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After your initial interrogations, HK will reveal that some of his primary memory functions have been obscured from him, perhaps from physical damage. If you decide to be virtuous (for now), kill Kandon and his cohorts. Damage resistance is usually gained through the use of an item, such as an energy shield, and (whether the game tells you this or not) is represented by a number, such as (5/- vs. Fire). Explore the area thoroughly, destroying the war droids that populate the estate, and you should eventually find Rahasia's room, as well as a room that's marked out as a holding cell on your map. Attributes: Since HK-47 is a blaster rifle specialist, you'll want to increase his dexterity every fourth level. Be pleasant and courteously deferential in conversations. No power is ever off-limits to you; you'll still be able to pump Force lightning, even if you're the most virtuous of Light side Jedi, but your unfamiliarity with the energies required to summon such harmful effects will take its toll on you; you'll be forced to use more Force points than would a Dark Jedi. In between each round of investigation, you'll need to question both men and the information droid to unlock the proper comments to Bolook. Scouts seem to be merely downgraded soldiers, with less vitality and fewer feats. Unlike some of the more annoying Dark Jedi you've run into, Malak won't spam death fields at you; he doesn't appear to have any way to heal himself at all, as a matter of fact. Objectives: Investigate the krayt dragon rumors The eastern portion of the Dune Sea is fairly uninteresting; nothing to see except bantha, dewbacks, and the odd Twi'lek standing in front of a massive cavern. Talk to him; he'll tell you he's not going to leave the estate unless Rahasia comes as well. A single +1 to saving throws is unlikely to have an immediate impact on your chances of survival, but it will average out to a greater likelihood that a character will live through a powerful attack somewhere along the line. Cold, Fire, and Sonic After upgrades: Defense Bonus: 12, Max Dexterity Bonus: +1, DR: 10/- vs. You can take them down with relative ease; be sure to search their bodies for lightsabers and crystals. Don't miss the Sith mask in Uthar's footlocker. Your character takes a Dark side hit, sure, but Juhani immediately changes her mind about the morality of her action. You can either give her back 700 credits, 500 credits, or simply keep all of the money for yourself, with the appropriate alignment adjustments for each answer. Once you arrive back on the Great Walkway, you'll encounter another Wookiee who'll warp you directly to Chuundar's hut. Get the Map, then head back out of the cave. If not, however, you should attempt to lie to her to gain entrance. Skills: Awareness and treat injury are both good choices. When it comes to protection, Malak is quite understandably the hardest enemy to hit in the entire game, with a ranking of 37 defense through some inscrutable series of bonuses. The room beyond the door at the west end of the corridor accessing the disassembly roomcontains two assault droids, both of which are resistant to energy damage: A door labelled West Lounge in the west wall is the only exit to a short corridor ending in another door, beyond which is the west lounge itself, containing another two assault droids and a Sith heavy trooper. Head that way once you're ready to begin the endgame, but be forewarned: you won't be able to return to any of the planets you've previously visited once you've made your choice. You'll be brought before the court possibly three times during your adventures in Manaan. The assault takes place in the westernmost hangar at the docking facility; just walk in and start bustin' heads. Before you embark on your quest, you should know that there are certain events in the game that don't necessarily fit into a linear flow; some quests can occur on multiple planets, while there are also mini-games that can be played anywhere. That isn't to say he's not a good character to have along in a fight; he deals decent damage with his pistols, since he gets two attacks per round, and his soldier vitality will help him last a bit longer against the tougher opponents you meet. Rogue Droid: This quest isn't available until you reach the Valley of the Dark Lords. If your health starts running low, however, make sure you use a medpac immediately; you don't have a large margin of error between being wounded and being dead. When we say "tank", we don't literally mean that you get to play around with an M-1 Abrams or anything like that, of course. The bottom-middle ring can only be transferred to pillars where there are no rings, or only a bottom ring. He'll hint that he has information, but will refuse to divulge anything until you help him retrieve a spy droid from the Sith base. Scoundrels start with only the light armor proficiency, but keep in mind that heavier armor generally reduces or negates the dexterity bonus to defense, so if you have a high dexterity stat, you may as well find a great piece of light armor and use that. Perhaps you would prefer to avoid being called "Oceankiller" by the Selkath for the rest of your life, however. Objectives: Open the hangar doors so that the Ebon Hawk can escape Go through the airlock and head out into space, the final frontier, where no one can hear you scream. Pause early; pause often. While the d20 system has been greatly improved since the days of Advanced Dungeons & Dragons 2nd Edition (you won't see any THAC0's, for instance), the system is still fairly hardcore when compared to the rules of most console RPGs. This might not be possible to obtain for characters without high persuasion ranks. To the west of the armory is the base's command room, where a Benedict Arnold offers to give you information in exchange for letting him live (you can kill him after he spills his guts, if you wish, for Dark side points). They're tough, but they're not substantially different from the Dark Jedi you've been playing against all game. The DC check of a thermal detonator is 15 against a character's reflex save. After ignoring him completely, go east to find the main area of the base, populated by insane Selkath and roaming droids. Enemies that automatically heal themselves aren't cool. Zaalbar has some pretty amusing comments here if you ask him whether or not the sight of the dead Wookiee makes him mad, though egging him on will cause a Dark side shift. If you fancy your character to be the model of the traditional Jedi, or perhaps one of Han Solo's progenitors, then the dueling feat will be right up your alley. Objectives: Unlock the passage to the Temple Summit Hang a left after you take care of the droids here; you'll spot a rune-covered pillar surrounded by deadly frag mines. Critical strike has its uses, but the defense penalty is a tremendous drawback, while power attack is, well, fairly useless in most cases. Note that if you do pursue this course, and actually manage to kill both of the Dark Jedi, you'll have to fight your way through the entire student body of the Academy on your way out. If you want the loot, but don't want to take the Dark side hit from attacking the Elders, you can initially side with the warriors, complete this quest, then head to the Elders and switch allegiances. All of this is a roundabout way of getting to the point: you can manipulate KOTOR's leveling system so that, once you become a Jedi, you can dump nearly all of your experience points into your chosen Jedi class, thus becoming as powerful, if not much more so, than your Jedi companions. Luckily, baby rancors aren't quite as tough as their bigger brethren. Be sure to talk to the guard before going through the elevator for a tidy experience bonus. Any double-sided card is generally preferable to a single-sided card, though this is less true of the extreme ends of the double-sided types. Soldier characters will find it easiest to reach level four before ceasing to level-up; this will give them a few feats under their belt, which will make it easier for their Jedi characters to deal damage in combat later on, since the Jedi typically gain fewer feats than do the regular character classes. Wisdom is usually associated with sagacious Jedi Masters, such as Yoda. (If you have a hard time here, just run away from Brejik and let Bastila take care of the enemies.) Whether you help them or destroy them, however, you'll want to fight through the terentatek anyway, since you'll find the bodies of the two other Jedi sent to kill the beasts to the north of its position, along with the incredible Qel-Droma Robes, which only a Light side Jedi can use. (The answers are: Hyperdrive, uncle, and Alderaan.). This shouldn't be considered an authoritative listing; there are sure to be other items out there. Objectives: Survive Speaking of gauntlets.... By our calculations, if the Sith Academy only turns out one full-fledged apprentice every year, then some of these guys have to be at least 400 years old. There's also a bit of a puzzle here involving a security chest that's triggered to explode unless it's opened via holograms. Once you're there, have HK-47 talk to the guard at the gate; you'll be escorted inside and given another audience with the Chieftain. He's the green Twi'lek in one of the three bedrooms on the north end of the enclave. Strength: 16 Dexterity: 14 Constitution: 10 Intelligence: 14 Wisdom: 12 Charisma: 10. Powers are sorted into Light side, Dark side, and neutral classifications. Objectives: Escape the Leviathan The first two rooms here will contain, respectively, a squad of Sith troopers and a group consisting of two Dark Jedi and a Dark Jedi master. Attributes: Since his intelligence is already stratospheric, and you can boost the wisdom-based skills with equipment, you should focus on dexterity for T3; it'll combine well with his combat logic upgrade to increase his defense, and help his chances of connecting when using his blaster pistol. Objectives: Find the Star Map When you land on Kashyyyk for the first time, form up a party with Zaalbar in it and leave the ship; you'll be hit up for a "landing fee" by an employee of the Czerka Corporation. Say hello to one of the game's abusable loopholes. Yeah, he's high and mighty now, but we'll see how a few years in Alcatraz change him. While lightsabers might give your Jedi a slight edge in battle, you're going to need to call upon your powers to deal with the really beastly fights. Rapid shot is essentially the same as flurry, except that it only works in conjunction with blasters or other ranged weapons. If you have T3-M4 and around 15 computer spikes, you should be able to access the command functions. When you land on Tatooine for the first time, a shipment of Gizka will be misallocated to your ship by the docking authorities there. The same general tactics from the beginning of the fight will hold true for the duration: increase the number of attacks you get per round, without sacrificing attack bonus, while maintaining a constant energy shield and keeping your vitality above the halfway mark. For now, though, bring the blade back to Freyyr, assuming you didn't kill him earlier. If you're the type of person who likes to micromanage your PC and let your other party members do as they wish, then you might want to ensure that your NPC party members are selecting passive feats when they level up, rather than letting the game decide to give them active feats. Objectives: Get past the Rancor into the Vulkar base The upper sewers contain the same basic threats as the lower sewers: Gamorreans and Rakghouls. Without sneak attack, demolitions, repair, or computer use, the ability to turn invisible is somewhat irrelevant. No Effect on Droids Utility is a blessed thing, and cure is perhaps the most useful of all of the Light side Force powers. Skills: Bastila's only class skills are treat injury and awareness, neither of which is very useful to her. See the attack listing above to get a brief example of how defense works in combat. You have two options: Kono suggests that you attempt to poison the creature by placing a kind of blistering agent in the kolto harvesting machine, and then venting it into the water, which should destroy the beast, but may also have serious side effects on the surrounding environment; Sami thinks you should destroy the drilling equipment that seems to have stirred the monster from its chthonic lair. During battle, cure will automatically be used by the party members that are not under your direct control, provided they have sufficient Force points; this will probably save your life a few times, provided you actually do the smart thing and give your teammates the cure power, Force Cost: 15 Restricted By Armor Another of the Light side's myriad defensive-oriented powers, aura is probably not quite as useful as some of the others, except for guardians and Jedi who are intent on always being in the thick of things. Sign up. You must kill it. This isn't an official, in-the-journal side quest; merely a desirable, but out-of-the-way place to visit. Avoiding the door to the south, for now, explore the rest of this floor. Speaking of the armory, you'll want to forge a path there before you leave this level; it's guarded by two Dark Jedi and a Dark Jedi master with some fantastic items on their bodies, like Sith power gauntlets (+3 to Strength) and an upari crystal (+3 attack, +1-8 damage). Unfortunately, there's absolutely no way to get around this built-in penalty of Pazaak's; you'll just need to suck it up and deal with it. I came to Manaan right after Dantooine, The first thing I did was go through the hangar to get to the Sith Base. After this little incident, you'll be able to pass through the gates without needing to speak to the gatekeeper. Objectives: Disable the disruptor field inside the Temple Your main goal here is to make it to the roof of the Temple. There are a few drawbacks, though: your Force point reservoir will be smaller than the other Jedi party members (though not by much, since you begin with 40 points automatically); your progress in the defense-boosting Jedi Sense feat will lag behind; and most importantly, you will be allowed to choose fewer Force powers than your party members who started their adventuring careers as Jedi. Once it dies, you'll obtain the blade to Bacca's Sword; check the body further to obtain the journal of one of the three Jedi who were tasked with killing these beasts. It is best if you have Jolee in your party for this, as it will allow you to talk to Elora later on about the trial. Your envirosuit is very pretty, but it's also quite slow, and there's nothing you can do to speed yourself up. This identity-challenged droid starts out his service to you as a mere translator, but as soon as you begin talking to him, you'll realize that there's something a bit off about him: he seems to be filled with a desire to kill. When you successfully hit with a sneak attack, you add damage to the blow, but there are conditions. There is no activation cost for active Feats, so you can use them and abuse them as much as you like, though working around their penalties will require some strategy depending on your foe. You don't get any prestige for either of these quests, but you do get experience, without a Force alignment shift. Although it only lasts for 36 seconds, that's about as long as most normal encounters will last anyway, and against Jedi, it's a simple matter to queue up another speed once the first one fades away. Once everyone is dead, talk to the priest Rakatan who was inside one of the rancor cages to release him back to his people. Objectives: Meet with the Rakatan warrior tribe If you intend to befriend the warrior tribe, head here before you visit with the south beach Rakatans. Unfortunately, you find no respite in slow, which is another power that affects only a single target and has no effect on the lower ranks if that target succeeds in his or her saving throw. Browse more videos. The treat injury skill simply adds itself to the amount of vitality you would normally gain from a medpac; this amount can be further increased by using advanced medpacs or life support packs. Before upgrades: Energy: 3-10, +1-4 Physical, Attack +2 After upgrades: Energy: 5-15, +2-8 Physical, Attack +5, Jurgen Kalta's Assault Rifle Proficiency: Blaster Rifle Found: Bought from Fazza Utral in the Hunter's Lodge on Tatooine. These skills are purchased with skill points at a one-to-one ratio. Mekel possesses the strength of ten men!. Follow it down the hallway, until it kills the Sith guard with the keycard you need to rescue Carth and Bastila, then head back towards your point of origin to free them. Luckily for you, the Sith troopers on the Endar Spire are completely inept; they have a huge penalty to both their attack and defense, so you shouldn't have too much trouble with them. Thus, the +5 to all attributes that you gain from the third rank of Valor will mean that essentially every action you can perform will get a +2 or +3 modifier to it, whether it's an attack, a damage roll with a melee weapon, a defense check, a skill, or a Force power. If you travel to Korriban and meet up with Dustil, you'll have to choose between killing him, or obtaining a datapad from Uthar's rooms and convincing Dustil of the error of his ways. You'll also run into a merchant named Larrim here; you may want to take this opportunity to familiarize yourself with the merchant interface and sell off any unneeded equipment. As might be expected, he's a toughie, but is not unmanageable, provided you practice simple divide-and-conquer techniques. those that your character just wasn't trained in, are difficult to learn, and are thus much less efficient to improve, requiring two skill purchase points for each single-point upgrade to the actual skill. Galaxy Side Quests, for lack of a better term, are quests that do not take place on any specific planet, but are driven either by your presence on the Ebon Hawk, or by your discussions with your party members as you gain experience and proceed along the main storyline. When you head through the door, the party members of a Light side character will be left behind; only your PC will be allowed to proceed. If you've given him decent offensive Force powers, he'll be able to take out all of the troops in the Barracks by himself, which gets you the key to the prison where Carth and Bastila are being held; if you want the extra experience, you can go and play rescue the Rodian anyway. At any rate, this level is where the fun begins. When you re-surface in the Sub Bay on Manaan, you'll speak with Roland Wann just inside the Republic Embassy. Once you gain party members that are able to step up with a melee weapon and protect you from enemy attackers, though, you should have a much easier time in the game, and when you actually become a Jedi initiate, you'll likely have a step up on the other two classes when it comes to learning and using Force powers, and the defense bonus from the high dexterity required for the ranged weapons that you'll likely be using in the first portions of the game will come in handy when you shed your armor for the robes of the Jedi Order. Kill all of them, and you'll find some Sith armor on one of their bodies. In short, you'll need to travel to the Under City, but in order to do so, you'll need to find a way past the Sith Trooper that guards the only elevator leading down. If you can't bust through the Rakghouls, wait until you find Zaalbar and come back. The actual effects of the spell on the first two ranks are somewhat laughable: very few common enemies will last 21 or 30 seconds in combat against your party, even if their stats are unaffected by slow, and the more powerful enemies are exactly the ones that will usually make a saving throw in a crunch. "Don't you need to blow off steam every once in a while?" To achieve your main objective, head north from here until you find the disassembly room. Afterwards, the paterfamilias of the Matale family will barge into the chambers, and accuse the Sandral family of kidnapping his son. Of course, nothing's ever simple in KOTOR, so you'll have to follow certain rules: If you're the sort that likes to solve the minigames, feel free; just keep in mind that if you violate any of the above rules twice, you'll be toasted. If you have enough detonators, you should be able to repeat the process until he dies. Sadly, like that same audience at the Michael Bay film, they will awaken with a powerful desire to kill, so keep an eye on the stunned ones, and be sure to activate the power every other turn or so. Feat Progression: Levels 1, 2, 3, 5, 7, 9, 11, 13, 15, 17, 19, First level Skill points: (3 + Intelligence Modifier) * 4, Skill points progression at higher levels: (6 + Intelligence Modifier) / 2. If Bastila's along, you may want to let her rejuvenate her Force points; just let the game sit unpaused for a few moments, then save your game. Select the first two conversation options that encourage the fathers to remain calm, then persuade them to let the children remain together in peace. Return to Jon to get the experience for the quest. If you're intent on bringing Bastila back into the fold, then you'll need to follow the script here closely; if you veer off, even to what sometimes seems like it's nearly a synonym for one of the choices here, Bastila may decide to remain with the Dark side at the end of your conversation, and you'll need to reload. Guardians are meant to kill, kill, kill; that's what they're good for, and that's what you'll be able to do with relative ease if you choose to upgrade your character to this class. Nintendo Direct Streaming Today: Start Time, Details, And More, Fortnite Update 15.40 Out Now: What's New, Known Issues, And More, Marvel's Hawkeye, PS5 And Xbox Series X|S Versions Release March 18, By If you find yourself getting stuck in the emission animation after taking out a firaxa, don't fret; just sit there for a second and you'll eventually regain control of your character. Once you reach the Bek base, save your game and talk to Gadon to begin the sequence of events that leads up to the swoop race. Manaan Walkthrough Quicklinks. Unfortunately, once you take him the third time, for 500 credits, he'll refuse to play for money after that. If you decided to kill Gadon, then do so and return to the Vulkar base to begin the race. Once you pop into the bay, Davik and Calo appear and start to rather energetically defend their right to take off with the Ebon Hawk. Follow him to his hut to the southeast, where he'll ask you to remove some Czerka poachers that are camping to the northwest. If you disable the mines here, you can pop a sapith crystal out of the pillar. Uthar's body contains 3,000 credits, a Cinnagar war suit, and a security domination interface, while Yuthara's contains just a poison grenade, a hyper-adrenal alacrity stim, and 1,500 credits. One of the rooms to the northeast has some fairly decent items in it, including some heavy plating for HK-47. The correct answer is: do both. You are fortunate this Jedi chose the life of 'one shark' over the machinery. You can set a mine that you have bought or found by making a check against the DC of the mine, which is either DC 15, DC 20, or DC 25, with the higher difficulties being, of course, the most powerful mines (which are usually used to guard the most valuable locations and items). As soon as Shen and Rahasia meet up outside the Sandral compound, their fathers will approach, intent on settling their feud and preventing their children from seeing each other. If you missed the East Dune Sea map, either due to not asking the Chieftain about the Star Map, or because you killed him, Iziz will give you a copy of it, so head back out to the vicious wastes and proceed to the East Dune Sea, making sure you have some bantha fodder in your inventory before you do so. Someone who makes his or her way through the universe by becoming a jack-of-all-trades would most likely be a scout, since this class is proficient at both combat and the more intellectual methods of problem-solving. Head back to the elevator and take it down to the hangar level. For better or for worse, you can slice into the computer terminal at the Republic Embassy before you complete the actual trial for the real truth behind the case. In addition, high wisdom will make your Force powers more difficult for your enemies to defend against. Anyways after talking to her about her husband, go west and south to the Ahto High Court. The children run away to be married and join the enclave, while their fathers presumably carry on with their bitter feud. Any class would stand a fair chance of finding this useful, since it is difficult for soldiers and scouts to increase their persuasion skill, and vice versa for scoundrels and treat injury. Or, that is, attempt to speak to him; he rather curtly asks you to leave once after you begin asking him about Shen's disappearance. His weapon can sometimes stun you, and if this happens, you can start reloading right then, because you're not likely to survive the two rounds or so it takes for the stun effect to wear off. 3 years ago . Any one of these decisions will result in a small shift in alignment, towards either the Light side or Dark side of the Force; this alignment will affect such things as the cost of your Force powers, what equipment you can use, and, most importantly, how the ending of the game plays itself out. Once Juhani relates enough of her backstory, you'll run across a beast of a man named Xor, who apparently intended to buy Juhani as a slave at one point in his past. After the Jedi falls, search his body, and then rifle through the footlocker in the next room. For Star Wars: Knights of the Old Republic on the Xbox, GameFAQs has 41 guides and walkthroughs. Kill Ithorak and head on to Tatooine. She'll spin a tale of woe, and explain that she needs you to sell a wraid plate that her husband found, since she's unable to do it herself due to the fact that she doesn't have a hunting license. It's just that he's good, not great, and there are other NPCs that perform the ranged attack function better than Carth does. Facing Uthar and Yuthara together is obviously going to be difficult for any but the brawniest of Jedi guardians. Since consulars are much more in tune with the Force than are the other classes, their Force powers are generally considered to be much stronger and more difficult to resist. Everyone in the village will leave for the Promised Land, including the healer and the merchant, so you may want to postpone completing this quest until just before you enter the Black Vulkar base in the sewers. About as deep/thought provoking as Kotor I gets. It might be worth a try if you're having an overly difficult time with this boss. (That's why it's called a role-playing game, after all.) To the east of this hallway, you'll come across one of the Sith barracks, with some lone survivors of the robot rampage hiding away inside. There is a pretty obvious choice during the first conversation: attack the man (Dark side) or attempt to curb Juhani's rage (Light side). Before upgrades: Physical: 4-14, +4 Energy, +2 Attack After upgrades: Physical: 6-16, +2-12 Bludgeoning damage vs. droids, +4 Energy, +4 Attack, +2-12 damage on critical hits, Yusani's Brand Found: Bought from spaceport merchant on Tatooine (8,000 credits). Feat Progression: Levels 1, 3, 6, 7, 9, 12, 13, 15, 18, Skill points progression: (2 + Intelligence Modifier) / 2. Alternatively, you can chuck a thermal detonator towards Saul as soon as the battle begins, which will knock down all of the opponents in that direction. Manaan is known throughout the galaxy for one thing: being the sole producer of kolto, a powerful healing agent harvested from the ocean surface. As your character makes more decisions that involve moral or ethical concerns, you might find that your other party members begin to react to you differently, or that your character's physical appearance begins to change. Talk to the Iridorian to learn about his role in this affair. Kudos on Tatooine will usually not give you a reward, since beating him ten times in a row activates a bug in the game. You cannot use the demolitions skill unless you've achieved a skill rank of at least one. You'll have to fight through a royal rumble to solve this Wookiee leadership dispute. If you have three Jedi in your party, then you shouldn't have much trouble after teaming up and bashing him. There's a fairly simple map layout, and few areas of real interest, so just explore until you find both a sonic emitter (there are two of these in footlockers on this level) and an envirosuit (found in the envirosuit storage section of the station, as marked on your map). Tomb Raider. A single target is overcome with fear (stunned) for six seconds. Objectives: Find the Sword of Ajunta The Tomb of Ajunta Pall is located on the eastern side of the Valley; head in and start looking around, if you can get past the locked door that begins the area (DC 28). If he does, then you should be able to deal the rest of the damage with Bastila or another character fairly easily; the Sith's defense ranking is only 19, which is definitely high, but not impossibly so. 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