----------------------------------------------------------------------------- Player Character and Party Optimizing Guide StarWars: Knights of the Old Republic Platform: X-Box Created: 7-11-04 Created By: SirCerberus SirCerberus@hotmail.com ----------------------------------------------------------------------------- Table of Contents I. Introduction 1. Why this guide is useful to you 2. Why this guide is different than most other guides. II. Your Main Character 1. Which class? 2. Light or Dark? 3. Attributes 3. The best skills 4. Feats you need 5. Spiffy Force Powers 6. The best weapon for you 7. The best Armor, Head-wear, Implants, Gloves and belts III. Picking your Party (includes suggestsions and optimum weapons for each character) 1. General Tips 2. Your choices... who is good and who is worthless 3. Carth Onassi A. Feats B. Skills C. Attributes D. Best Weapons E. Best Armor F. Gloves G. Waist H. Forearms I. Head 4. Zaalbar A. Feats B. Attributes C. Skills D. Weapon E. Armor and Headwear F. Gloves G. Implant 5. Canderous A. Attributes Armor and Accessories B. Feats C. Headwear 6. Bastilla A. Attributes, Feats and Accessories B. Weapons C. Armor D. Headwear E. Gloves 7. T3-M4 A. Feats B. Skills C. How to Avoid using when you think you have to 8. Mission A. Feats B. Skills C. How to Avoid using when you think you have to 9. Jolee A. Feats B. Force Powers C. Weapons D. When to use 10. Juhani (optional character) A. Feats B. Force Powers C. Weapons D. When to use 11. HK-47 (optional character) A. Should you buy him? B. How you should use him C. Feats D. Weapons E. Accessories IV. Legal Stuff 1. Why you shouldn't plagerize me 2. What I will do to you if you do plagerize me 3. A description of how uneventful my life is to prove that I have nothing better to do than what I said I was going to do in the event that you do plagerize me. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Section I. INTRODUCTION ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 1. WHY THIS GUIDE IS USEFUL TO YOU %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% This guide has but one purpose: to help you beat the final boss in KOTOR; he is difficult and he doesn't play fair. This guide will tell you which characters, weapons, armor, and accesories are the best to accomplish this. Everything that I suggest to you in this guide I have tested myself. If you follow my instructions, you will be able to hack your way through all your enemies and make the final boss beg for mercy. Everything I suggest goes towards the end result of beating the final boss... not necessarily how you get through the game. A writer loves to know his work is appreciated. If this guide has been helpful to you, or if you have any suggestions for how to improve it, please email me at sircerberus@hotmail.com %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 2. WHY THIS GUIDE IS DIFFERENT THAN MOST OTHER GUIDES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% If you have taken a look at some of the other Game FAQs for KOTOR... I feel your pain. When I first started playing the game and looked here for inspiration, I found lots of complicated guides that made absolutely no sense to me. This guide is simple to follow and easy to understand, I promise. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Section II. YOUR MAIN CHARACTER ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- %%%%%%%%%%%%%%%%%%%%% II. 1. WHICH CLASS? %%%%%%%%%%%%%%%%%%%%% There are 6, but for your main character there are really only 3. You pick one at the beginning of the game, and when you become a Jedi you get to pick another. The three Jedi classes correspond to the three other classes, and it is highly advisable that you pick matching classes. They are: Soldier <-> Jedi Guardian (blue lightsaber) Scout <-> Jedi Sentinal (yellow lightsaber) Scoundrel <-> Jedi Consular (green lightsaber) It is possible to beat the game using any of the class combinations, but you should consider how you want to go through the game before picking a class. You should also consider the unique feats that each class gains when they level up. Some unique feats are more useful than others, and that should be a factor in your class decision. The Soldier <-> Guardian classes are the warriors. When they level up, they get the most Feats. However, their unique feats arent that good. In fact, they can sometimes be more of a disadvantage than a help. Dont worry about the unique Soldier feats, they dont really apply to you. But the Jedi Guardian unique feat is the ability to quickly close the distance between you and an enemy during combat. If your enemy is far away when you first spot him and you are attacking with a normal attack, your Jedi will fly through the air until he is right next to his opponent. Here is the unfortunate thing... only your Jedi Guardians have this ability. So if your player character is the only Jedi Guaridan in your party, he will be off fighting in the distance while the rest of your party is running to catch up. By the time the rest of your party arrives within range of battle, your player character will probably already be dead, seeing as he has been fighting alone. The Scout <-> Sentinal classes are the most balanced. They get the most skill points and a balanced mix of Feats and Force Powers. Their unique feats are the best for beating the final boss. You get complete protection from mind affecting powers and critical hits (including the effects of paralyzing grenades). The final boss is a big fan of using mind affecting force powers and the critical strike feat. If you are a Jedi Sentinal. you are already immune to half of the final boss's arsenal from the beginning. The Scoundrel <-> Consular are like wizards. Poorly suited for direct combat, but highly effective destroying your enemy with magic from the back row. They get the most Force Powers and Force points. Their unique feats aid them in their role as back-row spellcasters, but still dont help much in the grand scheme of things. *****MY SUGGESTION***** Go with the Scout <-> Jedi Sentinal. I know you are looking at the Soldier <-> Jedi Guardian and dreaming of hacking your way through the game, but you will get to do just as much hacking with the Scout <-> Jedi Sentinal and you will have an easier time of doing it too. The Scout <-> Jedi Sentinal is the best for 3 reasons. 1. Level up stuff.... you get an even mix of feats and force powers as well as lots of of skill points. If you dump all the skill points into one or two skills, you will have an easy time of getting through certain parts of the game. 2. Free Feats... the feats you get for free as a Scout <-> Jedi Sentinal are better than the ones you get for free with any other class. Mainly, as a scout you get the Implants feat for free. Trust me, later in the game this will be more useful than the feats you got for free with any other class. 3. Unique Feats... By far the best part of being a Jedi Sentinal is the free stuff attatched to it. Mainly, a Jedi Sentinal that has reached level 12 gets feats that make him immune from any sort of mind-altering or critical hits. When you go up against the endless streams of Dark Jedi later in the game, these feats will nullify nearly half of the offensive force powers that can be used against you. The last boss loves to use critical hits against you... and they almost always work, making your final battle shorter than you would have liked. The Jedi Sentinal is immune from critical hits (as well as paralyzing grenades), so you will fight the final battle on a much more level playing field. %%%%%%%%%%%%%%%%%%%%%%%% II. 2. LIGHT OR DARK? %%%%%%%%%%%%%%%%%%%%%%%% There is no secret that everything you say and do in KOTOR leads you either down the path of the light side or the dark side. The side you choose to follow will affect the ending sequence of the game, as well as some of the side quests you are able to do. It also affects which characters you get to use and, to some respect, which Force Powers you will have. Dark Jedi get discounts for using Dark Side force powers, just as Light Jedi get discounts for using Light side force powers. The reverse is also true. If a Dark Jedi tries to use a light side power, he has to pay significantly more force points to use it than would a Jedi. Most people dont think about this, but the side you choose will determine which characters you get to bring with you for the final level. I will get into that during the Party Selection section. Without revealing any spoiler information, both the Light side and the Dark side have an advantage at different points in the game. It is easier to play through the game as the Dark Side because you get the cool force powers and will have more money. There really is nothing cooler than using your force lightning to decimate an entire room of enemies. And you will have more money with the Dark Side because certian Dark Side actions enable you to steal money from people, and go on assasination side-quests that pay very well. You can't do this with the light side. However, once you reach the final level (and by far the most difficult level) all the advantages you had as the Dark Side go away and you are left with largely no advantage. Quite simply, all the cool force powers you had before are less effective against the difficult Dark Jedi Masters you will be fighting. Don't even try to use offensive force powers against the final boss because they almost never work. If you are the Light Side, it will be slightly more difficult for you to play through the whole game, but once you reach the final level you have a big advantage. First, if you are Light Side, the amount of available characters you are able to bring with you on the final battle is twice the amount you would have if you played as the Dark Side. Second, since Light Side powers specialize in nullifying Dark Side powers and internally strenghening your characters, your characters will be that much stronger against the hoards of Dark Jedi, Sith troopers, and battle droids of the final level. One suggestion though....... decide which side you want to play as before you begin the game, and then play through the entire game only selecting options that add to that side. Here is the reason... Let's say you choose the Dark Side and want to use some Force Lightning. The more evil you have been during the game, the greater discount you get when using force Lightning. If you have only been a little evil, you only get a little discount. %%%%%%%%%%%%%%%%%%% II. 3. Attributes %%%%%%%%%%%%%%%%%%% When you see the attributes screen while creating your character, you may be a bit overwhelmed at first -- as you should be. Your gaming experience will not be fun if you mess up and pick the wrong things. All of the attributes are equally important in their own ways. For every attribute, you will at least want to invest enough points to get the modifiers out of negative numbers. If you are going to play as a SCOUT / JEDI SENTINAL or the SOLDIER / JEDI GUARDIAN You want to put the most points into Strength. As a future Jedi (if this was a spoiler to you... sorry) you will probably be using a lightsaber in melee (as opposed to ranged) combat. Therefore, strength is the most essential attribute you can use. This ensures that all of your attacks will hit your opponent. This is your big attribute if you are a Soldier / Jedi Guardian too. After Strength, invest the most points in Dexterity if you are going Light Side. This makes it harder for enemies to hit you. If you are going Dark Side, still invest a good number of points in Dexterity. If you are going Dark Side, you will probably want to put more emphasis on Wisdom than you do on Dexterity. But whatever affiliation with the force you have, any Jedi Character will at least want to be +1 or +2 for Wisdom. Try to get around at least +1 or +2 with Intelligence. It will make it that much more effective when you are slicing computers. Don't go overboard with investing points in this, however. For Constitution, just get it out of negative modifiers and you will be fine. The only thing Charisma is really good for is upping your persuasion abilities. If you just get this ability out of negative numbers, that should be enough. $$$$$$$$$$$$$$$$$$$$ If you are going to play as a SCOUNDREL / JEDI CONSULAR Probably dont need too much in the way of strength since you are going to be relying on your Force Powers. A +1 or +2 should be enough. Likewise, a +1 or +2 to Dexterity should be enough. Constitution is a big one if you are a Jedi Consular. You dont get as much HP as the other classes,so you will need as much of a boost as you can get. Dont go overboard with this one, though, you need to save your points for more important stuff. After you get the Intelligence Attribute out of negative modifiers, dont worry about it. Its not important. Wisdom is as important to the Jedi Consular as Strength is to the Jedi Guardian. You will want to spend the most points on this ability. Being able to persuade others is central to the Jedi Consular. However, you dont need to go crazy with Charisma points to make it effective. Just go with a +1 or +2 modifier to Charisma, and get invest all your skill points in Persuade. %%%%%%%%%%%%%%%%%%%%%%%% II. 4. THE BEST SKILLS %%%%%%%%%%%%%%%%%%%%%%%% To Keep this section short, Ill just tell you the best skills to invest and why the others aren't as good. For your main character, only bother investing in Computer Skill, Persuade, and Treat Injury. The others may be useful at certain points in the game, but being high in this skill will benefit you almost all the time. There are plenty of other characters available to knock out the other skills. But if it were just your character alone (which sometimes it will be) having these three skills will be the most helpful. If you are going to make your life difficult and be a Scoundrel / Jedi Consular, the only things you want to invest your points in are Persuade and Treat Injury. %%%%%%%%%%%%%%%%%%%%%% II. 5. FEATS YOU NEED %%%%%%%%%%%%%%%%%%%%%% ***Spoiler****** If you play through the game as planned, your main character will become a Jedi at level 8. This means you get 8 levels of progression as your first class and then 12 levels as your Jedi Class. ******************* A Jedi Guardian will probably get a total of 14 acquired feats (not including the freebies he will get). A Jedi Consular will probably get a total of 9 acquired feats (not including the freebies). A Jedi Sentinal will probably get a total of 11... not entirely sure about this number. There are lots of feats for lots of purposes. Only bother investing in the ones that will aid you in combat. There are really only 4 feats that are essential for your main character. You will be able to invest in others, but make sure you invest in the following 4 as fully as you can. These feats will make you more deadly in combat by ensuring that you will almost always hit your enemy. Without them, you will miss like crazy. Flurry (levels 1 2 and 3)... invest in all. Lets you kill enemies faster. The other essential feats will compensate for the penalty to hit you incur when using flurry. Two-Handed Fighting (1 2 3)... invest in all. You are going to want a double-saber, trust me. Lightsaber proficiency You get Level 1 for free. Invest in level (2.) You cant learn level 3 unless you are a Guardian, but the third level here doesnt matter much. Dueling (1 2 3) Invest in all. Even if you plan to use a double-lightsaber (which you should) this still helps despite what the description says. .................Some fun feats that are very useful........................ Jedi Defense (1 2 3) Laugh as your character is largely immune from blaster fire and deflects it back at enemies to kill them. Toughness (1 2 3)... gives your main character more HP and lessens damaged incurred during battle. Conditioning (level 1 2 3)... makes your main character much harder to hit during battle. %%%%%%%%%%%%%%%%%%%%%%%%%% II. 6. SPIFFY FORCE POWERS %%%%%%%%%%%%%%%%%%%%%%%%%% Obviously the side of the Force you choose to follow during the game will determine which Force powers you should select. However, some of the most useful powers in the game are the Universal powers that are not affected by your allegience to either the light or the dark. You will want to master these first. They are: FORCE SPEED Always overlooked, but truly the best power in the game. Here is why... there is the obvious bonus of being able to navigate areas quickly. But the true beauty of Mastery of Speed is the effect it generates for you in combat. If you cast Mastery of Speed on yourself during combat, you gain 2 attacks per round. That means if you are using a single lightsaber (which you should nt do) and you do an ordinary attack swing, you will damage your opponent three times instead of one. Here is the ultimate combo. Mastery of Speed and Master Flurry. This attacks your enemy 6 times in 1 swing (if you use a double saber)!! I have tested this over and over again. Very rarely do you not kill your opponent in 1 round when you use this combo. Bosses like some of the Dark Jedi Masters or maybe the wild rancors will take 2 rounds to beat using this. FORCE PUSH Probably the most effective offensive force power in the game -- even better than the force lightning. What it does is attack anything in front of you (like the lightning) but it also paralyzes anything it hits for 6 seconds. If you cast this 4 times or so in a roomful of enemies, you can kill them all yourself. Only the Mastery version of this is good. FORCE IMMUNITY Extremely useful later in the game when you are going up against lots and lots of Dark Jedi. It nullifies offensive force powers cast against you. There are only two levels of this, but you could invest in some other powers first if you prefer. Just make sure you have it after you have gotten the 4th star map. DRAIN LIFE ((Semi Spoiler)) Ok, I am aware this is a Dark Side Power. But even if you are a Light Side Jedi, this should be the last Force power you get. Don't bother getting it before your final level if you are Light Side though. Here is why... In the final battle, the last boss has the ability to cast Drain Life on any of the 6 captured soldiers that are stationed in the room. This completely restores all health to him. But on the bright side, you can do this too! More importantly, if you don't do this, the final boss gets to completely heal himself 6 times (you will be dead long before then). But if you do it too, he runs out of chances to heal himself faster, and you get to kill him faster. ^^^^^^^^^^^^^^^^^ Light Side Powers ^^^^^^^^^^^^^^^^^ If you go with the Light Side, there are really only 4 other powers you should bother with in addition to the ones I have already listed. Depending on which class you are, you only get a limited number of powers. It is highly advisable you get the Force Powers previously mentioned first. FORCE HEAL The benefits of this are obvious. In fact, all of the other Jedi you have in your control should have this too. As your main character, dont bother casting this during combat. Wait till you have survived and do it then. FORCE ARMOR Most Jedi can't wear armor without sacrificing their force powers. Casting this on yourself before combat will give you the armor you need. In fact, this in combination with a good personal energy shield makes you nearly invulnerable. DESTROY DROID Ok, here is a little heads up... the last level has lots and lots and lots of droids. They are pretty scary too. Having this power destroys them with little effort. You are going to want this one. Trust me. STASIS FIELD Um, if you have invested in the other Force Powers I have recommended and have some left over, you should probably get this one. It paralyzes all the enemies in your path making them really easy to kill with your saber. However, it usually only works on the easy enemies you would have no problem killing anyway. Try this on a boss, and you will not like the results. However, its useful on big groups. ^^^^^^^^^^^^^^^^ Dark Side Powers ^^^^^^^^^^^^^^^^ Force Storm (lightning) Oh yeah. This is probably the whole reason you are playing the game as the Dark Side. It pretty much decimates any enemy you can see. It usually takes about 4 or 5 castings to wipe out a group of enemies though. However, for knocking out a room of enemies I still prefer Force Wave. Kill This one is fun. Picture Darth Vader doing the force grip in Episode IV... thats what this is. 1 casting of this paralyzes any enemy while inflicting damage on them. To kill them faster, cast this multiple times. Insanity Kind of like the Dark Side version of Stasis Field. It paralyzes all enemies in range by basically making them too insane to move or attack. Usually only workson lesser enemies though. Death Field The upgraded version of Drain Life that I discussed earlier. You definitely want this for the final battle (the level 1 version works for that though). What this does is drain HP from all nearby enemies while restocking your own HP. Good if you need a quick HP fix, but avoid casting it too much. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% II. 7. THE BEST WEAPON FOR YOU %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Since you are a Jedi, you only really get one choice. Lightsaber. I can't imagine anyone who buys this game and doens't want to use a lightsaber for their main character. Use two weapons whenever possible. This means you should either use 2 single handed lightsabers or 1 double-lightsaber. Personally, I recommend the double-saber because then you use your very best crystals to beef it up. Color aside,each saber can have two modifying crystals. Now I know what you're thinking. "If I use two separate lightsabers, then I get to use 4 modifying crystals. That's better, right?" Wrong. Wrong. There are a few really really good crystals in the game. The rest arent worth the effort. If you use a double-saber, both of your hands get the benefits of your two best crystals. With the other option, you have to portion out your crystals so you end up with either one really stacked lightsaber in one hand and a really weak lightsaber in the other hand. Or, if you try to balance it out, you end up with two mediocere sabers. Go with a double and use your best two crystals for your main character. YOu will have other good crystals left over, use them in double sabers for your other Jedi, or sell them. So this begs the question, which crystals should I use? Crystals can be sold for big money with local merchants, so if you only keep the ones you want to use and sell the rest, thats a lot of potential money for you. In my opinion, there are only four crystals your player character should think of using in his lightsaber (assuming you are going with a double-saber. .. which you should) before he goes up against the last level. Until you get to the Unknown World, you will have to use the latter two. Upari Crystal ... Gives your saber +3 to hit and +1-8 to Damage. YOu can find it in the Temple on the unknown world Solari Crystal... Gives your saber +3 to hit, +2 to damage and +1-8 to damage against Dark Jedi. This can only be used in the saber of a Light Jedi. If you are going Dark Side, use the next crystal instead. Found in the "Skeletal Human remains" on Korriban. Kryat Dragon Pearl... Gives your saber +3 to hit and +2 to damage. YOu recieve it as a prize after you kill the Kryat Dragon and find the Star Map on Tatooine. {{This is a good crystal to use until you get to the unknown world and find the Upari and Solari crystals}} Damind Crystal... Gives your saber a +3 to hit. {{This is a good crystal to use until you get to the unknown world and find the Upari and Solari crystals}} You can find it on Tatooine, Kashyyyk, and Korriban. Tatooine: Pick it off the corpse of the Dark Jedi who ambush you in Anchorhead. Kashyyyk: Pick it off the corpse of the Dark Jedi who ambush you on the Great Walkway. Korriban: Pick it off the corpse of Kel Algwyn in the Sith Monestary. %%%%%%%%%%%%%%%%%%%%%%%%%%%% II. 8. Armor and Accessories %%%%%%%%%%%%%%%%%%%%%%%%%%%% Im going to make this section really easy for you and just tell you what the best armor and accessories are for your main character instead of discussing it. Please trust me. If you stock your character with this you will be able to kill anything. I promise. I have tested all of this. ^^^^^^ Armor ^^^^^^ Really only 3 possible choices here (1 you wont be able to get until nearly the end of the game). 1. Calo Nord's Battle Armor Once fully upgraded, this is the best piece or armor in the game. It is resistent to some damage and critical hits. Only problem is that you can't have this if you want to use the better Force Powers. If you dont care about Force Powers for your main guy, go with this. 2. Jedi Master / Dark Jedi Master Robes The second best Jedi robes out there. Not much in the way of protection, but it gives you a nice bonus to Dexterity. If you are planning to use Force Powers, this is the best armor you can hope for. 3. Star Forge Robes (Light Side) / Darth Revan's Robes (Dark Side) In my opinion, the only thing you should wear before fighting the final boss. You only get it towards the end on the second deck of the Star Forge. Its to the left of the hallway on the second level where the ion turrets are stationed on the right. It can be tricky to find if you arent sure where to look. Hope that helps. It costs you 25 Computer Spikes. If you are Light Side, you get the Star Forge Robes which, among other stuff, gives you +5 to Wisdom and +2 to all saving throws. If you are Dark Side, you get +4 to Strength and 1 regeneration. Until you can get this. Use one of the other two pieces of armor i have mentioned. ^^^^^^^^ Implants ^^^^^^^^ Only worry about investing in these if you are the Scout class and you get this feat for free. If you aren't a scout, you still might want to get to level 2 so you can buy an implant that will be very useful against the final boss. If you aren't a scout...Go with the Retinal Combat Implant. It only costs 750 credits at your local merchants, and provides immunity from critical hits. The reason its important is because the final boss tries to do a critical strike every third hit. Having immunity makes the final fight much easier. If you are a scout...You get immunity from critical hits anyway as a Jedi Sentinal. And since you have the implant feats for free, all the options open up to you. Go with the Cardio Power System to get a serious boost to your HP. After you have been to the Leviathan, you can buy this from the secret merchant on Korriban. ^^^^^^^^^ Gloves ^^^^^^^^^ Only one choice here. Dominator Gauntlets. These cost 9000 credits and are only available at the secret Korriban merchant after you have been to the Leviathan. It gives +5 to strength... the biggest single strength increase you can get. If you dont want to shell out the 9000 credits for these gauntlets, there is another free option that is nearly as good. If you are playing as the Dark Side, you have the option of completing the Genoharadan Assassain Sidequest. Your reward for carrying out the final mission are the Genoharadan Power Gloves, which give you a +4 bonus to strength. ^^^^^^^ Waist ^^^^^^^ Two options here. One for when you take on the final boss, and one for perhaps the rest of the game. However, they are both very expensive, so if you only feel like paying for one, invest in the one that will help you against the final boss. Electrical Capitance Shield Provides 100% immunity from electrical attacks. The final boss loves to use Force Lightning against you. In fact, its the only Force Power he will probably use against you. If your Will is high enough, you might be able to counter it by casting Force Immunity on yourself. Or, you can just wear this for 100% reliability. You purchase this from Eli on Kashyyyk for 3500 credits. (If you are going light side, buy it before you go to the Wookie Village... trust me. Adrenaline Stimulator Gives you +2 to Dexterity and +4 to all saving throws. This one is expensive. Like 18000 credits I think. You get it from the secret merchant on Korriban after you have been to the Leviathan. The +4 to all saving throws makes it that much harder for anything (grenades, force powers, enemy attacks) to hit you. ^^^^^^^^^ Headwear ^^^^^^^^^ When equipping up, bonuses to "all saving throws" are the most useful because they counter everything. So anything that provides a bonus to all saving throws is good. For headwear, conisder the Stabilizer Mask. It gives you immunity from Mind effecting powers and +2 to all saving throws. You can buy it from either the secret Korriban merchant after you have been to the Leviathan, or Tyvark on Maanan. Note... when you wear this, you are going to look really stupid. Its better if you cope with this now. ^^^^^^^^^^^^^^ Energy Shields ^^^^^^^^^^^^^^ Truthfully, any energy shield you can get your hands on is better than nothing. But the best of the best is the Prototype Verpine Shield. It provides protection from 70 points of any kind of damage. You can find one or two on the planets, or you can buy them from the secret Korriban merchant for around 3000 credits. ------------------------------------------------------ ------------------------------------------------------ Section III. Picking the Rest of your Party ------------------------------------------------------ ------------------------------------------------------ Everyone else is going to feed you the same lines about how every playable character you encounter is useful in his/her own special way. While this is true, its also a bit of an overstatement. The sad truth is that only about half of the characters you get to have in your party are worth anything. The rest you might as well just leave behind at headquarters. The game is designed so that each of the worthless characters is useful in one part. But other than that, you'll never need them. %%%%%%%%%%%%%%%%%%%%%% III. 1. General Tips %%%%%%%%%%%%%%%%%%%%%% Rather than waste a lot of web-page space going through the pros and cons of each character, Im just going to tell you which characters you will want to use in your party and how to avoid using the other ones when you are convinced you have to. But on to the general tips... Melee guys tend to do better in combat than do your ranged weapons users. This is because eventually your enemies will close the distance and your guys with guns will be mauled. Since your player character will be a melee guy, it is good to have one other melee weapons user and then one ranged user. THe ranged user can support your other characters from afar, and run away when your other guys are killed. But in all seriousness, if you just use the Master Speed / Master Flurry combo before combat, you could probably kill everything by yourself anyway. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% III. 2. YOUR CHOICES... WHO IS GOOD AND WHO IS WORTHLESS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Bearing in mind what I just said, this will work easier if I break it down by weapon types. Melee/Lightsaber Users Long-Ranged Weapons Users ------------------------ ------------------------- Your Player Character Carth Bastilla (saber) Canderous Jolee (saber) Hk-47 Juhani (saber) T3-M4 Zaalbar Mission *****Semi-SPOILER******* When you reach the final stage, your affiliation with the force will affect who you get to take with you. Im not going tell you who gets to go with each scenario, but Im going to tell you the best team to take with you in both scenarios. In both cases, the team I have suggested is the most efficient. ************************************ The Most Efficient Light Side Team for the final level (and the rest of the game for that matter) *Your Player Character *Zaalbar *Carth The Most Efficient Dark Side Team for the final level *Your Player Character *Canderous *[You dont get a choice with the third character. its someone you have to take with you] In any heavy combat situation, the "light side team" is the team you want with you. It is by far the most balanced and the most efficient combat team. Zaalbar is the best melee character in addition to your player character. Reasons: Since he is a big Wookie, he naturally has higher Strength modifiers than anyone else in the game (making him better with melee weapons). He gains enough Feats to take care of all the essential melee feats. And since he is a Scout, he gets free implant feats. Carth is the best long ranged character. Reasons...... 1. Since Carth is a soldier, he will get more Feats than any other non soldier. He also starts out with the Heavy Armor Feat, which makes him better than Mission, T3-M4 or Hk-47. 2. As you will soon find out, I suggest that any ranged-weapons user is best off using two blaster blaster pistols as opposed to a single blaster rifle or heavy weapon. Because of this, Carth is better than Canderous because he already has levels 1 and 2 of "Blaster Pistol" and "Two-Handed Fighting" researched, where as Canderous does not. However, if you are unable to use Carth or simply dont like him, Canderous is the second-best choice for a ranged weapons user. If you are Dark Side, you can use this team up until the final level... because then it makes much more sense to use the other team I have suggested. I dont really want to tell you why it makes more sense, but trust me, it does. There will be various points in the game when you think you have to bring someone else with you. And 90% of the time, this is not true. For some of the lesser characters, Ill tell you how to avoid using the characters that arent as effective. %%%%%%%%%%%%%%%%%%%%%%%%%%% III. 3. CARTH ONASSI %%%%%%%%%%%%%%%%%%%%%%%%%%% Carth's best asset is his proficiency with blaster pistols. In the world of long-ranged weaponry, you can only get away with using two weapons if you use a blaster pistol. III. 3. A. FEATS ----------------- As a soldier, Carth already has the feats for full armor researched, so you dont have to worry about those. In addition, he has levels 1 and 2 researched for Two-Handed Fighting and Blaster Pistol Proficiency. You will want to get the third level for those. Carth is going to get a lot of Feats, so after you research all the ones I have suggested you will have space to get some of your own. These feats are essential for maximizing Carth's capabilities. TWO-HANDED FIGHTING level 3 BLASTER SPECIALIZATION level 3 DUELING levels 1 2 and 3 RAPID SHOT levels 1 2 and 3 CONDITIONING levels 1 2 and 3 TOUGHNESS levels 1 2 and 3 III. 3. B. Carth's Skills ------------------------- Treat Injury Demolitions For Carth, only worry about putting points into Treat Injury and Demolitions. Your player character, if he is a scout as he should be, will be able to knock out the Computer Skill. Have Carth favor Treat Injury first and Demolitions second. III. 3. C. Carth's Attributes ------------------------------ Whenever you have a chance to give Carth another Attribute point, put it into Dexterity. For Carth, it is the only logical option. III. 3. D. The Best Weapons for Carth ------------------------------------- Sith Assassin Pistol (recieved from the Admiral on the Leviathan) Cassius Fett's Blaster Pistol (costs you 10 000 credits... get it from the merchant B'ree on Korriban). These are Carth's best weapons. Unfortunately, both of these weapons dont become available until after you have visited the Leviathan. Until then, you will want to use the two Heavy Mandalorian Blasters you get from Calo Nord. **Note*** There are three different Sith Assassin Pistols in the game, and each of them are different. The good one is the one that you get from Admiral Kareth on the Leviathan. If you dont feel like shelling out the 10 000 credits for Cassius Fett's Blaster, a decent substitute is one of the Heavy Mandalorian Blaster Pistols you get from Calo Nord. Two of those will be your best weapons until you get to the Leviathan. III. 3. E. Carth's Armor ------------------------ Calo Nord's Battle Armor Fully upgraded, this thing is the best armor in the game. It has great protection, as well as protecting from various types of damage and critical hits. And its free, which is nice. III. 3. F. Carth's Gloves -------------------------- I know they are pricy, but the only way to go here are the KARAKAN GAUNTLETS. You buy them from the merchant in the Tatooine docking bay. They cost 7500 credits. They provide +3 to all Saves and +1 to Dexterity. III. 3. G. Carth's Waist ------------------------- My suggestion here is very inexpensive. You probably want to go with the Nerve Amplifying Belt, as it provides imunity from mind effecting powers. Since Carth isn't a Jedi, he is vulnerable to the effects of Dark Jedi powers. III. 3. H. Carth's forearms ---------------------------- Same suggestion here as before with the energy shields. Any energy shield beats no energy shield. On your quest, you will pick up many. Pick out the one that looks best to you. III. 3. I. Carth's Head ------------------------ Believe it or not, I dont really have any strong suggestions for what Carth should wear as a head piece. Im certainly not going to suggest you spend more money, because I know that is running scarce after you buy all the other stuff I've suggested. If you have one left over, you may want to equip him with a Veripine Headwear. You will find a bunch of these, and it provides +3 to Will and +2 to awareness. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% III. 4. ZAALBAR %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% This wookie is a powerhouse. Huge emphasis on strength and brute force. Its a lot of fun to just sit back and watch Zaalbar rip your enemies apart. The fact that he's a wookie carries a bit of a disadvantage since he wont be able to wear armor or headwear. But he is so strong, he will rip most enemies to shreds before they can touch him. III. 4. A. Zaalbar's Feats --------------------------- With Feats, treat Zaalbar a lot like your player character. You want to favor his combat abilities. Here are some necessities... Two Handed Fighting Weapons Specialization Melee Weapons Master Flurry Master Critical Strike Master Conditioning In addition to these, you will have some left over to pick some others you want. III. 4. B. Zaalbar's Attributes -------------------------------- Strength. Lots and lots of strength. III. 4. C. Zaalbar's Skills ---------------------------- This should depend on what your player character focuses on. If your player character is a scout like I suggested and you have him focusing on computer skills, you want Zaalbar to focus on Repair and Demolitions skills. If your player character isnt focusing on computer skills, have Zaalbar invest in computer skills. III. 4. D. Zaalbar's Weapon ---------------------------- I have gone to great lengths to test possible weapons for Zaalbar, and found the best to be the fully upgraded Yussani's Brand. Its a double bladed sword that can be purchased from the merchant in the Tatooine docking bay. Yussani's Brand is better than both Bacca's Blade and Ajunta Pall's Sword. III. 4. E. Zaalbar's Armor and Headwear ---------------------------------------- Yeah... he's a wookie, he can't wear armor or headwear. III. 4. F. Zaalbar's Gloves ---------------------------- Like your player character, you want anything that gives modifiers to strength. Since you are purchasing the best gloves for your player character, you will probably inherit the gloves you use for Zaalbar from someone you kill. The Eriadu Strength Gloves or the Sith Strength Gauntlets provide nice bonuses for Zaalbar. III. 4. G. Zaalbar's Implants ------------------------------ Since he is a scout, Zaalbar gets this feat for free. And since he is a wookie, he is vulnerable to the effects of Force Powers. Giving him the Retinal Combat implant gives him immunity from critical hits. This, or something that provides immunity from mind effecting powers is useful to nullify the effects of the force. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% III. 5. Canderous %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% The second best gun user in the group. Your natural instinct with him is going to be Heavy Weapons use since he already has those feats researched. Fight this instinct. Fight it hard. Canderous is much more effective with the dual pistols. This will mean some sacrifices on your part, but trust me, its worth it. III. 5. A. Canderous' Attributes, Armor and Accessories -------------------------------------------------------- You want to treat Canderous exactly as you would treat Carth Onassi. This is inclusive of everything I have suggested for Carth, with the exception of one or two Feats and Headwear. III. 5. B. Canderous' Feats ---------------------------- Even though I said Canderous is more effective when using dual pistols, DO NOT research the Blaster Pistol Specialization feats for Canderous. Use those two feats to give yourself something else you want -- your choice. III. 5. C. Canderous' Headwear ------------------------------ There is a piece of headwear that makes Canderous awesome with blaster pistols. Its the Pistol Targeting Optics headwear found on Manaan. You buy it from Tyvark's General Store for 8000 credits. %%%%%%%%%%%%%%%%%%%%%%%% III. 6. Bastilla %%%%%%%%%%%%%%%%%%%%%%%% III. 6. A. Attributes Feats and Accessories -------------------------------------------- Treat her the same as you would treat the player character. Her proficiency with a double saber ensures you want to utilize her as a melee fighter. She doesn't quite have the Force Points to be a good Force wizard, so dont bother putting attribute points into wisdom. Use them on strength. III. 6. B. Weapons ------------------- Obviously, you want Bastilla to stick with the double bladed lightsaber. Since your player character will be taking your good lightsaber crystals, Bastilla should get second-best. Since Bastilla doesnt quite have the strength capabilities that your player character has, the crystals you put in her lightsaber should primarily increase the attack and not necessarily the damage. After all, what good is a deadly lightsaber if it never hits anything? With that in mind, definitely put a Damind Crystal as one of the ones in Bastilla's lightsaber. It provides +3 to attack. Next, I would probably give Bastilla the Kryat Dragon Pearl as her second crystal. This is one of the strongest crystals in the game. If you are playing as the lightside, your player character can use both the Upari and the Solari crystals, which frees up the Pearl. If you are playing as Dark Side, you can gain dark side points by stealing a second Kryat Dragon Pearl from the hunter whom you help kill the Kryat dragon with. III.6. C. Armor ---------------- Since she is a Jedi Sentinal, you dont want to put armor on her. She doesnt have the heavy armor feat, nor will she be able to use her force powers. Therefore, find either a Jedi or a Dark Jedi Master robe and fit her with it. In fact, any Jedi robe will do until you find a Master Robe. III. 6. D. Headwear -------------------- Since you are throwing Bastilla's attribute points into strength to help with her lightsaber, you want her headwear to boost her wisdom to help out with her Force Powers. The Veripine Headwear provides +3 to Will and +2 to Awareness. And for an aesthetic opinion, the Veripine headwear really looks good on Bastilla. III. 6. E. Gloves. ------------------- Like your player character, Bastilla should have gloves that boost her strength. Your player character should get the best gauntlets. If you are playing Dark Side and do the assassination sidequest, the Geoharridan Gauntlets will go nicely with her. If not, the Eridau Strength Gauntlets or the Sith Gauntlets will work well too. %%%%%%%%%%%%%%%%%%%%%%%%%% III. 7. T3-M4 %%%%%%%%%%%%%%%%%%%%%%%%%% I hate to say this about any character, but T3-M4 is really worthless. True, he is the best at every skill, but his combat abilities are so lousy you never want to have him in your party during a combat situation. There are a few places in the game where it would be useful to put him in your party for a second, only so that he can perform the odd security or computer job. III. 7. A. Feats ------------------ Caution. Definitely caution. All 3 levels. This will help boost his skills. I know he already gets lots of skill points, but since you DO NOT ever want to use him in a combat scenario, it naturally makes sense to beef up his points more. Aside from the combat Feats, all that is really left is Caution. He doesnt get many feats anyway. III. 7. B. Skills ------------------ Everything. T3-M4 will get enough skill points at level up to invest in everything. But the big ones are Computer skill, demolitions, awareness and repair. When you get an attribute point, put it into intelligence. III. 7. C. How to Avoid using when you think you have to --------------------------------------------------------- THere is only one point in the game when you think you will have to use T3-M4 for a combat scenario. On Taris, you purchase T3-M4 to open the doors to the Sith Base for you. The doors open, and most people assume you have to take him in with you. You don't. Once the doors open, switch T3-M4 out of your party and walk in with whoever you want. %%%%%%%%%%%%%%%%%%%%%%%% III. 8. Mission %%%%%%%%%%%%%%%%%%%%%%%% Like T3-M4, Mission is useless in any combat scenario. Like T3-M4, she might be useful in two or three separate situations during the game, but you should only sub her in once the heavy fighting is done. Nazman (who also posts FAQ Guides and posts on the message boards) has told me of other FAQs that say Mission is the best gun user in the game. Do not believe this. True, her unique feats (Sneak Attack) would make her deadly in combat, but only if she managed to sneak up behind an enemy who had first been paralzyed by one of your other characters. Since she is a Scoundrel, she doesn't gain near enough Feats to make her as proficent with guns ad Carth. III. 8. A. Feats ------------------ Like T3-M4, give Mission the Caution feats and anything else that boosts
her Computer, Demolitions, or Stealth Skills.
If you are insisting on using her for combat (please dont... your life wont
be fun) she will need the TOughness, Conditioning and Sniper feats. She is
dead without them.
III. 8. B. Skills
------------------
With Mission, you want to focus on Security, Awareness, and Demolitions
Skills. YOur other characters will knock out the rest.
III. 8. C. How to avoid using her when you think you have to
--------------------------------------------------------------
You have to use Mission briefly, but not for as long as you think.
*** SPOILER ****
When Mission joins your party, you have to use her until you rescue Zaalbar
and lower the energy shield. Once the energy shield is down, sub her out
before you take on the Rancor and enter the Bek Base.
*******************
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
III. 9. Jolee
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Comparatively, Jolee is your worst melee fighter. He is a Jedi...
technically... so outfitting him with a blaster is both insulting and stupid.
However, he is a Jedi Consular, and his affiliations with the light side
are menial. If you are playing your main character as a non- Jedi Consular,
Jolee can be your Force wizard if you really feel you need one.
III. 9. A. Feats
-------------------
Jolee isnt really too good with a lightsaber, and since he is a Jedi
Consular, he gets practically no Feats. This will go against everything I
have told you up until this point, but DO NOT set Jolee up to be a
double-saber user.
Instead, you want to set Jolee up with feats that will keep him alive long
enough to use his Force powers. Stuff like Conditioning and Toughness makes
lots of sense.
He will need his lightsaber every once in a while, so feats like Lightsaber
Proficiency and Dueling would not be a waste.
III. 9. B. Force Powers
-------------------------
Here is where you get to be creative. JOlee's affiliations to the light side
are not that strong, so he is probably the only character (unless you are
playing dark side) that I would suggest covering Dark Side powers with.
With Jolee, Heal and Master Speed (so you can do the combat combo) are big
ones. Other powers like Force Armor and Force Immunity are useful.
Other than that, go nuts. If you want to play with some lightning, go ahead
and play with some lightning.
III. 9. C. Weapons
---------------------
I would suggest a single saber for Jolee simply because he doesnt earn
enough feats to be efficient with the double-saber.
As for crystals, dont waste any of your good ones on Jolee's lightsaber.
Anything (like the Rubat or Damind crystals) that provide modifiers to
attack are good since the Jedi Consular is not a natural fighter.
III. 9. D. When to use
------------------------
At most, there are only three instances where you might use Jolee. And in
two of those instances, you dont have a choice, so it doesnt really matter.
****************These are kind of semi-spoilers. ****************************
***I wont reveal anything crucial to the plot, but still, be advised. ****
1st instance: Kashyyyk... This is where you meet Jolee. You need
him to get past the czerka energy field. Once it is down, you
have to take him with you. Deal with it.
2nd instance: the unknown planet... he is one of two possible
characters that you are allowed to bring into the Temple with
you. The alternative is going alone. Take him with you.
** 3rd instance: the Leviathian... when your party is captured, you
have to pick one of your lesser characters (not player, Bastilla,
nor Carth) to free the whole party. If you do not have Juhani in
your party, you should pick Jolee to lead this mission. Simply,
having his Force powers will make up for the fact that he is
unarmed and will enable you to defeat the enemy easier.
****************************************************************************
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
III. 10. Juhani (optional character)
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Probably the second-best offensive lightsaber user in your group, next to
your player character. While not the best Force User, her pure combat
abilities make her more effective than either Bastilla or Jolee. But in
terms of pure melee potential, Zaalbar is still better.
The problem is that you can only play with her by gaining some Light Side
points. If you are playing through the game as the Light Side, this isnt a
problem for you. If you are playing as the Dark Side, you have to choose
between killing her and getting more Dark Side points, or saving her and
going down in the Dark Side points you already have.
My opinion... just suck it up and take the lightside points to save her.
There will be plenty of chances, even on Dantooine, to gain back the Dark
Side points, and then some. She is extremely valuable in two key areas of
the game.
III. 10. A. Feats
---------------------
Treat Juhani exactly like your player character and Zaalbar when equipping
Feats. After you get her, you will only be able to equip like an additional
7 Feats total. Since you want her to be useful in combat, you have to
choose these Feats wisely.
Two handed fighting (3 levels)
Flurry (3 levels)
Dueling (1 level)
All Jedi should have the Master of Speed and Flurry combo with a double
saber. This makes them much more deadly.
III. 10. B. Force Powers
---------------------------
You definitely want to grab Master of Speed as soon as possible. Force
Push and Destroy Droid are immensely useful for your Light Side Jedi, as
are Heal and Force Armor. Other than that, choose whatever looks good to
you.
III. 10. C. Weapons
----------------------
As I have suggested with all your front line Jedi, spend the Feats to go
with the Double-Saber. It will make your combat experience much more fun.
Since Juhani isnt going to get as many feats as your other characters,
putting one of the crystals that helps with blaster bolt deflection might
be helpful. More specifically, this is the JENRUAX crystal. You find it
from the remains of your slain enemies on Manaan and Korriban.
Probably give her the Rubat crystal too. Its not that great, but you are
going to have a bunch of them so you might as well make use of one.
III. 10. D. When to use
--------------------------
If you have read all the way through this guide (I seriously doubt you have)
,you will know of my preference for Zaalbar as your other front line melee
character. With this in mind, the only two times I would suggest using
Juhani.
***1. The Leviathian... after you have found the third Star Map
(not counting the one you find on Dantooine) make sure you
have Juhani fully equipped.
Pick her as the one to free your party. Since she wont be
captured, she will have all her weapons and stuff, and her
Force Powers make freeing your party easy.
2. The Unknown Planet (Temple). JUhani is the second (Jolee is
the first) of the characters your player character is allowed
to take with you into the Temple on the Unknown world. Since
the alternative is going alone, take her with you.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
III. 11. HK-47
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
III. 11. A. Should you buy him?
----------------------------------
This is really up to you, and should depend on how much money you want to
spend. If you are going as the Light Side, you can probably buy him on
Tatooine for about 4000 credits. If you are going Dark Side, you can buy
him for 2500 credits by threatening Yuka Laka.
If you want Light Side points for doing the Sandpeople sidequest on
Tatooine, you are going to need him. If you dont get him, you can either
get Dark Side points or no Force affiliation points.
That aside, its time to look at HK-47 for his usefulness. Awesome at
skills like Computer, Demolitions, and Security. Pretty good at combat,
but not as good as Carth and Canderous.
With him in your party, you get a great skill user (good if you arent
playing as a scout / jedi sentinal) who can use the droid accessories
(useful on their own) but who isnt that great in combat.
In my opinion, you dont need HK-47. He is great to have because he is
funny, but I would recommend saving the 4000 credits for something else.
III. 11. B. How you should use him
------------------------------------
Make him your skill user and stock him up with Computer, Demolitions, and
Security Skill. As for combat, invest in some sort of blaster rifle, as
you wont have the necessary feats to get him dual weapons.
III. 11. C. Feats
-------------------
you'll have enough skill points to beef up your skills, so dont bother with
the Caution feats.
Instead, think about the Sniper line of feats and the Rapid shot line of
feats.
As always, conditioning and toughness are good for anyone.
III. 11. D. Weapons
-----------------------
This is the only character I suggest using blaster rifles for. There are
two you will want to think about. One you can pick off the corpse of a
dead guy, the other you can buy from someone not so dead.
Free one: Zabrak battle cannon
Expensive one: Jamoh Hogra's Carbine... you buy this from the merchant
in the Tatooine docking bay.
III. 11. E. Accessories
---------------------------
For HK-47's armor, there is only one way to go... Droid Heavy Plating
Type 3. Its strong, and its the only thing you want. You can find it on
Kashyyyk, Manaan, Korriban, the Leviathan, the Unknown World and the final
level.
For one of the chips, go with the superior targeting computer to get a
boost to your weapons.
For computer chips, go with the Universal Computer Interface and the
advanced computer tool. This will boost your computer skills by +10. If
you have Hk-47 focusing on computer skills you will be able to do almost
any computer hacking for virtually no spikes.
For Forearm implants, go with the Advanced Stunray and the Carbonite
projector if you have it. This will let you stun your enemies while the
rest of your party destroys them.
For shielding, go with the Energy Shield Type 3. Its the best you can have
for droid shielding.
------------------------------------------------------
------------------------------------------------------
Section IV. LEGAL STUFF
------------------------------------------------------
------------------------------------------------------
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
IV. 1. Why you shouldn't plagerize me
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
YOu shouldn't plagerize me because its morally, ethically, ecumenically,
politically, legally, and gramatically wrong. Plus its kind of creepy, and
a little sad... but mostly its illegal.
I put my time and effort into this (I never claimed to have any form of a
life), so I deserve my credit. If you want to use any portion of my FAQ on
your own sites or anything, go ahead. However, attribute anything you use
to SirCerberus (thats me!!!!!) If you use something I have written and
attribute it to me, thats cool... we'll still be buddies.
To plagerize me is to use something of mine on your own site and pretend
its your own.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
IV. 2. What I will do to you if you do plagerize me
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Dont worry, Im really not going to hunt you down and destroy you or anything.
But, I will send an Email to the good people at Game Faq (or anywhere else
you post my work) and inform them that its my work and have them take it off.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
IV. 3. A description of how uneventful my life is to prove that I have
nothing better to do than what I said I was going to do in the
event that you do plagerize me.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Thank you for reading my FAQ... this is the end. IF you liked it, thought
it was useful, hated it, can think of any improvements, please send your
emails to SirCerberus@hotmail.com I'd love to hear from you.