******************************************************************************* _____ __ _ __ / ___/ / /_ ____ _ _____ | | / /____ _ _____ _____ _ \__ \ / __// __ `// ___/ | | /| / // __ `// ___// ___/(_) ___/ // /_ / /_/ // / | |/ |/ // /_/ // / (__ )_ /____/ \__/ \__,_//_/ |__/|__/ \__,_//_/ /____/(_) __ __ _ __ __ ___ __ __ / //_/___ (_)___ _ / / / /_ ___ ___ / _/ / /_ / / ___ / ,< / _ \ / // _ `// _ \/ __/(_-< / _ \ / _/ / __// _ \/ -_) /_/|_|/_//_//_/ \_, //_//_/\__//___/ \___//_/ \__//_//_/\__/ /___/ ____ __ __ ___ __ __ _ / __ \ / /___/ / / _ \ ___ ___ __ __ / / / /(_)____ / /_/ // // _ / / , _// -_)/ _ \/ // // _ \ / // // __/ \____//_/ \_,_/ /_/|_| \__// .__/\_,_//_.__//_//_/ \__/ /_/ ******************************************************************************* A Comprehensive FAQ/Walkthrough for Star Wars: Knights of the Old Republic by Thuyker Version 0.62 E-mail: Thuyker AT aol DOT com ******************************************************************************* o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o | A M e s s a g e t o t h e R e a d e r : | o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o | This is a work in progress, obviously; it is still very incomplete. | | I am trying to write a guide that is as detailed and complete as is | | humanly possible, and as such, it is taking quite a bit of time. I | | am pretty sure that most of you are further in the game than I am | | in this walkthrough, but for those who aren't, I hope that you find | | this guide truly helpful. I'll be spending long hours trying to | | finish it up as soon as possible, so please be patient. Thank you! | o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ T A B L E O F C O N T E N T S _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ (KEYWORD) I. Introduction .................................................... kw-int II. Frequently Asked Questions ...................................... kw-faq III. Game Basics ..................................................... kw-bas A. Background Story ........................................... kw-sto B. Controls ................................................... kw-con IV. Character Creation .............................................. kw-cha A. Classes .................................................... kw-cla B. Attributes ................................................. kw-att C. Skills ..................................................... kw-ski D. Feats ...................................................... kw-fea V. Walkthrough (incomplete) ........................................ kw-wth A. Endar Spire ................................................ kw-m01 B. Taris ...................................................... kw-m02 C. Dantooine .................................................. kw-m03 D. Tatooine ................................................... kw-m04 E. Kashyyyk ................................................... kw-m05 F. Manaan ..................................................... kw-m06 VI. Side-Quests (incomplete) ........................................ kw-que VII. Appendices ...................................................... kw-app A. Party Members .............................................. kw-par B. Weapons List ............................................... kw-wea C. Armor List ................................................. kw-arm D. Journal Entries ............................................ kw-jou E. Vendor Merchandise List .................................... kw-ven VIII. Guide Information ............................................... kw-inf A. Version History B. Email information C. Credits D. Legal Stuff To quickly jump to a specific section, click HERE first, then press CTRL-F and type in the Keyword. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I. I N T R O D U C T I O N kw-int _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ At the risk of alienating you die-hard Star Wars fans out there, I must admit that I'm not a huge fan myself. Sure, I thought the original three movies were excellent, and I remember spending many, many hours playing the X-Wing and Tie Fighter games for the PC. But since then, my interest has waned considerably; I haven't even bothered to see Episode 1: The Phantom Menace and the little I saw of Episode 2: Attack of the Clones was, in my opinion, awful. Nonetheless, I decided to go out on a limb and purchase this game for mainly one reason: BioWare. Easily some of the best games I have ever had the pleasure of playing through are the Baldur's Gate games for PC (not the Dark Alliance console games). The graphics, sound, etc. were, for the time, excellent. But what really made them stand out to me was their immersive storytelling and gameplay. I actually found myself captivated by the story and actually caring about the members of my party! Thus, I had no doubt in my mind that Star Wars: Knights of the Old Republic would be an amazing game, whether you are a Star Wars fan or not. At any rate, it is my hope that you find the game just as enjoyable as I do and that you find this guide helpful in times of need. Please send me any comments and criticisms you might have, and I will do my best to accommodate you. Good luck and have fun! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ II. F R E Q U E N T L Y A S K E D Q U E S T I O N S kw-faq _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Q: I'm confused...is combat real-time, turn-based, or what? A: Combat is turn-based, as well as rule-based. While I won't go into the D20 system in too much detail, you basically assign what action your character and/or party is going to do. How successful that action is - i.e. whether they hit or miss, how much damage they do, etc. - is determined by a combination of their statistics and a roll of the twenty-sided "dice." --- Q: Is the game open-ended like Morrowind? Can you keep playing after you have "beaten" the game? A: No. While the game gives you quite a bit of freedom, in that you can choose between what planets you are going to go to and such, once you have finished the game, you will not be able to continue any remaining side-quests, etc. --- Q: What kind of Jedi should I become? A: Honestly, you should choose whatever Jedi Class (and starting class, for that matter) that you want to. There really is no right or wrong way to play the game. Having said that, certain Jedi Classes take better advantage of the statistics of certain starting classes. For example, Jedi Guardians, Sentinels, and Consulars typically fit best with Soldiers, Scouts, and Scoundrels, respectively. --- Q: Are there any cheats or codes? A: As far as I am aware of, none have been uncovered as of this time. --- Q: Who should I choose to be in my party? A: It depends on what type of character you are playing. Typically, I prefer to have two melee combatants and one long-range combatant. If you only have one melee fighter, they tend to get surrounded and take a lot of damage. Thus, if you like close combat, pick one other member who excels at the same thing (i.e. Bastila) and one who excels at a distance (i.e. Canderous Ordo or HK-47). If you prefer to duke it out from range, however, choose two good melee fighters to battle up in front of you. --- Q: Once you upgrade a weapon or armor, can you remove the upgrade when you want to put something else in it? A: Yes. Simply use a workbench, select the item you want to remove the upgrade from, deselect the item you wish to remove, then click on "Assemble." --- Q: Can you upgrade your swoop bike? A: Although the possibility of doing so was hinted at in the game by several merchants and NPCs, it is not currently possible, as far as I am aware. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ III. G A M E B A S I C S kw-bas _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ =============================================================================== = A) Background Story kw-sto =============================================================================== A long time ago in a galaxy far, far away... Four thousand years before the rise of the Galactic Empire, the Republic verges on collapse. Darth Malak, last surviving apprentice of the Dark Lord Revan, has unleashed an invincible Sith armada upon an unsuspecting galaxy. Crushing all resistance, Malak's war of conquest has left the Jedi Order scattered and vulnerable as countless Knights fall in battle, and many more swear allegiance to the new Sith Master. In the skies above the Outer Rim world of Taris, a Jedi battle fleet engages the forces of Darth Malak in a desperate effort to halt the Sith's galactic domination... (as taken from the game's introduction) =============================================================================== = C) Controls kw-con =============================================================================== ______ ______ /L.TRIG\ /R.TRIG\ /ŻŻŻŻŻŻŻŻŻŻŻŻ`-,____,-`ŻŻŻŻŻŻŻŻŻŻŻŻ\ / \ / /ŻŻŻ\ \Ż\/Ż/ (Y) \ Left Stick------|-> | | /_/\_\ (X) (B) | | \___/ XBOX (A) | (Back)------|-> O _____ | (Start)---------/--> O /_| |_\ /ŻŻŻ\ O <-\------(Black) | |_ + _| | | O <---|--------(White) D-PAD------|--------> \_|_|_/ \___/ <---------|----Right Stick / \ | /`--------ŻŻŻŻŻŻ--------`\ | | / Controller S \ | | / by Thuyker \ | \____/ \____/ -(A) Button- When an item, person, attack is selected/highlighted, pressing the (A) button will perform the specified action. -(X) Button- Adds the selected/highlighted action to the queue. -(B) Button- Cancel. -(Y) Button- Delete the selected/highlighted action from the queue. -(Black) Button- Cycle through characters. -(White) Button- Pause the game. -(Start) Button- Pause the game, bring up the game menus. -(Back) Button- Toggle Solo mode. -D-Pad- Cycle through available actions. -Left Trigger- Cycle through targets (including containers, non-hostiles, etc) and menus. -Right Trigger- Cycle through targets (including containers, non-hostiles, etc) and menus. -Left Thumbstick- Move your character. -Right Thumbstick- Change camera view, or click in to switch to free mode. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ IV. C H A R A C T E R C R E A T I O N kw-cha _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Creating your character can certainly be one of the most frustrating - yet ultimately enjoyable - aspects of the game. I've certainly experienced my share of restarting the game when I found that I had made some pretty poor decisions building my character. Because I feel that this is such an important aspect of the game, I've decided to devote a whole section to character creation, in which I will explore the different classes, skills, etc. Now, don't get me wrong; part of the fun of the game is experimenting with what works well, and what works not so well. Remember, there is no one way that you have to play through the game, so you should really make your character however you choose, despite any recommendations that I might make. =============================================================================== = A) Classes kw-cla =============================================================================== The first decision you have to make when creating a character is what class that they will fall in: Scoundrel, Scout, or Soldier. At the same time, you will also determine their sex; note that this does have some bearing on the game. For instance, certain non-player characters will treat you differently, depending on your sex, although your main quests will (for the most part) remain the same. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= = S t a r t i n g C l a s s e s =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= _____________________ _________________________________________________/ S C O U N D R E L \ / | | | | I like to think of scoundrels as the "thief" class in Knights of the | | Old Republic, as such tactics as stealth and ranged-combat are more | | suitable (typically) than close-range combat, at least early in the | | game. This is not to say that they are useless in combat, however - | | nothing could be further from the truth! If playing as a scoundrel, | | I would recommend that you make such attributes as dexterity, wisdom, | | and charisma priorities. Note that scoundrels start with the | | greatest amount of skills, but receive feats much slower (feats are | | explained in further detail below) than the other classes. | | | | R E C O M M E N D E D A T T R I B U T E S | | _________________________________________ | | | | | | | | | ATTRIBUTE | VALUE | MODIFIER | | | |_______________|____________|____________| | | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Strength | 10 | +0 | | | |---------------|------------|------------| | | | Dexterity | 16 | +3 | | | |---------------|------------|------------| | | | Constitution | 10 | +0 | | | |---------------|------------|------------| | | | Intelligence | 10 | +0 | | | |---------------|------------|------------| | | | Wisdom | 15 | +2 | | | |---------------|------------|------------| | | | Charisma | 14 | +2 | | | |_______________|____________|____________| | | | | | | S T A R T I N G F E A T S : | | Armor Proficiency: Light | | Critical Strike: Basic | | Scoundrel's Luck | | Sneak Attack: Level 1 | | Sniper Shot: Basic | | Weapon Proficiency: Blaster Pistol | | Weapon Proficiency: Blaster Rifle | | Weapon Proficiency: Melee Weapons | | | |-----------------------------------------------------------------------| | --- R E C O M M E N D A T I O N S --- | | | | Since Scoundrels receive so many skill points, it may be tempting to | | boost your intelligence attribute, simply because it governs these | | skills. However, as is the case with the other classes, I feel that | | points put into intelligence are, for the most part, wasted (although | | I don't think you should have it any lower than 10). Also, whether | | you are going to specialize in ranged or melee (lightsabers, of | | course) combat, you will want to have your dexterity relatively high, | | since it benefits both your defense and attack ratings. | |_______________________________________________________________________| _________________ _____________________________________________________/ S C O U T \ / | | | | Scouts serve as a balance between the Scoundrel and the Soldier. | | While they can typically take more hits than the former, they are | | still not as skilled in close-range combat as the latter. Similarly, | | while they do not have as many skills as the scoundrel, they obtain | | more feats. As for attributes, I would again recommend emphasizing | | dexterity, but less so on such attributes as wisdom and charisma, | | albeit only slightly. Since your scout is more likely to get down | | and dirty in combat, you may also want to make constitution a bit | | higher, although this is certainly not necessary. | | | | R E C O M M E N D E D A T T R I B U T E S | | _________________________________________ | | | | | | | | | ATTRIBUTE | VALUE | MODIFIER | | | |_______________|____________|____________| | | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Strength | 10 | +0 | | | |---------------|------------|------------| | | | Dexterity | 16 | +3 | | | |---------------|------------|------------| | | | Constitution | 10 | +0 | | | |---------------|------------|------------| | | | Intelligence | 10 | +0 | | | |---------------|------------|------------| | | | Wisdom | 15 | +2 | | | |---------------|------------|------------| | | | Charisma | 14 | +2 | | | |_______________|____________|____________| | | | | | | S T A R T I N G F E A T S : | | Armor Proficiency: Light --> Medium | | Flurry: Basic | | Implant Level 1 | | Rapid Shot: Basic | | Weapon Proficiency: Blaster Pistol | | Weapon Proficiency: Blaster Rifle | | Weapon Proficiency: Melee Weapons | | | |-----------------------------------------------------------------------| | --- R E C O M M E N D A T I O N S --- | | | | A Scout should still place a strong emphasis on physical combat, so | | should still have a high dexterity (because of the increased defense | | it gives and its effect on lightsaber usage). Constitution should | | not be a priority to increase - instead, focus on avoiding damage in | | the first place with high dexterity, and use Medpacs (and later, | | Force Powers) to regain any health that is lost. Wisdom and Charisma | | are both good attributes to boost, as they provide an increase to | | your available Force Points, among other things. | | | | As for feats, I would recommend that you do not increase any of the | | Weapon or Armor Proficiencies, as you will most likely be using Jedi | | Robes and Lightsabers eventually. Instead, put your points into such | | feats as Flurry, either Two-Weapon Fighting or Dueling, etc. The | | Implant Levels are automatically gained by scouts, so you may wish to | | put points into something like Toughness, if you are finding that you | | are dangerously low on health too often. | |_______________________________________________________________________| _________________ _____________________________________________________/ S O L D I E R \ / | | | | The Soldier is an obvious choice for those who wish to be at the | | vanguard of every hostile engagement. For close-range fighting, | | there is simply no match (other than a Jedi, of course); however, | | this skill in combat comes at a price. Because such attributes as | | dexterity or constitution must be prioritized, such attributes as | | charisma must be sacrificed. In addition, they receive much less | | skills than the other classes, although they obtain feats more | | readily. | | | | R E C O M M E N D E D A T T R I B U T E S | | _________________________________________ | | | | | | | | | ATTRIBUTE | VALUE | MODIFIER | | | |_______________|____________|____________| | | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ| | | | Strength | 14 | +2 | | | |---------------|------------|------------| | | | Dexterity | 16 | +3 | | | |---------------|------------|------------| | | | Constitution | 12 | +1 | | | |---------------|------------|------------| | | | Intelligence | 10 | +0 | | | |---------------|------------|------------| | | | Wisdom | 14 | +2 | | | |---------------|------------|------------| | | | Charisma | 10 | +0 | | | |_______________|____________|____________| | | | | | | S T A R T I N G F E A T S : | | Armor Proficiency: Light --> Medium --> Heavy | | Power Attack: Basic | | Power Blast: Basic | | Weapon Proficiency: Blaster Pistol | | Weapon Proficiency: Blaster Rifle | | Weapon Proficiency: Heavy Weapons | | Weapon Proficiency: Melee Weapons | | | |-----------------------------------------------------------------------| | --- R E C O M M E N D A T I O N S --- | | | | While the game recommends that you put 14 points into Constitution | | and 12 points into Wisdom, I like to switch them around. Of course, | | the added health that you receive from a higher Constitution is nice; | | however, my thinking is that if you build your character so that they | | don't receive much damage in the first place (and use Medpacs when | | necessary), the extra health is unneeded. In my opinion, the Wisdom | | is more beneficial, as it provides greater resistance to an enemy's | | Force attacks, among other things. Also, you may note that I favor | | dexterity over strength. Initially, with weapons like vibroblades, | | yes, strength is more beneficial. But with lightsabers, whichever | | attribute is higher is used to calculate attack rating, etc. Since | | dexterity also increases your defense, I feel it is a better overall | | attribute for lightsaber-using Jedi. | | | | As for feats, I would recommend choosing EITHER Dueling or Two-Weapon | | Fighting. In addition, the Critical Strikes and Flurry feats work | | especially well in melee combat. My personal soldier, using Flurry | | in combination with Two-Weapon Fighting, was potentially able to land | | up to three hits in a single round! Feats that I would advise you to | | NOT put any points in are the Weapon Proficiencies, especially if you | | are intending to use Lightsabers later in the game, and feats like | | Caution. | \_______________________________________________________________________/ =============================================================================== = B) Attributes kw-att =============================================================================== Each character, no matter what class, starts with 8 points in each of the six principal attributes. An extra 30 points are then available to be assigned to whatever attribute you choose (although they cannot be raised above 18 during the character creation process). To make better informed decisions, make sure to read the description of each of the attributes, then put points toward those that will provide the greatest benefit for your character. For instance, it doesn't make much sense to put a whole bunch toward intelligence, if you are playing as a soldier. Also note that once you reach 14 in any attribute, you will thereafter need to assign TWO points to bring that attribute up a single point. For instance, to bring your intelligence from 8 to 14, it will take up 6 of your available points. However, it will now cost two more points to raise intelligence a single point. Once you reach 16 in any attribute, each further increase requires three points. Another thing to note is the "Modifier" statistic in the top right corner of the attribute point distribution screen. With a strength of 8, for example, you have a modifier of -1. Now, add a point to your strength: the modifier remains the same! However, add a second point, and your modifier will now be equal to 0. The same applies even when you have an attribute at a relatively high level. With a strength of 16, you have a modifier of +3. At 17, it is still +3, so you might as well add another to achieve a +4 modifier. Thus, when putting points toward an attribute, try to do so in multiples of two; putting a single point doesn't change the modifier, so doesn't benefit you as much. Of course, note that you will receive additional attribute points at levels 4, 8, 12, 16, and 20 - just try to plan your character so that they don't end up with any attributes at an odd number. +----------- - STRENGTH - -----------+ The Strength attribute represents pure PHYSICAL power (there are other types of power, by the way...), and affects not only how much damage you do when hitting an enemy with a melee weapon, but your chances of even hitting them at all in the first place. Obviously, if a character is going to specialize in melee combat, Strength is crucial. Note, however, that with lightsabers, strength OR dexterity (whichever is higher) will come into play. +------------ - DEXTERITY - ------------+ Dexterity, like Strength, also affects the chances of hitting an enemy in combat, but with ranged weapons. However, it is still an important attribute to consider for close-range combatants, however, as it also affects their defensive capabilities (i.e. ability to block/dodge attacks). As is mentioned above, dexterity is also a determinant factor when it comes to hitting with a lightsaber, if it is higher in value than strength. Thus, for a lightsaber- using Jedi, I feel that dexterity is more crucial than strength, since it also boosts defense. +--------------- - CONSTITUTION - ---------------+ The Constitution attribute determines the amount of hit points that a character has, and how many they will gain upon leveling up. Of course, if you are not going to be doing most of your fighting from long range, and thus avoid taking much damage, this isn't a priority to increase. For your main character, I would still not put too much emphasis on this attribute, since healing can be accomplished through the use of Medpacs or Force Powers. +--------------- - INTELLIGENCE - ---------------+ The Intelligence attribute primarily affects the number of skill points that you will be able to use upon leveling up - the more you have, the more you will be able to increase your skills. Thus, classes more reliant on skills, such as the Scoundrel, will find Intelligence to be of more use than those less reliant upon them, such as the Soldier. Even so, I would strongly advise putting too many points into this attribute. While it sounds nice on paper, I find that the increased number of skills is far less beneficial to your character than the points in other attributes are. +--------- - WISDOM - ---------+ In my opinion, Willpower is one of the more important attributes to focus on for your main character, especially if you plan on using Force powers. Not only will it make their use much easier and effective, but it will allow you to resist Force powers when they are being used against you! +----------- - CHARISMA - -----------+ Charisma, which represents your leadership ability and personality, determines how most characters in the game will perceive you. Your likeability is most obvious during conversations with non-player characters, as it will allow you to Persuade them much easier. However, it also has an effect on certain Force powers, as well, and along with Wisdom, increases the number of available Force Points you have to utilize. =============================================================================== = C) Skills kw-ski =============================================================================== Once you have finished determining your character's starting attributes, you will then decide what skills they will start with. The number of points that you have available to assign is dependant on two things: your Class and your Intelligence attribute. With a modifier of 0 (Intelligence = 10-11), the Soldier is given 4 skill points, the Scout 12, and the Scoundrel 16. For each +1 Intelligence modifier, however, you will receive an extra 4 skill points. To illustrate, if your Soldier has a modifier of +1 (Intelligence = 12-13), then he will have 8 skill points to assign. Don't confuse Skills with Feats. Skills are primarily used in non-combat situations, whereas Feats are more combat-oriented. Furthermore, they are divided into class and cross-class skills. Cross-class skills require a greater investment of skill points to increase a certain skill level. For instance, Stealth is a cross-class skill for a soldier. Thus, he or she must invest two points in order to increase his Stealth by one. Treat injury, however, is a class skill, so it is only necessary to invest one point to increase it by one. Read below for a more detailed description of the eight available Skills. _________________________________________________________________________ / \ | --- A W A R E N E S S --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Class Skill for: All Parent Attribute: Wisdom | |-------------------------------------------------------------------------| | Awareness shouldn't be a skill that you prioritize, although it can be | | useful in the sense that it can help you detect such threats as hidden | | mines. Whatever character you use to disarm land mines, whether it be | | your main character or another in your party, should have decent skill | | in Awareness, of course. Again, not a skill I would put a bunch of | | points into, unless you have a lot of extra points available. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- C O M P U T E R U S E --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Class Skill for: Scout Parent Attribute: Intelligence | |-------------------------------------------------------------------------| | The higher a character's skill in Computer Use, the easier they will be | | able to bypass computer systems, using less Computer Spikes in the | | process. Characters who are less-skilled in that area will require | | more to do the same tasks, including such things as turning an enemy's | | own turret against them. For a character that doesn't specialize in | | combat, such as a scoundrel, computer skills can make certain tasks | | much easier. For instance, a base guarded by sentry droids in every | | room could easily be made into a walk in the park, by simply slicing | | into a computer and shutting all the droids down! If you think about | | it, however, this task can still be done with little to no Computer Use | | skill - it just saves you money by reducing the number of Spikes that | | you need. In other words, weigh the importance of the skill points | | vs. the money you would save, see which is more important to you, then | | make a decision on whether you should invest points or not from there. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- D E M O L I T I O N S --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Class Skill for: All Parent Attribute: Intelligence | |-------------------------------------------------------------------------| | Skill in Demolitions will allow a character to both set and disarm such | | explosives as land mines. Disarming and retrieving them will save you | | both damage and money, while setting them allows you to thin enemy | | forces before combat. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- P E R S U A D E --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Class Skill for: Scoundrel Parent Attribute: Charisma | |-------------------------------------------------------------------------| | Since your main character does all of the conversing for your party, | | only he or she can increase their Persuade skill. Coupled with a high | | Charisma, it will allow you to, well, persuade non-player characters | | into doing or saying things that they might not normally do. For | | example, someone may reveal more information than would be expected, or | | perhaps be persuaded to increase a bounty or prize. Of course, this is | | not a skill that you MUST have to proceed further into the game - it | | simply makes obtaining certain results/rewards/etc. easier. Also note | | that later on, you may have use of the Force Persuade Jedi Feat, which | | is much more effective. However, use of that feat for personal gain, | | etc. will lead to Dark Side Points much of the time. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- R E P A I R --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Class Skill for: Scout Parent Attribute: Intelligence | |-------------------------------------------------------------------------| | The Repair skill allows your character to repair droids, including | | themselves if they are one. The higher the skill, the less number of | | parts are needed to perform the necessary repairs. This skill can | | actually be utilized in combat, if necessary. For your party members | | that are droids, think of Repair as the Treat Injury skill for non- | | "meatbags." The better their skill, the more health they will recover | | when using a repair kit. Of course, if you keep your droids at range | | and relatively out of harm's way, not too many points are necessary. | | Also note that a high Repair skill is necessary to fully upgrade one | | certain droid in particular... of course, this is not required. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- S E C U R I T Y --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Class Skill for: Scoundrel Parent Attribute: Wisdom | |-------------------------------------------------------------------------| | A character well-versed in the Security skill is able to open | | electronically-locked doors, containers, etc. While the Security skill | | itself is often enough to pick lower-level locks, security spikes may | | sometimes be necessary augmentation for tougher ones. While a point or | | two early on in the game may be slightly useful, I would advice against | | investing too many points into security. Most containers/doors/etc. | | can simply be bashed open with brute force, making Security rather | | unnecessary. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- S T E A L T H --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Class Skill for: Scoundrel Parent Attribute: Dexterity | |-------------------------------------------------------------------------| | Even with points invested in this skill, Stealth is not inherent. In | | other words, a stealth belt is still required to be worn - the actual | | skill itself only makes it more effective. Because it cannot be used | | while in combat, it is more useful before an engagement and used in | | conjunction with other skills. For instance, Stealth will allow you to | | sneak past enemy forces and spring traps upon them, such as with your | | Demolitions skill. Or, for instance, sneaking past enemy forces to | | reach a security terminal, from which they can disable the resistance. | | This is a very useful skill for those wishing to avoid direct combat, | | although combat is oftentimes necessary nonetheless. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- T R E A T I N J U R Y --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Class Skill for: Scout, Soldier Parent Attribute: Wisdom | |-------------------------------------------------------------------------| | The Treat Injury skill allows a character to heal damage taken from | | battle more efficiently. Possession of a Medpac is still necessary, | | but the higher a character's skill, the more health is recovered from a | | single Medpac. Note that this skill can only be used on the character | | who has it, not on other party members. Thus, it is a rather useful | | skill that most of your party should have (other than droids, who will | | instead use Repair). For your main character, however, I would not | | recommend putting too many points into it, because the Jedi have the | | ability to heal themselves quite well. | |_________________________________________________________________________| =============================================================================== = D) Feats kw-fea =============================================================================== While some Feats are used directly during combat, others indirectly affect it. For example, a particular Feat may improve a character's saving throws, keeping them safer in combat. Rather than spreading out your Feats among many different kinds, I feel that it is more efficient and beneficial to focus on a select few, but bringing them up to Master Proficiency. As touched upon very briefly earlier, different classes obtain Feats at varying paces, and some are exclusive to certain classes (i.e. Scoundrels, or any of the Jedi classes). _________________________________________________________________________ / \ | --- A R M O R P R O F I C I E N C Y --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Each piece of armor has a different classification that it falls under, | | be it Light, Medium, or Heavy. Each of the respective proficiencies | | allow the character to wear that type of armor. For instance, without | | an Armor Proficiency - Medium feat, a character could not wear any | | Medium (or Heavy, for that matter) armor. These feats do not have any | | prerequisites, other than the next lighter armor proficiency before it. | | For ranged-combat characters, I wouldn't recommend going higher than | | the Light proficiency, since anything heavier will hinder their | | Dexterity (and thus, their effectiveness at range). Soldiers, of | | course, will already have all three proficiencies granted. Of course, | | any character who is going to be using a lot of Force Powers will find | | this feat completely necessary, since armor hinders their abilities. | | | |-------------------------------------------------------------------------| | Light: No prerequisites. Allows the character to wear Light armor. | |-------------------------------------------------------------------------| | Medium: Light Armor Proficiency required. Allows the character to wear | | Medium armor. | |-------------------------------------------------------------------------| | Heavy: Medium Armor Proficiency required. Allows the character to wear | | Heavy armor. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- C A U T I O N --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | The Caution feat gives skill point bonuses to Demolitions and Stealth. | | As such, it is perfectly suited for the Scoundrel class or for any | | character that is interested in laying mine traps. This isn't a feat I | | would recommend you give to every character, of course, but simply your | | specialist in such matters when there are no other feats that are | | crucial to increase. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. Provides +1 to Demolitions and Stealth. | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. Additional +1 to Demolitions and | | Stealth, for a total of +2. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. Additional +1 to Demolitions and Stealth,| | for a cumulative +3 bonus. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- C O N D I T I O N I N G --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | The Conditioning feat is a rather good feat to give to any of your | | characters, as it gives a bonus to each of your saving throws, thereby | | decreasing the chances of taking damage from certain attacks. I tend | | to only invest points into this unless there is nothing else that you | | are interested or able to invest points into at the time being (i.e. | | due to level prerequisites, etc.) | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. A +1 bonus is given to all saving throws. | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. An additional +1 bonus is given to all | | saving throws, for a total of +2. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. An additional +1 bonus is given to all | | saving throws, for a total of +3. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- C R I T I C A L S T R I K E --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | A roll of 20 is normally needed in order to score a critical hit, which | | does double damage. However, by obtaining the Critical Strike feat, | | the chances of scoring a critical hit are greatly increased. Note that | | this only works with melee weapons - for ranged weapons, the Sniper | | Shot feat is the equivalent. In addition, the Critical Strike feat | | hits, there is the possibility of stunning the enemy for six seconds, | | unless they make a saving throw. Finally, the feat does have some | | disadvantages: there is a -5 penalty to Defense when it is used. For | | melee characters, this can be a very useful feat to have. However, | | even at Master level, there is still only a 20% chance of scoring a | | critical hit. Thus, I personally still prefer Flurry to this feat. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. A roll of either 19 or 20 will now cause a | | critical hit - essentially, the chances of scoring one have | | doubled. | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. The chances of scoring a critical hit | | are tripled, as any roll between 18-20 will score one. The | | possibility of stunning and the same Defense penalty remain. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. Since a critical hit will now score on | | any roll between 17-20, the chances have actually quadrupled! | | The possibility of stunning and the same Defense penalty remain.| |_________________________________________________________________________| _________________________________________________________________________ / \ | --- D U E L I N G --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | The Dueling feat is very useful, in that it gives bonuses to both a | | character's attack and defense. It is important to note, however, that | | it applies only to single one-handed weapons (either melee or ranged). | | Therefore, don't invest points into both this feat and the Two-Weapon | | Fighting feat. Decide early on what your character will be wielding in | | combat, then choose one feat or the other. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. A +1 bonus applies to both attack and defense.| |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. An additional +1 bonus applies to both | | attack and defense, for a total of +2 to each. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. An additional +1 bonus is given to both | | attack and defense, for a total of +3 to each. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- E M P A T H Y --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | The Empathy feat, like Caution, gives skill point bonus, although to | | different skills: Persuade, Awareness, and Treat Injury. While the | | Awareness and Treat Injury bonuses are nice, remember that Persuade can | | only be used by your main character. To be honest, I'm not a very big | | fan of this feat at all - I'd recommend investing points only if you | | had nothing else to put them into. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. Provides +1 to Persuade, Awareness, and Treat | | Injury. | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. An additional +1 bonus is given to | | Persuade, Awareness, and Treat Injury, for a total of +2. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. An Additional +1 bonus is given to | | Persuade, Awareness, and Treat Injury, for a total of +3. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- F L U R R Y --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Flurry is an excellent feat to give to any close-combat character. It | | allows the character to make an extra attack each round, even if they | | are already dual-wielding. Note, however, that there are penalties | | associated with using the feat, although they are reduced as mastery | | of the feat is achieved. This is perhaps my favorite feat for a melee | | character, especially in conjunction with two weapons at once, as this | | allows three attacks in a single round! Later on, this number can be | | increased even further by several Force Powers as well. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. Use of Flurry results in a -4 penalty to the | | character's Defense while it is being used and for three seconds | | afterward. In addition, there is also a penalty of -4 to all | | attacks during that round. | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. The penalties to both Defense and to | | all attacks is reduced to -2, although the three second | | duration of the Defense penalty remains. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. The penalties to both Defense and to all | | attacks is reduced even further, to -1, although the three | | second duration of the Defense penalty remains. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- G E A R H E A D --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | The Gear Head feat provides bonus skill points to Repair, Security, and | | Computer Use. Thus, it is an excellent choice for characters such as | | Scoundrels and for droids who already specialize in such skills. Can | | be a handy feat, but I'd recommend giving it only to whatever character | | in your party already has high ability in those skills, rather than | | everyone, and only when there isn't much else to put points into. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. Provides +1 to Repair, Security, and Computer | | Use. | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. An additional +1 bonus is given to | | Repair, Security, and Computer Use, for a total of +2. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. An additional +1 bonus is given to | | Repair, Security, and Computer Use, for a total of +3. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- I M P L A N T --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | The Implant feat allows a character the use of cybernetic implants, of | | which there are many different varieties with many different effects. | | Note that only one implant can be used at any particular time. This is | | a pretty nice feat to give to everyone, since it will allow them to | | augment such things as attributes, saving throws, etc. | | | |-------------------------------------------------------------------------| | Level 1: No prerequisites. Allows the use of Level 1 implants. | |-------------------------------------------------------------------------| | Level 2: Level 4 prerequisite. Allows the use of Level 2 implants. | |-------------------------------------------------------------------------| | Level 3: Level 8 prerequisite. Allows the use of Level 3 implants. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- P O W E R A T T A C K --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Depending on how many points you have invested into the Power Attack | | feat, it adds an increasing amount of damage to your melee attacks. It | | is important to note, however, that your chance to hit is penalized | | while using it. Furthermore, while the feat can be quite useful early | | on in your adventure, since it provides only a flat damage increase, it | | rapidly loses its effectiveness. Later, relative to the hit points of | | the tougher enemies, the damage added is quite insignificant. I much | | prefer the Flurry feat to this one, as the extra attacks have the | | potential of doing the same (if not more) damage that the Power Attack | | would anyway. Also, note that the Power Attack feat applies only to | | melee weapons, not ranged ones. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. +5 damage is added to the next attack, while | | the chance to hit is penalized by -3. | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. +8 damage is added to the next attack, | | but the to hit penalty still applies. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. +10 damage is added to the next attack, | | but the to hit penalty remains. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- P O W E R B L A S T --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | The Power Blast feat is exactly like the Power Attack feat, except that | | it applies to ranged weapons, rather than melee weapons. Depending on | | how many points you have invested, it adds an increasing amount of | | damage to your next ranged attack. However, the chances to hit are | | reduced, and as with the melee version, the damage is a flat rate. | | Therefore, it can be useful earlier on, but quite ineffective as the | | game progresses and tougher enemies appear. The Rapid Shot feat is, in | | my opinion, a much better choice: the extra attacks have the potential | | to do the same, if not more, damage as the Power Blast's bonus. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. +5 damage is added to the next attack, while | | the chance to hit is penalized by -3. | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. +8 damage is added to the next attack, | | but the to hit penalty still applies. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. +10 damage is added to the next attack, | | but the to hit penalty remains. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- R A P I D S H O T --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | The Rapid Shot feat allows a character to make an extra attack (with a | | ranged weapon) during the round. Essentially, it is the long-range | | version of the Flurry feat, even sharing the same penalties. A very | | good feat to give to your ranged-combat characters, as the increased | | damage dealt is tremendous, while the penalties rather insignificant, | | at least at higher levels of the feat. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. The use of Rapid Shot causes a -4 penalty to | | Defense while using it and for three seconds thereafter. Also, | | there is a -4 penalty to all attacks that round. | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. The penalty to Defense for using the | | feat is reduced to -2, although it still persists for three | | seconds afterward. The penalty to all attacks during the | | round is also reduced to -2. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. The penalty to Defense and to attacks | | during the round are both reduced to -1. The Defense penalty | | still lasts for three seconds after using the feat, however. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- S C O U N R E L ' S L U C K --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | As implied by the name, the Scoundrel's Luck feat is exclusive to the | | Scoundrel Class. The "luck" and instinct for survival that is inherent | | to the class manifests itself as an always active bonus to Defense. | | | |-------------------------------------------------------------------------| | Basic: Scoundrel prerequisite. A +2 bonus to Defense is awarded. | |-------------------------------------------------------------------------| | Improved: Level 6 Scoundrel prerequisite. A total of +4 bonus points | | are added to the character's Defense. | |-------------------------------------------------------------------------| | Master: Level 12 Scoundrel prerequisite. Replacing the previous levels | | of Scoundrel's Luck, the character is given a +6 Defense bonus. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- S N E A K A T T A C K --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Exclusive to the Scoundrel Class, the Sneak Attack feat allows extra | | damage to be done when attacking from behind, when attacking stunned or | | immobilized targets, or when attacking while in Stealth Mode (note that | | doing so will cancel Stealth Mode thereafter). The target must not be | | more than 10 meters away, and the extra damage is not multiplied in the | | case of a critical hit. Be careful when using it when there are groups | | of enemies nearby, however, as you may get swarmed as soon as the sneak | | attack is made and you are revealed. | | | |-------------------------------------------------------------------------| | Level 1: Level 1 Scoundrel prerequisite. The Sneak Attack adds 1-6 | | points of extra damage to following attacks. | |-------------------------------------------------------------------------| | Level 2: Level 3 Scoundrel prerequisite. The Sneak Attack adds 2-12 | | points of extra damage to following attacks. This feat is | | granted automatically - no points need to be invested. | |-------------------------------------------------------------------------| | Level 3: Level 5 Scoundrel prerequisite. The Sneak Attack adds 3-18 | | points of extra damage to following attacks. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- S N I P E R S H O T --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Think of the Sniper Shot feat as the Critical Strike feat, only for | | ranged weapons. While Defense is penalized, the chances of scoring a | | critical hit are vastly improved by investing points into Sniper Shot. | | In addition, there is also the possibility of stunning the target, if | | they fail their saving throw. I would recommend on deciding early on | | if you are going to focus on ranged or melee combat, rather than | | putting points into both Sniper Shot and Critical Strike. In addition, | | even at the Master level, the chances of scoring a critical hit are | | still only 20%. While this is still a nice feat, I prefer Rapid Shot. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. The chances of a critical hit are doubled, | | since a roll of either 19 or 20 will now result in scoring one. | | Defense is penalized by -5 when Sniper Shot is used. | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. The chances of scoring a critical hit | | are tripled, since any roll between 18-20 will achieve one. | | Defense is still penalized by -5. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. As compared to having no points invested | | in Sniper Shot, the chances of scoring a critical hit are now | | quadrupled, as any roll between 17-20 will score one. Defense | | remains penalized by -5. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- T O U G H N E S S --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | The Toughness feat can prolong a character's life by providing bonus | | vitality points and eventually reducing small amounts of damage taken. | | Note that vitality is distributed each level-up, but because the feat | | is actually retroactive, it is not necessary to put points into the | | feat early on. Putting points into Toughness at later levels will | | still give the bonus points from previously earned level-ups. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. 1 extra vitality point is given every time | | the character levels up (and for previous levels earned). | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. In addition to the +1 vitality point | | per level, 2 points of damage are subtracted from any taken. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. Cumulative with the previous benefits, | | an additional +1 vitality point is gained with each level-up | | earned (including previous ones), for a total of +2 vitality | | points per level. The damage subtraction is also maintained. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- T W O - W E A P O N F I G H T I N G --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Normally, equipping two weapons would result in a rather large penalty | | to your chances of hitting your target with either of the weapons in | | each hand: -6/-10 (main hand/off hand). However, possession of the | | Two-Weapon Fighting feat reduces this penalty drastically. Also note | | that this feat can be used in conjunction with a "balanced" weapon in | | the off-hand, resulting in the penalty being reduced by 2/0. This is | | a must-have feat if you are going to wield a weapon (of any type) in | | each hand, as you will simply miss way too much without it. | | | |-------------------------------------------------------------------------| | Basic: No prerequisites. The penalty is reduced by 0/4, to -6/6. | |-------------------------------------------------------------------------| | Improved: Level 4 prerequisite. The penalty is reduced an additional | | 2/2 to -4/-4. | |-------------------------------------------------------------------------| | Master: Level 8 prerequisite. The penalty is reduced an additional 2/2 | | to -2/-2. | |_________________________________________________________________________| _________________________________________________________________________ / \ | --- W E A P O N P R O F I C I E N C Y --- | |_________________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Each type of weapon - Blaster Pistol, Blaster Rifle, Heavy Weapons, and | | Melee Weapons - have their own Weapon Proficiency feat. Within each of | | these proficiencies, there are three levels of mastery. The first is | | required to even use a certain weapon type, while the next two increase | | the chances of hitting and damage, respectively. While it may be a bit | | tempting to have your main character invest points into the Melee | | Weapon proficiencies (if he's a close-combat character, that is), I | | STRONGLY recommend that you do not! Lightsabers fall under their own | | special category, and once you start using them, any points that you | | may have invested into this proficiency will be wasted. As for other | | characters, the increased proficiencies are nice, but in my opinion, | | less of a priority to increase than other feats. | | | |-------------------------------------------------------------------------| | Proficiency: No prerequisites. Investing a point into this feat gives | | the character the knowledge and training to use a | | particular weapon. | |-------------------------------------------------------------------------| | Focus: No prerequisites. The weapon for which you gain an improved | | level of proficiency now has a +1 attack bonus. | |-------------------------------------------------------------------------| | Specialization: Level 4 prerequisite, Soldier Class. In addition to | | the +1 attack bonus from the Improved proficiency feat, | | a +2 damage bonus is now added. | |_________________________________________________________________________| Once you have selected your first feat, all there is left to do in the character creation process is to name them! Good luck! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ V. W A L K T H R O U G H kw-wth _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ NOTE: To the best of my ability, I will try to keep my walkthrough as detailed, yet open-ended, as possible. For instance, I don't want it to be suited for only one type of character or class, but rather, I want it to be helpful no matter your style of play. While I will point out the numbers of enemies most of the time to prepare the combat-heavy character for what lies ahead, I will also point out alternate, more subtle paths, to benefit the sneakier and less combat-intensive characters. Of course, I will also make a point to list the branching Light and Dark Side paths. I think the look I'm going for is that of the old "Choose Your Own Adventure" books. You shouldn't have to read two different walkthroughs, depending on if you want a Light or Dark solution. What if you're usually a goody two-shoes, but have a mean streak in you? Or what if you're a mostly evil bastard with a heart of gold hidden deep inside? Hopefully, my guide will enable you to choose different paths any time you wish, without having to go all over the place to find an alternate solution. Side-quests, for the most part, will be listed in the body of the walkthrough but delineated by boxes, so that those who aren't interested in the side-quest can easily skip right over it. Note, however, that some side-quests are NOT listed in the walkthrough, because they are initiated at varying times and/or on varying planets. Thus, these "Multi-World Side Quests" are listed in the section following the walkthrough. Finally, I will also delineate "Main Quest Branches." Typically, if there is a situation that has varying solutions (i.e. Light or Dark), I'll list them one after the other in a paragraph. However, there are times where choosing one side results in a very big and lengthy difference in the completion of the quest - far too lengthy to describe in a paragraph or two, for example. Thus, I list these in boxes entitled "Main Quest Branch," so that you can figure out what side you want to take and then quickly jump to the appropriate walkthrough, without having to read through the other side's walkthrough as well. Having said all that, good luck with the game! =============================================================================== = A) Endar Spire kw-m01 =============================================================================== As the Endar Spire, the ship you are aboard, starts to succumb under the combined firepower of Sith fighters, you wake up (what the hell were you doing sleeping during battle, anyway?) and meet up with a man who requests that you hurry up. Don't worry about time, however - go ahead and ask him about the Endar Spire or who he is. Apparently, Trask Ungo is your bunkmate, but since the two of you work opposing shifts, you've never really met. Anyway, he will again stress the need to hurry: it is imperative to find someone by the name of Bastila, and make sure that she gets off the ship alive. Whether you are deciding to play as "Light," "Dark," or anything in-between, you will now be faced with your first option affecting your alignment. Of course, it is blatantly obvious which question points toward the Dark side - after all, an honorable Jedi wouldn't only be out to save his own skin, would he? At any rate, proceed through the conversations as boy scout-like or as selfishly as you prefer. Either way, Trask will tell you to equip your gear, so that you can go ahead and get out of here. Turn left, and you'll see the footlocker, which should be highlighted with a circle, nearby. Press (A) to open it, and then a second time to retrieve your starting equipment, which is dependent on what Class you are. A Soldier will receive an Adrenal Stamina, Blaster Rifle, Short Sword, Clothing, and two Medpacs. The Scoundrel will receive a Stealth Field Generator, Computer Spike, Security Spike, Blaster Pistol, Short Sword, Clothing, and two Medpacs. Finally, the Scout will receive a Cardio Package, Adrenal Alacrity, Blaster Pistol, Short Sword, Clothing, and two Medpacs. Grabbing your stuff will also provide you with 50 experience points (XP). Press (START) to access your inventory screen, then go ahead and equip your clothing and either the Blaster Rifle or Short Sword. Shortly thereafter, Trask should automatically join your party, since the chances of success are higher in groups. Trask will also explain that the room that you are currently in is under lockdown - thus, you'll have to use him to unlock the door. Press the (BLACK) button to switch control over to Trask, then highlight the door with the circle and hit (A) to open it (100 XP). Control will automatically switch back to your main character. Start moving through the now-accessible corridor, and you'll see a message from an elite pilot, Carth Onasi, ordering all hands to the bridge to help protect Bastila. Take note of the small utility droid on the left side of the corridor, but there isn't much you can do with it right now. As you pass it, Trask will tell you to use his Security skill to bypass the locked door ahead. Use the (BLACK) button to switch to him, highlight the door ahead, then use the D-Pad to select "Security," before hitting (A). You will then see a brief cutscene in which a pair of soldiers from the Sith advance boarding party kill a fellow Republic soldier. Okay, now is the time to get acquainted with the game's battle system. If this is your first time through the game, make sure to read the tutorial screen before proceeding. Of course, you can simply hit the (WHITE) button to continue, but I prefer to hit (A) to engage the enemy. It can be a little confusing, but try to target the Sith from long range and cut them down with your Blaster Rifle. If one gets too close, you may wish to switch to your Short Sword, but this shouldn't be necessary. As soon as the two Sith are dead, make sure to search the bodies by highlighting them and selecting "open." One should give you 12 credits, while the other should give about 29. By the way, you'll receive 75 XP for each of these Sith Soldiers. Proceed down the corridor to the next door, which should open easily. Just in case, you may wish to save before opening it, however, as another pair of Sith enemies are waiting just beyond. They shouldn't be too much trouble, however. As always, make sure to search any bodies that you can. One Republic soldier's body, on the right, has a Frag Grenade. The Sith enemies should have more credits, Battle Stimulant, and a Repair Kit. Don't forget to search the metal box and footlocker along the edge of the room as well, for more credits, a Medpac, two more Frag Grenades, another Short Sword, a Long Sword, and a Combat Suit. Of course, you'll want to equip such things as the latter to better protect yourself. Open the next door, and you should see another cutscene in which a large number of Sith enemies are wreaking havoc on your fellow soldiers, with such weapons as grenades. Head forward and turn left around the corner, to engage the surviving Sith. If they are grouped together, go ahead and try using one of your Frag Grenades. Usually, three are relatively close by, while another pair are further ahead. Again, they shouldn't last long against you and Trask. As always, check the bodies for more credits, two Repair Kits, two Frag Grenades, and an Advanced Repair Kit. At the end of the corridor where the Sith were (straight ahead) is a parts pile from which you can obtain, well, Parts. Now, head down the right corridor (from where you first entered this room) and open the door. You should see a brief cutscene in which a Light Jedi is battling a Dark Jedi with lightsabers. While Bastila's companion wins, she is unfortunately killed by a random explosion. As soon as the cutscene is over, a pair of Sith enemies will make their appearance, so kill them as before. Search their bodies, as well as those of the Jedi, for credits, another Repair Kit, a Medpac, Vibration Cell, and Adrenal Strength. Straight ahead is the door to the bridge; go ahead and try to open it. Trask will then recommend that you switch to a melee weapon, since there isn't much room inside. Go ahead and equip your Long Sword, and if you wish, equip Trask with a sword as well, although you can also leave him back for support from afar (give him your Blaster Rifle, if you're going to be using a sword). Open the door and move through, then kill the Sith that engage you. As soon as they are dead, Trask will mention that Bastila is nowhere in sight - she must have gone to the escape pods. The Sith want her alive, but once she's off the ship, there's nothing keeping them from destroying the Endar Spire! In other words, you should make way for the escape pods yourself. Before you do so, however, remember to check the bodies for more equipment, including credits, a Medpac, and a Poison Grenade. Near the door where you entered is a backpack, from which you can retrieve another Blaster Pistol. Also, by this point, you should probably have obtained enough experience points to level-up, so go ahead and do so. I'd recommend doing so manually, rather than letting the computer do it for you. Move a little ways into the Bridge area, then turn right. Another right should take you to the next door, which you should open and go through (note that you cannot proceed through unless you first level-up). Once through, open the next door, which is just ahead. A second Dark Jedi awaits, so Trask valiant (or stupidly) decides to try and hold him off, while you make for the escape pods. Fortunately, an explosion seals the door between the two of them and you, saving you from what was probably a horrific sight. Find the door to the Starboard section, then open it. Carth will once again contact you, and inform you that you are the lone remaining survivor aboard the Endar Spire. He can't wait much longer, so you will have to make your way to the escape pods soon. Don't worry - there isn't really a time limit to get to them that you have to worry about. Make your way around the right bend in the corridor, then kill the lone Sith Trooper. After disposing of him (or sneaking past him, if you are a Scoundrel and would rather avoid fighting), turn left where he was, and you'll arrive at another door. Open it, then quickly kill the pair of Sith soldiers. Carth will warn you that a whole slew of Sith Troopers are on the other side of the next door, so he will advise you to either: reprogram the damaged assault droid (if you have enough repair parts) or use computer spikes to slice into the terminal and use the Endar Spire's security systems against the Sith. Carth fails to mention that you can actually do both of those, however! Check the nearby footlocker, on the right side of the room, for five Computer Spikes and seven Parts. While it may seem somewhat wasteful to do both, you do gain extra experience points for doing so (130 for reactivating the droid, 150 for slicing into the computer system). When reactivating the droid, first activate its shields, before sending it on a patrol. For the computer terminal, view the camera feed, before selecting the "overload terminal" option. Go through and search the bodies for some credits, an Ion Blaster, and a Prototype Vibroblade (which you should equip instead of your Long Sword). Open the next door, and you'll finally meet up with Carth in the flesh. Go ahead and ask him questions about himself, and you will receive 250 XP. Move forward and to the left to the escape pod, then use it to escape the Endar Spire's imminent destruction. =============================================================================== = B) Taris kw-m02 =============================================================================== There are so many different ways to play the game that it would be nearly impossible to document every single choice you make. Fortunately, it is usually pretty obvious when a certain dialog option is weighed heavily toward the Dark Side, and when it is weighed toward the Light Side. The same goes for many of your actions as well. Because I feel much of the enjoyment to be gleaned from this game is from choosing your own actions, I am writing this walkthrough with the intent of being as comprehensive, yet open-ended, as is possible. I will, however, try to point out when you will gain Light or Dark points and so on. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= = Upper City South Apartments =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After taking another nap during which you dream of Bastila, Carth will appear and reintroduce himself. Again, choose the responses/questions that suit your style of play. Eventually, you'll discover that after the crash, you've been drifting in and out of consciousness, although Carth was luckily unhurt and was able to bring you to this apartment. You will also discover that Bastila is the key to the whole Republic war effort, and was one of the Jedi who killed Dark Lord Revan. Carth also believes that her escape pod also landed on Taris, which is currently under Sith control and quarantine, so it is imperative that we find her. Anyways, continue asking questions until you are ready to start looking for her - after the conversation, you will receive 350 XP and update your journal. If you wish, initiate another dialog with Carth and ask a few more questions about himself. Eventually, he'll wish to stop speaking, but your journal will update with the information he gives you. Locate your locker, then open it to retrieve two Computer Spikes and three Medpacs. Also take note of the nearby workbench, where you can upgrade your weapons. If you'd like, upgrade your Prototype Vibroblade with the Vibration Cell you found earlier, but I like to hold off on this for now. Head out through your hideout's door, and you will take Carth with you. Immediately, you will walk into a conflict between some Sith and a pair of aliens. It looks like the Sith are constantly raiding and bothering these aliens, and one that speaks up is rapidly executed. The Sith then notice your presence, and you are forced to fight. Quickly take out the trio of enemies, and the surviving alien, named Duros, will initiate a conversation. As always, respond however you like, relative to the path that you've decided to take. However, if you ask "Won't someone come searching for this patrol?", the alien will agree to remove the bodies, to make it look like they were killed elsewhere. Search the backpack on the ground to find a Blaster Rifle, Frag Grenade, Poison Grenade, Adrenal Strength, and Adrenal Stamina. By this point, you should probably have earned enough experience points to level-up once again, so go ahead and do so, if you wish. Start making your way around the large, circular corridor in a counterclockwise direction. Take note of the first door on your right, marked as a low security door. Inside is a side quest that I will describe in more detail later, but if you're impatient and want to do it now, use your security skill (or Carth's, if you have none) to bypass the lock. Again, I'll provide a more comprehensive walkthrough of the side quest further below. For now, talk to the alien, Larrim, just past this door. He's a merchant, and will try to hawk some energy shields to you, among other things. Go ahead and browse through his items, but you probably won't be able to afford much at this point in time - besides, you'll be able to find better prices shortly anyway. You can even sell some things, but I wouldn't recommend getting rid of anything just yet. Larrim may also mention that the janitor, Kadir, may be more willing to talk, since the illegal aliens already consider him senile. He's pretty easy to find, as he just walks around the corridor continuously. Ask about Taris, and he'll mention the Cantina, where you might be able to find some information about the Upper City, and the lower levels, where the swoop gangs like to hang out. He'll also mention that the best place to buy equipment is Kebla Yurt's store, right across from the Cantina. Before you head out to the Upper City, go ahead and use yours (or Carth's, if you have none) Security skill to open the remaining low security doors on this level. There are three rooms (other than the one with the side quest), two of which have occupants. All three of them have either bags or footlockers from which you can grab some goodies, even if the occupant is standing right there! Of course, if you're really into the role-playing, and playing on the Light side, you wouldn't do such a thing, right? Me, I plundered everything I could get my grubby little hands on, including credits, two Medpacs, three Parts, and a Computer Spike. When you are ready, circle the corridor until you find the door leading to the Upper City, then open it and go through. =-=-=-=-=-=-=-=-=-=-= = Upper City South =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- =-=-=-=-=-=-=-=-=-=-= =========================================================================== ---------------- R a p i d T r a n s i t S y s t e m ---------------- =================================================================SIDE-QUEST Your journal should update as soon as you reach the Upper City. Go ahead and read the journal entry, then move to your Map screen and hit (X) to try out the "Return to Hideout" function. You should instantly transport to the hallway right outside your apartment - ss soon as you arrive, the side- quest will be completed. =========================================================================== Transit Back to the Upper City, then walk straight ahead, as this is southward, which Kadir told us to head. Shortly, you'll come to Kebla's shop, the Equipment Emporium, on your right. If you wish, go ahead and enter to browse around and talk to her. She'll tell you that the Sith have confiscated her heavy weapons and other equipment she used to sell, but that she still has a pretty decent selection to choose from. Ask her about the crashed escape pods, and she'll mention that the crash sites have already been stripped clean by the Sith, unless the swoop gangs or Davik's men got there first. Continue to ask questions for more information, if you'd like. She'll mention that things were actually alright when the Hidden Beks were running the show, but that things have changed drastically since the Black Vulkar gang took over. Davik, on the other hand, is a pretty shady mob-type guy, but he's smart enough to keep a low profile around the Sith. Once you are done browsing the merchandise, exit the Equipment Emporium and turn right. Follow the road around for just a short while, and you'll arrive at the Cantina. Open the door and enter, and you'll find yourself in a room with a few Pazaak players. Niklos, on the left, claims to be the best Pazaak player on Taris, and is willing to play a few for some credits. Garouk, on the right side of the room, is looking to get out of the gambling game, so offers to sell his deck - along with a free lesson - for fifty credits. If you're interested in doing it now, however, read the boxed section below; otherwise, skip it and come back whenever you're ready. =========================================================================== ------------------------------ P a z a a k ------------------------------ =================================================================SIDE-QUEST Pay the 50 credits for your starting deck and lesson from Garouk. If you forget the rules, simply read your datapad to refresh your memory. The lesson is also very helpful if you've never played before, so take him up on his offer. When you're ready, go ahead and speak to Niklos (he will mention Gelrood, a cheater that has been banned) and play against him. Bet however much you want - hopefully, you saved before you did this - and start the match. Note that you are at a serious disadvantage with none of the rarer cards, so for now, don't play too much. Whenever you get to the Lower City, I'll mention a man that sells rare cards. Buy them, and use them wisely, as they'll help you easily make your money back. Come back and challenge Niklos whenever your deck is stacked, and wipe the smirk off his face. Good luck! After you beat him five times (in a row?), he refuses to play Pazaak with you any longer, accusing you of cheating. Talk to Christya, the nearby girl, and she will offer to go buy some drinks for the two of you, if you give her 20 credits. You can, if you want, but she ends up going home with some noble anyway. Women. Anyway, you can always go play against Gelrood some more, but he's a bit tougher, it seems. =========================================================================== Walk into the next, main room of the Cantina, and you should see a female Sith named Sarna. At any rate, she's pretty lonely, so chat her up until she invites you to a party (note that if you are a female, you may have to just bribe her). Take note of the mention that there won't even be time to lock up their uniforms, for later. Continue making your way through the Cantina, talking to anyone who has a name that stands out. In the restaurant area, a woman by the name of Gana Lavin starts bossing you around. If you insult her and call her a spoiled brat, she'll warn you and take off running. Follow her out of the Cantina and head in the direction of the Equipment Emporium. You will have to do battle with two Lavin Thugs, which aren't too tough and each give up credits, a Medpac, and a Vibroblade, not to mention some experience points. Of course, you could always take her insults and avoid the fight altogether, if you wish, if you don't feel like being a bit evil. Back in the Cantina, look for the side-room in which a brief cutscene of an Arena duel starts. After watching it (and seeing how easy the battle is won), go ahead and start talking to the various duelists in the room. The old man, Marl, in particular will give up some useful information about the other fighters. Now, this next part is optional, as it is more of a side-quest than anything else. Still, I'd strongly recommend taking part, however, as you will gain credits and the all-important experience. If you'd rather not fight, however, simply skip past the next section. =========================================================================== ----------------------- A r e n a D u e l i n g ----------------------- =================================================================SIDE-QUEST Initiate a dialog with Ajuur the Hutt, and mention that you might be interested in stepping into the duel ring. He'll mention that noone ever dies in the ring anymore, and that you'll receive 10% of the bets placed. Agree to do it (if you're good at Persuade, you may be able to get a little more than 10%), and you'll face your first match: * Deadeye Duncan: There isn't any need for elaborate strategy against Deadeye, since he's nearly blind. Either blast away at him from afar or charge him with a melee weapon and he'll go down quickly. For your victory, you'll obtain 55 XP and 100 credits (once you go talk to Ajuur again). Whenever you are ready for your next battle, simply go up to Ajuur and talk to him about it - just make sure you save before doing so, in case you lose the duel. And remember, you can always go do other things for more experience and to hopefully level-up, if you are having a lot of trouble. You may even wish to use your battle stimulants (before you talk to Ajuur) to give yourself an edge. In order of appearance, you will then face the following fighters: * Gerlon Two-Fingers: Gerlon likes to use blaster pistols in the ring. Nevertheless, he shouldn't be too difficult; either close the distance as quickly as possible (to get in a swipe with your melee weapon before he can switch weapons) or blast at him in return. For your victory, you will receive 80 XP and 200 credits. * Ice: Ice is quite a bit tougher than the previous opponents. She likes to start out with a blaster, but is even better up close, with her sword. You could try to soften her up from long range, but I prefer to simply charge in right away, in hopes of scoring some hits before she puts her blaster away. Of course, if you're much better with a ranged weapon, use that instead. Defeat her, and you will receive 105 XP and 300 credits. * Marl: For an old man, Marl is one tough fighter. In fact, he was the former duel champion! He'll start off by charging you right away, but you may wish to try and get a few shots in with a blaster before he can get to you. Just make sure you switch to your melee weapon when he gets close, or he will tear you apart with his double-bladed sword. Another thing you may wish to try is to constantly run away from him, fire a shot at him, run until the round is over and there is some space between you, then fire and repat. Eventually, he will go down, since he doesn't use Medpacs. For your victory, you receive 125 XP and 400 credits. If you talk to Marl after defeating him, he informs you that he is retiring, which is unfortunate, since he was the only fighter that was halfway decent to you. * Twitch: Twitch, a Rodian, is the current champion, and for a very good reason. Since he is equally adept at range and close-up, you won't be able to run around and take potshots at him. If you're good with melee weapons, charge him as quickly as possible to try and slash him while his blasters are still out. You may also want to take a few stimulants before talking to Ajuur, to give yourself a small edge. Use Medpacs whenever your health gets low, and he should eventually be worn down. With my Soldier, I found that regular attacks worked better than feats, simply because I was able to better defend myself. Congratulations, you are the new Champion of the Duel Ring! For your accomplishment, you receive 155 XP and 500 credits. While giving you your prize money, Ajuur will mention that the only person left who would fight you is Bendak Starkiller... * Bendak: Because Bendak is a special case (read, this is a fight to the death) and because this match actually overlaps two side-quests, it will be described in further detail below: see the Bendak's Bounty side-quest. Also, this match will not be available right away. After you become the champion, you will have to initiate the match by talking to Bendak, who is located in the Pazaak room. =========================================================================== Head back to where you first entered the Upper City from your apartment. If you talked to Carth and asked him about his past earlier, you may receive another dialog from him sometime soon. It happens automatically after a bit of time, so don't worry if you don't see it just yet. As always, choose the dialog options that best suit your style of play. Anyway, once you get back to the main intersection near where you started, start heading east. Near the next intersection, you will encounter two bounty hunters giving an old man a hard time: =========================================================================== -------------------- B u l l i e d M e r c h a n t -------------------- =================================================================SIDE-QUEST Apparently, the old man has taken a loan from Davik, against the wishes of his wife, and is late on his payments. Even though he offers to pay fifty credits to buy a little time, it is readily obvious that that is not going to be good enough, and that the bounty hunters intend to kill him. ~~~~~~~~~~~~~~~~~~~~~~~~~~ L I G H T P A T H ~~~~~~~~~~~~~~~~~~~~~~~~~~ If you're taking the Light path, you'll want to step in and help the poor guy. No matter what option you choose, you will have to fight the pair of bounty hunters. However, if you choose the option in which you defend the old man, rather than simply picking a fight because you don't like their attitude, you'll receive extra Light Side Points. After killing them, you'll be able to talk to the old man. If you pick the first option ("Maybe I can help you."), you will have the option of giving him 100 credits to repay the loan. Doing so will give you even more Light Side Points, as well as 250 XP. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ D A R K P A T H ~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you're taking the Dark path, you will still have to fight them, as Davik doesn't like leaving witnesses. Pick the option in which you say that you are going to teach them a lesson, however, to avoid getting Light Side Points. After killing the bounty hunters, demand that the old man hand over all his credits to you, if he wants to live! He will not give you any money, but you'll gain 250 XP and Dark Side Points. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Whatever path you take, make sure to search the remains of the bounty hunters for 100 credits! =========================================================================== Head south from this encounter, and you will see a door leading to the Medical Facility - open it and enter. Locate a man named Zelka Forn and initiate a conversation with him. He'll mention that he can treat almost anything, other than the Rakghoul disease. Ask about the disease, and he'll mention that it mutates those infected by it into horrible monsters, especially down in the lower levels of Taris. A serum does indeed exist for the disease, but the Sith are hoarding it for themselves. You can now offer to help him freely, or for a price, and he will mention that the Sith patrols in the Undercity might be carrying some. Don't forget to ask Zelka about the Republic escape pods - he'll get a little defensive, so keep trying to persuade him for more information, and he will take you to a back room. He's treating some of the survivors secretly, so if you're interested in the Light path, offer to help to receive some Light Side Points. If you're evil, you can threaten to spill the beans unless he pays up. Carth will protest, but remember, you're the boss - make Zelka pay you the 100 credits and you'll receive some Dark Side Points as well. Of course, you may not be able to buy anything there afterwards...anyways, start to leave the Medical Facility. Gurney will pull you aside, and wants to talk to you about the rakghoul serum. Listen to his offer, and you'll discover that Davik Kang is willing to pay ten times what Zelka can. Ask more questions, and you'll find out about Zax, who runs the Lower City bounty office. Choose whatever responses befit your alignment, then exit the Medical Facility and head north, past where the bounty hunters were harassing the old man. =-=-=-=-=-=-=-=-=-=-= = Upper City North =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- =-=-=-=-=-=-=-=-=-=-= Move through the nearby tunnel, and you and Carth should find yourself in Taris' Upper City North. Straight ahead is a door leading the some apartments, where the Sith party is going to take place. Let's ignore it for now, however. Turn west, and you will eventually encounter a trio of drunks who try to pick a fight with you. These men don't feel that a "shlummie" like you should be wandering out and about in the Upper City, but rather, down in the Lower Cities. They even get a little bit threatening! Once again, there are three different paths you can take. The first option, in which you offer to buy them a drink, will net you 60 XP and some Light Side Points. The second option, in which you politely caution them, gives you only the experience points, however. Finally, the third option will result in a battle, which can be won rather easily - they can barely stand up straight, let alone fight. Obviously, this is the Dark path, and will net you some Dark Side Points, the experience points for killing them, and a small amount of credits from their remains. Continue heading west, and you will hear the ravings of Gorton Colu. He warns of a plague spreading throughout Taris, and requests that you join his cause. If you ask him about the plague, it turns out that he's simply a racist, and that the "vermin" he is talking about are simply aliens. Again, continue the conversation however you see fit. Now, turn left and head south from him, and you will find yourself at the Droid Shop - open the door and enter. The proprietor is Janice Nall, who will tell you of the racism that is common throughout Taris. She'll also mention that she has a T3-M8 utility droid for sale, among other items. If you wish, you can undertake another side quest here: =========================================================================== -------------------------- D r o i d S h o p -------------------------- =================================================================SIDE-QUEST Purchase the T3-M8 Utility Droid from Janice for 50 credits, the leave her shop. Almost immediately after leaving, the droid will blow into pieces, so reenter her business. You'll have received 110 XP just for buying the droid, by the way, which isn't a bad tradeoff at all. Talk to her, and you can either politely demand a refund or accuse her of ripping you off. Either way, she'll offer to refund your 50 credits to make amends. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ D A R K P A T H ~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you are pursuing the Dark path, you can "persuade" her to give you a little extra for the trouble. Even if it fails the first time, try again, and you should receive 75 credits and some Dark Side Points! Note, if you have a high Persuade skill, she'll agree to pay you extra as soon as you request it, and you won't get any Dark Side Points. =========================================================================== Once Janice has refunded your money, talk to her about utility droids again. She'll mention that she has a very nice T3-M4 in stock, but that it is on hold for someone else. Your journal will update with this information. If you wish, you can ask her further questions about Taris, but it isn't necessary. Anyway, leave the shop and head straight across (north), past where Gorton Colu was spewing his ignorance and hatred. You'll soon come to an elevator guarded by a Sith Trooper. While this elevator leads down into the Lower City, he won't let you through unless you're in uniform (!) or have the proper authorization papers. If you continue on straight ahead, past the elevator, you will come to a military base - obviously, you won't be able to get in there either. Now, head back to the North apartments that we ignored earlier. Once again, you can go through the rooms and plunder to your heart's content, if you have no qualms about stealing. I prefer to go around the corridor in a counter- clockwise direction, ignoring the first door on the right, as it is part of a side quest that I'll describe in more detail later. You'll be able to find credits, two Medpacs, two Parts, and two Computer Spikes. You'll also notice the party that Sarna (or Yun) invited you to earlier. Enter the room with the party, and you'll automatically start talking to the person who invited you. After a bit of Tarisian ale, everyone passes out - that must be some strong stuff! Now, you remember how they mentioned that they wouldn't even have time to lock up their uniforms? And how the Sith Trooper guarding the elevator said you need to be part of a Sith patrol and in uniform to gain access? Well, search the footlocker and backpack in the room for a Medpac, Parts, credits, and the Sith Armor (for which you'll receive 300 XP)! Exit the apartment building, then head back to the guarded elevator. For fun, you can talk to the different inhabitants of Taris, and notice that you get quite a different response when dressed as a Sith! Talk to the guard near the elevator, and he'll warn you about the swoop gangs, before letting you through. You'll receive 350 XP and update your journal as well, by the way. Open the door and take the elevator down (50 XP). =-=-=-=-=-=-=-= = Lower City =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- =-=-=-=-=-=-=-= Walk forward just a bit, and you'll see a melee between the Hidden Beks and Black Vulkars. The Black Vulkars will wipe the floor with the Beks, before spotting and turning on you. Take the three of them out with the assistance of Carth, then search their remains for two Frag Grenades, a Repair Kit, and a Vulkar Shock Stick. Now, take a second to look around at your surroundings. There are three possible directions in which you can go, not including back to the Upper City. To the north are the Lower City Apartments, while the west leads to Javyar's Cantina and the Hidden Bek base. The east corridor leads to the Vulkar base, which you probably want to avoid right now - it's guarded, and you can't get in just yet anyway. Before you proceed, however, be warned that there are quite a few enemies down here, so you may want to use the Rapid Transit system to head back to your apartment and heal. Also, I'll discuss another side quest, which starts back in your apartment complex: =========================================================================== ------------------------ D i a ' s B o u n t y ------------------------ =================================================================SIDE-QUEST From the corridor just outside your apartment, head counter-clockwise to the next door, on the west end of the building. It's locked, so use your Security skill (or Carth's, if you have none) or Bash to open it. Inside is a woman by the name of Dia, who you'll want to talk to. If you are wearing the Sith armor, she tells you to go ahead and search her room. There's a bag near the door with credits, Parts, and a Medpac. Now, remove your Sith armor and speak to her again - she won't be very happy to see you, so choose whatever response you wish. She'll mention a man by the name of Holdan, who you should ask more questions about. Because Holdan couldn't keep his hands to himself, Dia slashed him with her Vibroblade. She isn't willing to talk, but continue to persist, and she'll tell you that he has taken a bounty out on her head, so that is why she is hiding out here. Remembering why there is even a bounty on her head in the first place, it should be rather clear what to do to continue on whatever path you're taking: ~~~~~~~~~~~~~~~~~~~~~~~~~~ L I G H T P A T H ~~~~~~~~~~~~~~~~~~~~~~~~~~ To take the Light path, ask if there is anything you can do to help, before suggesting that maybe you could speak to Holdan for her. She'll then mention that he hangs out in the Lower City Cantina. Simply pull out your map and hit (X) to use the Transit Back function. Back in the Lower City, start heading through the west tunnel, and you'll arrive at a door to your left. Open it and go through to enter Javyar's Cantina. In the far north room of the cantina, walk up to Holdan and initiate a conversation. He's a little distracted by the Twi'lek dancers, but nevermind that. Mention Dia's bounty, then insist that he remove it. He isn't very willing to, but agrees to do so if you pay him a sum of 200 credits. If you pay, you'll gain some Light Side Points. It is also possible to persuade him, but it can be difficult, unless you are quite skilled with Persuade. Threatening isn't much better, especially since he doesn't fear you and because you're supposed to following the Light path, remember? Finally, return to Dia and inform her that you were successful in getting the bounty removed. She'll offer to give you an heirloom - if you accept, you'll receive 125 XP and an Energy Projector. If you get angry about the "reward," you'll still receive the same. Finally, you can politely decline the reward - while you will not get the Energy Projector, you will still receive 125 XP and Light Side Points instead. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ D A R K P A T H ~~~~~~~~~~~~~~~~~~~~~~~~~~~ If pursuing the Dark path, choose the options in which you decide that you're going to kill her and collect on the bounty. She's pretty easy to kill, and Carth even helps, despite the fact that he protested. You will receive 50 XP for killing her, as well as some Dark Side Points. Once you have done so, go to Javyar's Cantina and talk to Holdan, then go see Zax in the Bounty Hunter office for your 300 credit reward (you may be able to Persuade him to give you 400 if you're good enough). =========================================================================== In the first room of Javyar's Cantina are a couple more Pazaak players. Uriah, the green Twi'lek, will sell you some rare cards to bolster your deck, if you bought the one from Garouk in the Upper City Cantina. Although they are quite expensive, you may want to consider buying them, as they'll make gambling much easier. Gelrood is a human that has been banned from the other cantina, for what was probably cheating. Again, if you bought a deck from Garouk, feel free to challenge him, although I wouldn't recommend it. Move to the next room of the Cantina. You'll see a brief cutscene in which the famed bounty hunter, Calo Nord, is ambushed by a trio of Black Vulkars. Nord calmly counts to three, before disposing of all three with a well-placed grenade. You can talk to him if you want to, but just make sure that he doesn't get impatient with you and start counting down. Search the remains of the swoop gangbangers for a Repair Kit, then walk around to the north side of the cantina. In a small room, you will find Holdan, who is part of the Dia's Bounty side-quest above (if you didn't do it already). Exit the room and continue around the Cantina. A couple of Vulkar scum will start hassling a female Twi'lek. She asks Zaalbar, her Wookiee companion, to give her a little bit of assistance, scaring off the thugs. Go over and talk to Mission, the Twi'lek, and ask her as many questions as you'd like. She's pretty familiar with Taris, so has a wealth of information on the subject. If you ask about Calo Nord, she'll tell you that she suspects him of working for Davik and the Exchange. Ask about Davik, and you'll discover that he has an extremely fast ship - the Ebon Hawk - that he uses for smuggling. Finally, ask about the swoop gangs, and she'll mention that she hangs out at the Bek base, since they're actually a pretty good group of people...aliens...whatever. After your conversation, Mission and Zaalbar head back to the Bek base, while you receive 60 XP. Make your way to the southernmost room in the Cantina: the Bounty Office. To the left, as you enter, is a dancing Twi'lek, named Lyn Sekla. If you are interested in a fun little side-quest, go up and talk to her: =========================================================================== ------- A u d i t i o n i n g f o r t h e S t a r l i g h t ------- ------------------------ E n t e r t a i n e r s ------------------------ =================================================================SIDE-QUEST Lyn is trying to audition for a job with the Starlight Dancers, but unfortunately, she won't have a chance unless she has a partner. You can either volunteer to be her partner or agree to do so for a price, but either way, you won't get any money. Once the audition starts, you will have to demonstrate three dances, and your performance is just as important as Lyn's, if not more so! After you've persuaded her to let you try, she asks that you just not upstage her, although dancing as close as possible will be the most impressive to watch. ~~~~~~~~~~~~~~~~~~~~~~~~~~ L I G H T P A T H ~~~~~~~~~~~~~~~~~~~~~~~~~~ If you truly wish to help her out, for the first dance, choose the second option: to dance close by her (but not in her face). For the second dance, dance behind her. Finally, in your final performance, choose the first option (to dance beside her), and you'll have helped her dreams come true! For your trouble, you receive 250 XP. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ D A R K P A T H ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Feeling a little evil today? In turn, dance too close and face to face, run around her while she dances, then take a dive, and Lyn will utterly fail her audition. While I suppose there is a bit of sick satisfaction to be gained by this, note that you don't get any Dark Side points or the experience point reward that you would get for helping her out. =========================================================================== Otherwise, locate Zax the Hutt and speak to him. Ask about the rakghoul serum, and you'll discover that it's worth 1000 credits to Davik. If you try to ask him for information, he'll give you some - for a price. If you are interested in several more side-quests, ask him about the bounties. Again, these are not necessary to proceed in the main game. I'll list some of the bounty hunting side-quests next, but if you are not interested, simply skip down below. Exit the Cantina and start heading back to where you entered the Lower City. Most likely, you will encounter a large group of Black Vulkar gang members, so try and kill them without getting killed yourself. Carth should be doing a great job of blasting at them, so don't charge up to them; instead, let him soften them up until they get to close range. Once they're dead, search the remains for such items as a Repair Kit, before heading through the door to the Lower City Apartments. =========================================================================== --------------------- M a t r i k ' s B o u n t y --------------------- =====================================