In any case, once you've dealt with the firaxan threat, you can now access the Star Map, to the east of the kolto control panel. Force costs remain constant when you upgrade a power, so previous iterations of a power will be erased from your combat menu once you do achieve a new rank. 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. Rapid shot is essentially the same as flurry, except that it only works in conjunction with blasters or other ranged weapons. This takes some of the fun out of playing with Canderous, since the ability to find new weapons is part of the charm of any good RPG. Proceed throughout the Shadowlands, taking down katarns as you come across them. Afterwards, the paterfamilias of the Matale family will barge into the chambers, and accuse the Sandral family of kidnapping his son. Originally, the player was supposed to meet B-4D4 and T1-N1 on Nar Shaddaa after leaving Telos. Head to Tatooine, where you'll receive a tip that Helena is in the cantina; go talk to her, if you can stand the chill. He's got one of those, too. Your choices are: help Yuthara defeat Uthar; help Uthar defeat Yuthara; or attempt to take both of them on. This feat's main drawback is that it is not useful in every situation; when taking on mandalorians, you might save your character a bit of vitality, but when in combat with Tuskan raiders, or Wookiees, or, most importantly, Dark Jedi, this feat won't help you one whit. 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. (If you have a hard time here, just run away from Brejik and let Bastila take care of the enemies.) You can think of your class as roughly analogous to an innate talent that may be used or squandered as you see fit, rather than as a rigid mold that must be adhered to at all times. As soon as you exit your apartment, you witness an altercation between a Sith patrol and some aliens. The crystals aren't all very useful, mind you; many of them are simply color-changers that you probably won't want to use unless you have extra lightsabers hanging around, but there are a few that add damage or attack bonuses to your lightsaber. Needless to say, keep your finger on the trigger. The rules of the game are fairly basic; check your Completed Quests entries in the menus to get the basics down. You can mess around with the droid in the docking bay by just straight up lying to it about it giving outdated info and something about Czerka and fees. The good news is that you earned experience points at various steps along the way, so the sum total isn't all that disappointing. It can help to actually go as slow as possible for a couple of the runs, to see how the booster pads are laid out and where the obstacles are placed. If you can keep a surfeit of parts and spikes, you will rarely be in dire need of either skill. The third rank doubles the point bonus, meaning that if you achieved the third rank of this feat at level 12, you'd still possess the 12 extra vitality from the first rank, but also instantaneously gain another 12 points. As per usual, explore the area as you see fit; there is quite a lot of treasure hidden away in footlockers throughout Davik's mansion, though some of it is behind locked doors. Walk over to the corpse pile, take the items, and then plop down a frag grenade and some of the synthesized odor back into the pile. It's perhaps most useful for the aforementioned melee fighters, since they will be the ones who will generally be targeted by the most enemies during any given fight. Once you possess the Star Map, return to the Jedi Council. Once the droid is taken care of, grab the equipment from the lockers in the room and load yourself out, then head down to free the Rodian from his cell and free Bastila and the others. Free the Jawa prisoners from the Sand People Enclave, and return to Iziz for your reward. Luxa is the second in command for the Exchange and your ticket in. Guardians are not as strong in the Force as the other Jedi classes, but are much more powerful when it comes to wielding a lightsaber, and are more physically resilient as well. . If you threaten to tell the Sith about it, you can force Zelka to hand over 100 credits, and earn some points towards the Dark side. var today = new Date(); If you can get on his good side, the leader will tell you a bit about the planet, and even hint at the presence of a lone human in the Shadowlands. These guys are very weak, so take this opportunity to slice-n-dice with your newfound lightsaber. When you've laid waste to the Rakatans inside the enclave, you'll need to head back to The One's makeshift arena and take him out as well. Fortunately, two of these lieutenants reside in the barracks, which is the room next door to the command room. You'll find Dia in the south apartments, in a locked room near where you first awoke on Tarsis. Persuasion, on the other hand, will never shift you in either direction, though it's generally more difficult to use persuasion than it is to use affect mind. Since the computer will always do its damndest to match or beat your score, you'll know that your initial score will have to be at or near 20 in order to win; unless your opponent busts by a huge margin, he'll almost always find a way to hit a 19 or 20 during the first few games, especially if he knows that you're sitting on an 18. Proceed in a northwesterly fashion until you come across a bounty hunter roaming the halls. The Tuskans will attack, but don't let Komad's fearmongering affect you; they're just Tuskans with blasters. For the most part, though, you should be able to handle yourself without too much of a problem, especially if you have Master Speed along for the ride. That's where I recommend going first (even before Czerka) after a little reconnaissance here in 082 East. Otherwise, the flamethrower you find in this room is an excellent killer. This information is needed for the trial, but isn't quite enough to clear Sunry. Pause as soon as the aliens come around the corner, and open fire on whichever of the three aliens took the most damage in the gang fight. T3-M4 is only required for one specific task throughout the entire game, and apart from breaking open that single door, he probably won't see much action for the rest of your playing time. Take the grenades and head south from the corridor branch. 1) To Residential 082 East You begin from #1. The affair was over, and that's why the Sith killed Elassa. This is one of the first critical choices for Dark side candidates, and is a perfectly viable alternative to slaughtering Kandon and his bodyguards. If you seek maximum Dark side points, you should destroy C8, and brag to him that you will tell Elise he's still alive. Make sure you have Speed activated, then destroy all of the Jedi capsules in one run, if possible, while avoiding Malak as best you can. They're both tough, but concentrate your fire on Calo; Davik has a much higher defense (27) than does Calo (19). Exchange Meeting 4. The geography of the level offers one small amount of respite: if you can proceed to the large hallway in the southern portion of the level, then reach one of its far ends, the Sith seem to stop respawning for a short while, giving you a bit of a break in which to heal your party and recharge your Force points before entering the fray once again. Mission will track you down as soon as you step outside of the city and explain that Zaalbar was kidnapped by slavers. You may not be a melee powerhouse in the earliest portions of the game, but you'll be able to use any ranged weapon with ease, even without a focus feat, and you'll have the advantage of a very high defense when wearing light armor. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. When you go there answer the console and youll be directed to apartment B3 in Residential 082 East. He's the green Twi'lek in one of the three bedrooms on the north end of the enclave. He's been trying to make his way as a swoop racer, but has had a hard time of it, due to the fact that his swoop bike just doesn't seem to be able to compete with the big boys. After you're inside, start picking through the bodies for datapads and other items. A +/-6, for instance, should be scrapped in favor of a +3, just because, due to the way the cards hit the table, you're more likely to find a use for it. How cool is this guy? If Surik is using B-4D4, he can persuade Opo Chano to give him 25 credits involving being blackmailed by a droid. you can finagle an invite without needing to persuade the character at all. Walk into their little electrical foyer to get an electrical greeting. There is a pretty obvious choice during the first conversation: attack the man (Dark side) or attempt to curb Juhani's rage (Light side). There's nothing critical in here, but there are some good upgrades in the footlocker inside the drained pool. If you care to avoid that outcome, answer the questions honorably, and the computer will eventually sic two defense droids on you. Select the first two conversation options that encourage the fathers to remain calm, then persuade them to let the children remain together in peace. Once you do gain a few party members, though, you will probably begin dominating opponents in fights, and your high vitality will enable you to tank for your ranged attackers, giving your entire party a better chance of surviving battles. This is the most basic, but useful strategy in the game's many fights: pick a target and take him down before moving to the next one. If you insist on presenting the holocron to him together, she'll attack you; kill her and take the holocron for yourself. Examine the supply chest, then begin searching the ship for the stowaway. Jedi characters, including your PC, will get to choose from a few feats that are specific to the Jedi classes. Go to the Swoop Registration offices in Ahto East to meet up with Vek, Ithorak's majordomo. Star Wars Knights of the Old Republic II: The Sith Lords Xbox Walkthrough - The Gamers' Temple - Page 17. . First off, head through the southeastern passage to find some items, then progress east across the level. Although you can change targets at will, the game doesn't necessarily shift over immediately, especially if you have actions in your queue. How could Elassa have gotten hold of your medal? Now, you can either answer the questions in a Sith fashion, which will result in Mekel's death and Jorak's hasty exit, or you can refuse to answer or give Light side answers to the questions, which will eventually result in Mekel breaking out of his stasis and freeing all of you, allowing you to attack Jorak. why should i have to do this! Yuka will refuse to let him go for less than 4,000 credits, so exit out of the conversation afterwards and speak to HK-47, the droid in question. After that thriller, search the Sith's body for the launch codes, and don't miss the strong boxes that contain some more goodies. If you have enough vitality, this fight shouldn't pose much of a threat to you, but if you are having trouble, you might want to activate one of those energy shields you should have lying around in your inventory--it'll help blunt the damage from her saber a bit. Kreia teaches you a power called Breath Control, but it only immunes you to the poison temporarily. Manage all your favorite fandoms in one place! Mercenaries are attacking the Ithorian Compound and have Chodo trapped. Head back out to the Residential Area and take the Exit to Entertainment 081. What a wicked web we weave.. On the flip side, Light side Jedi will burn fewer Force points when using a Light side power than would a neutral or Dark Jedi. Unfortunately, the Sith bombardment throws a kink into his plans. 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. Either way, you'll need to suit up once again and head back out onto the ocean floor through the airlock behind Kono and Sami. You can either have your main character walk in via solo mode, creeping carefully along the side of the pool, and retrieve the items (you'll still probably set off at least one of the mines, so have an antidote ready), or repair the nearby droid and have it self-destruct in the pool, which will eliminate the mines as well. Target is stunned and takes two-thirds of the attacking Jedi's level in damage every two seconds for six seconds, Target is stunned and takes two-thirds of the attacking Jedi's level in damage every two seconds for six seconds, and takes a -4 penalty to strength, dexterity, and constitution for 24 seconds, Target is stunned for six seconds and takes damage equal to half of their (the target's) maximum vitality, Save versus fortitude: No choking effect, take damage equal to attacking Jedi's level, Single victim takes -2 penalty to defense, reflex saves, and attack rolls for 30 seconds, Target is drained of one point from each attribute every three seconds for 21 seconds, and is slowed, Target is drained of one point from each attribute every second for 12 seconds, and is slowed. The third ranks of weapon proficiencies, called weapon specializations, are a unique case, since they are only available to characters of the soldier class. After exploring the level thoroughly and picking up the insane amount of goodies that is lying around, head to the northeastern corner of the area for the big fight. New! The first involves a group of acolytes attempting to gain access to the Sith Academy--you'll be asked to choose whether their instructor, one Shaardan, should let them live or die. The Jedi guardian is also the only class that is allowed to obtain lightsaber specialization, which gives each lightsaber attack +2 damage. Bandon will regularly use death field to recharge himself, and will keep using it until he runs out of Force points. Youll need to head to Ithorian Hangar Bay in the Dock Module. The pause button is a critical tool in managing the information that's going to be rushing past you during a battle, so use it! Since most implants are used to increase a single attribute by one for each level of the implant, gaining a level in this feat can be thought of as gaining another attribute point to allocate (assuming you can find an implant that modifies an attribute that will actually be useful to you). If you do make your primary character into a soldier, you'll want to make sure that you keep an NPC with excellent security skills in your party, if only to make it easier to get through locked doors. He'll have two Selkath groupies who attack with blasters, but ignore them for the moment. The girl speaks no Basic, which understandably makes communicating with her fairly difficult. He'll tell you about the need to access the security elevator in the back of the base to find the swoop bike accelerator, but the elevator is guarded by laser cannons. 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. Jolee is one of the last NPCs you'll add to your party, but he's far from the worst. Get the latest news and videos for this game daily, no spam, no fuss. After another locked door (DC 28), you'll be inside Ajunta's Tomb. You won't have any choice but to accept Chuundar's quest. First off, you'll need to track down the body of a Wookiee south of Jolee's hut, and read the datapad found on it. An unmodified character is initially a tabula rasa, and is, in fact, slightly below average in each attribute. Though the character has a lot of brio, it's this spunky attitude and oddly false vocal quality that makes for more than a few nerve-grating conversations as you attempt to advance her side-quest later on in the game. They won't mind a bit. If you haven't yet, now might be a good time to earn some experience and credits in the Duel Ring. At its most extreme, this effect will save you 50% on your friendly Force powers, but using powers from the other side of the Force will cost you 50% more than they would if you were neutral. Deck 2 matters. There are a couple of off-duty Sith there named Yun Genda (the man) and Sarna (the woman). I paid for it! You'll still be able to use them, sure, but you'll be hitting a significant Force point penalty every time you do so when compared to comparably priced powers from the Light side of the Force. Surik paid his loan, and Opo Chano was grateful, promising to repay her. After all of the trapped Jedi are destroyed, all you have to do is take off Malak's last health bar and you win. Besides your interactions with Queedle, this quest relies on your cunning ability to steer a swoop bike. Once you complete your Jedi training, you'll be able to find the body of Casus Sandral on the eastern side of the Matale grounds. The fight here is one of the most fun in the game, since it's essentially just 12 characters thrown into a room and told to kill each other. Pause early; pause often. It's easy! Good hackers will able to repeatedly perform this action for very few spikes; T3-M4 is a good choice for this task, obviously, and if you can get his computer use skill up above 36 or so, you can repeatedly perform the action for free. At any rate, you'll have to get through the Dark Jedi masters in order to reach the Bridge. Scoundrels and scouts should usually be fine with the number of skill points they get at each level-up. For best results, try to use this feat with a weapon that already has a critical range of 19-20; the range will be increased to 17-20, giving fully 20% of your attacks the chance to see their damage doubled if they connect. If you decide to help the Tuskans (you'll probably want to use the handy map screen warping tool to jump back to Anchorhead), you'll find that the Czerka protocol officer isn't very interested in your nonviolent solution to the Tuskan problem. This is of minor use against powerful opponents, against whom you will need as high a chance to hit as possible, but against less significant foes, the extra damage can end skirmishes quickly. Head west to run into the sharks, which BioWare, apparently feeling miffed at Sid Meier, have named 'firaxa'. As you proceed into the facilities, you'll come across a couple of vignettes where you'll be forced to choose between violence and inaction. Once you have the pass keys and have explored to your satisfaction, head to the elevator in the northern section of the base and proceed to the garage. Travel through the offices until you reach Jana Lorso behind a desk. to escort (steal in this case) a droid from Hangar 2 in the Dock Module back to 4 - Mainframe & T1-N1. He will also use every melee active combat feat at master rank, including critical strike, so it's not uncommon for him to dish out 50 damage or more on a critical hit. If you had let the Selkath represent you, you would've been executed. In order to increase your attributes, you'll have to buy each additional point using a pool of 30 purchase points. They rely on it. Espaol - Latinoamrica (Spanish - Latin America). What follows is your climactic showdown with Bastila. That said, the commander seems to be fairly resistant to Force powers, so target your whirlwinds or waves on one of the other Mandalorians to gain the area effect benefit. If you find yourself not having fun, by all means, knock that difficulty down a bit. 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