press CTRL-C (copy), CTRL-F (find), CTRL-V (paste), ENTER. .
. .
.......................................................................
-------------------------------------------------------------------------------
i. Before you Start Playing... :IBYSP:
-------------------------------------------------------------------------------
Rule #1: Save often. In different slots.
Rule #2: Never save over the first save when you get to a new planet.
Especially Nar Shaddaa.
Rule #3: If you hit a glitch, don't panic. The usual solution is to reload
and try again.
Warning #1: Under no circumstances do you destroy the Console outside the
Bumani Exchange Corp. on Telos. LEAVE IT ALONE! If you destroy it
and kill the guard, you will make your game unwinnable.
Warning #2: Under no circumstances do you destroy ANY Utility Droids on
Goto's Yacht. (Only possible if you change the Droid protocols)
Leave them alone! In fact, don't ever use the Droid protocols.
If you destroy the first utility droid there without getting the
Shutdown code, you will make your game unwinnable.
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." (Although I've been told that happens too)
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. For
larger LSPs, I sometimes use the term 2xLSP (or even 3xLSP). This means
that you get more Light Side Points out of it.
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.
If you aren't in combat, you get the full 20+Skill Level on your DC
checks, so a DC 40 Recover Mine operation will require that you have a
total bonus of +20 yourself to recover that mine.
DEF - Defense, or 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.
-------------------------------------------------------------------------------
ii. Creating your Exile :IICYE:
-------------------------------------------------------------------------------
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 lots of feats and average power selection. Jedi Guardian gets more
vitality, but less skills and one more feat, while Jedi Consulars get only
Force Powers in any great amount. Now, for more details...
Male/Female:
In many games, this is largely an aesthetic 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 companion option 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.
-------------------------------------------------------------------------------
... Classes :DDDCL:
-------------------------------------------------------------------------------
Note: All classes have the same ability "To Hit" (Base Attack Bonus). From
Tech Specialist, to Jedi Guardian, they all gain 1 point per level.
Jedi Guardian
10 Vitality / Level
1 skill point / level
4 force points / 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
6 force 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
8 force 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 :DDDST:
-------------------------------------------------------------------------------
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.
If you use Two Weapon fighting, your full STR modifier is used to
determine damage on your main hand, but only half your STR modifier
is used for the offhand attack. However, if you use a Double-bladed
weapon, you get one and a half times your STR modifier on the main hand
and half on the offhand.
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.
Note: If you want to play a "Total Defensive" character, check out the
Power Strategies section below for a good idea on this type of
character.
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.
Male characters can learn a special feat from the Handmaiden allowing
them to add their WIS BONUS to their DEF.
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.
Counterpoint: Charisma also adds a significant bonus to your allies
"To Hit" rating, about twice your Charisma modifier. Also it reduces the
costs in casting Force Powers opposed to your own alignment. Useful if
you want a Light Sided Consular who can use Force Lightning.
In-Game Upgrades
Throughout the course of the game, there are opportunities to get
free increases to your Attributes:
+1 WIS - T3's final upgrade
+1 CON, +1 WIS - Hanharr's upgrades
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.
With this character, I would avoid those Force Powers that are affected
by armor, take the Armor Proficiency: Heavy, and just focus on hitting
things with a Lightsaber.
A Consular might try: Or:
STR > 12 > +1 STR > 8 > -1
DEX > 12 > +1 DEX > 14 > +2
CON > 14 > +2 CON > 14 > +2
INT > 14 > +2 INT > 14 > +2
WIS > 14 > +2 WIS > 14 > +2
CHA > 12 > +1 CHA > 14 > +2
Consulars need WIS and CHA. These help their Force Powers, and add to
their Force Points.
-------------------------------------------------------------------------------
... Skills :SKDDD:
-------------------------------------------------------------------------------
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.
Note: At 20 points of TOTAL Repair (Repair Ranks + INT modifier) you
break down items with total efficiency, meaning you break down items
to the exact amount of components it takes to make that item.
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 :FTSFD:
-------------------------------------------------------------------------------
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. They're very powerful later, but harder to manage at low levels.
It is the same idea as why we avoid Two Weapon Fighting until the Improved
version comes along.
-------------------------------------------------------------------------------
iii. Companions :IIICM:
-------------------------------------------------------------------------------
Quick Reference:
-================-
Name Location
=============================================================================
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 Skill)
=============================================================================
Jedi Notes: You can turn Atton, Bao-Dur, Disciple, Handmaiden and Mira to
Jedi. This mostly just requires good Influence with them, but
they have unique requirements as well:
Atton - Learn his secret at Nar Shaddaa, then talk to him
about his past.
Bao-Dur - Influence, then talk to him.
Disciple - Talk to him, say the right things.
Handmaiden - Spar and win against her three times.
Mira - Influence, then take her to Nar Shaddaa, near the
Cantina.
=---------=
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 .
. .
. Kreia has better attributes than you can get, and is a powerful user of .
. the Force. With her Force Chain ability, every power she uses on .
. herself, is used on your character as well. Because of this I typically .
. use her in a support role, placing her AI on "Jedi Support." She also .
. does really well with other offensive Force Powers. She is always .
. Neutral, and because of this she can use both Light and Dark side .
. powers equally well. However, I typically only advance her up the .
. "Insanity" chain, then keep working on the "buffing" type powers, like .
. Speed, Aura, and Energy Resistance. .
...........................................................................
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, extra +2 at levels divisible by 6 .
. *** Increases Atton's saves as he loses Vitality .
. # When knocked out, there is chance that Atton will get back up .
. .
. Atton is a scoundrel now, with an option to become a Jedi Sentinal .
. later. This brings up the point that the less scoundrel levels you add, .
. the more Jedi levels you can get later. This is the basic "Hold Levels" .
. tactic, since you don't have to level your people up at any time. You .
. lose the Scoundrel abilities when you do this, such as Sneak Attack, .
. but it isn't that big a deal. .
. .
. Atton becomes a Jedi Sentinal only after you have visited Nar Shaddaa, .
. and talked to the men who know his secret in the Refugee Sector. Then .
. you talk to Atton about it, and if your Influence with him is high .
. enough, you get the option to turn him to a Jedi. .
...........................................................................
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. T3 can also act as a workbench, .
. but only to upgrade items, not to create or breakdown items. .
...........................................................................
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). .
. .
. Bao-Dur can make Energy Shields, up to a point. He will only make them .
. if there aren't too many of (Energy + Mandalorian Melee) in inventory. .
. .
. If you want to take Bao-Dur to a Jedi later, don't spend any skill .
. points cross class, just save them up every level. They'll come in .
. handy later. Also, don't take him much past level 12 as a Tech. You can .
. use the skills, but he'll survive better as a Jedi. If you really don't .
. need skills (either the Exile or T3 will do), then hold his level at .
. SIX until he turns Jedi. .
. .
. Turning Bao-Dur to a Jedi just takes Influence. Once you start getting .
. some with him, keep talking to him until a dialogue appears that .
. starts: .
. .
. Having you here has an effect on me, General. .
. .
. Just follow the dialogue, the choices don't matter, until you get the .
. offer to train him. Accept and he becomes a Jedi Guardian, which is .
. good because Tech Specialists have no DEF bonus. You don't need to be .
. Light Side to get him to become a Jedi, but most of his positive +INF+ .
. actions are Light Sided in nature. .
. .
. Bao-Dur cannot wear Jedi Robes. Even if you want him to keep fighting .
. Unarmed, he will be as many levels behind in that feat tree as he has .
. Tech levels, the two won't stack in determining which Unarmed feat he .
. gets. .
. .
. Bao-Dur becomes a Jedi Guardian. .
...........................................................................
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) .
. .
. Handmaiden can become a Jedi Guardian later, with the proper influence, .
. so you may want to hold off on leveling her up until then. Soldiers and .
. Jedi Guardians are very similar, so you lose nothing by holding her .
. levels. You turn her to a Jedi by getting her Influence up, sparring .
. with her on three separate occasions, when you are at least level 10, .
. 14 and 18, and commenting on the clothes you make her put on after .
. sparring to learn of her mother. Then learn more of her mother from .
. Kreia, follow that up with Handmaiden and she'll accept your training. .
. .
. Handmaiden becomes a Jedi Guardian. .
...........................................................................
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 .
. .
. Visas is the second -- and final -- character you get who is already a .
. Jedi when she joins. Her DEX is her best attribute, but you'll have to .
. even out her CHA first. Give her Weapon Finesse: Lightsaber to take .
. advantage of her vastly better DEX in combat. She does well with .
. offensive force powers, and is already quite far along in the Dark .
. Side. In order to really be effective in close combat, she'll need to .
. pick up the Toughness feats, as she lacks Vitality. .
...........................................................................
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 .
. .
. Disciple, who only joins female main characters, is almost a twin to .
. the Handmaiden. However, unlike her, he goes from Soldier to Jedi .
. Consular, while she becomes a Guardian. Disciple is the easiest to .
. convert to a Jedi, and can be done at any time by simply talking to .
. him and saying the "right" things. He is naive and generally good, .
. and so long as you like the Republic, you'll get along fine. .
. .
. Disciple becomes a Jedi Consular. .
. .
. Disciple can act as a Lab Station at any time, and can also make .
. Medpacs when you are on the Ebon Hawk. .
...........................................................................
Mira........................................................................
. Found at Nar Shaddaa, just before meeting Visquis .
. --only for Light/Neutral characters, Dark Siders get Hanharr instead)-- .
. .
. Scout -- Level 6 .
. Stats Skills Powers .
. ------------------------------------------------------------------- .
. STR 10 0 Vitality 54 Computer Use 8 none .
. DEX 16 +3 Force 0 Demolitions 8 .
. CON 12 +1 Defense 19 Awareness 8 .
. INT 14 +2 Fortitude 6 Repair 8 .
. WIS 11 0 Reflex 8 Security 2 .
. CHA 10 0 Will 5 Treat Injury 5 .
. .
. Feats: Caution, Uncanny Dodge I, Dueling, Evasion, Targeting I & II, .
. Close Combat, Point Guard*, Precise Shot I .
. Items: Mira's Ballistic Mesh Jacket (+5 DEF, resist melee 5/-), Wrist .
. Launcher .
. .
. * When Mira is in the lead, the party cannot set off mines .
. .
. Mira is the final character who can become a Jedi. Like the others this .
. is largely a question of Influence. The absolute best way to gain .
. Influence with Mira is through her "Why don't you kill" dialogue, IF .
. YOU HAVE AT LEAST 11 AWARENESS, then you can follow that to some rich .
.