O%;OO%%;O%OO"% ;%O O%OO" O% %O ;%O O%OO" ;%;OO%% "%% " %, % %, ;" ; %, O ,% % % ;" ; "%% ;%% O% ,O,,%, %%"%, ;%" %; ,O,,%, %%"%, , ;%% O%;OO%; ;% %; ;% "O O%% O; ;%O %; ;% "O O%%;%OO"%; '""";"; ";;;"; """ O"""O '""' '"%%%"' OO%O OOOO OOOOOOOOO "O%%O; O";"' ';;%"' 'O;;" '%"' O";O %;%O' '%O %;O %;O'""O;%;O;O%'%"O'''O%%O OO;%' ""%O O;%;' O"' '%"' %;%; 'O %"" O;O OO %;O OO'"%; ;OO 'O"%'O";O O""%;OO"' '%%''%;O %;;"""";O %"O ""%O' 'O;%%;O; O;" O;%%' '%%''%;O O%;" %;" O;O %"O 'O%""OO 'O"O";O 'O"" O;"O 'O%' ;%;O ""O %;O O;O %"O OO%"OO 'O%O'OO%O OO%" "OO %OOO 'O%%%"%% OOOO' '%OOO %%O %O%O 'OOO' OO%' O%O O% 'OO; %; "O %%% ' OOOOOO%OO O%OO"% O%OO"% %OO"%O, O% O; O%OO"% '%% '" '% , %, %, %" '%%, O% ,%, O";" O% ";';"O O% " "'%O '% ;% O% %; "',%O O%OO"% O%O O"%%O O"O% 'O;%% ,%%, O %' ,%%, O" O% O%OO; '%% '" '"O O ;O ; %"' %;, O,%, %" '%' %%' %' %; '%% O%%O"O '"O%% '%"%"O O" % %,,% % O%%%" ';%" ;O%' "O O%,%" FAQ/Walkthrough For Star Wars: Knights of the Old Republic v0.20 For The Microsoft X-box =================================================== Author: TwistidSoul (TwistidSoul@hotmail.com) Game: Star Wars: Knights of the Old Republic Platform: X-box Version: 0.20 Last Update: August 20, 2003 =================================================== This Document is Copyright 2003 TwistidSoul +---------------------------------+ | Table of Contents | +---------------------------------+ | I. Introduction | | II. The Story | | III. Controls | | IV. WALKTHROUGH | | V. Side Quest Walkthrough's | | VI. The Characters | | VII. In-Game Menu's | | VIII. Creating Your Character | | IX. Force Powers | | X. Boss Strategies | | XI. Weapon List | | XII. Armor List | | XIII. Item List | | XIV. Shop List | | XV. Mini Games | | XVI. Revision History | | XVII. Legal Disclaimer | | XVIII. Author's Last Words | +---------------------------------+ =============================================================================== ------------------------------------------------------------------------------- -= I. Introduction =- ------------------------------------------------------------------------------- =============================================================================== Hi there and welcome to my FAQ/Walkthrough for the brilliant game, Star Wars: Knights of the Old Republic. I will try my best to answer all of your questions about this game in this FAQ. Star Wars: KotOR is a rather large game and you may be confused about what to do next or where to go. And I also know that customizing your character to your liking can also be quite a task. I guess you can say that's where I come in. I'm sure you know (unless you have zero knowledge of what a FAQ/Walkthrough is) that this document will contain MANY spoilers. In my opinion, there is no such thing as a "spoiler free" walkthrough. I will, however, do my best and try not to give out any huge plot spoilers, but you do not have my guarantee. Alright, I guess we should move on with the FAQ now. The next few sections cover some basic materials that you may want to read if this is your first time playing. A lot of the information in these sections can be found in the instruction manual that came with your game, but you may want to read both the FAQ and the instruction manual to learn the most about how to play. Ok, enough of my talking. Enjoy the FAQ! =============================================================================== ------------------------------------------------------------------------------- -= II. The Story =- ------------------------------------------------------------------------------- =============================================================================== 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 in the forces of Darth Malak in a desperate effort to halt the Sith's galactic domination.... =============================================================================== ------------------------------------------------------------------------------- -= III. Controls =- ------------------------------------------------------------------------------- =============================================================================== Left Thumbstick .................. Move selected character in any direction. Right Thumbstick ................. Control Camera. Directional Pad .................. Scroll through the Action menu. A Button ......................... Perform an Action. B Button ......................... Cancel. Y Button ......................... Remove last Action from Action queue. Black Button ..................... Switch between Characters. White Button ..................... Pause in Combat Start Button ..................... Open In-Game Menus Back Button ...................... Switch to Solo Mode. Left Trigger ..................... Switch through targets or menus. Right Trigger .................... Switch through targets or menus. =============================================================================== ------------------------------------------------------------------------------- -= IV. WALKTHROUGH =- ------------------------------------------------------------------------------- =============================================================================== =============================================================================== ----- Before you Read -------------------- =============================================================================== Please keep in mind that this is a Light Side walkthrough. What does that mean exactly? That means the walkthrough will instruct you to do certain things that will net you Light Side Points. This includes giving your gil away freely to those who need it most, doing good deeds for others, and better yet, decline a reward for doing those good deeds. I am also playing this game as a Male Soldier. This also has some effect on gameplay so you may want to do the same in order to follow the walkthrough a little easier. =============================================================================== ----- Endar Spire -------------------- =============================================================================== Character Creation ------------------ After you select "New Game" in the game's main menu, you will be brought to the Character Generation screen. This is where you make and customize the character that you will have to stick with for this entire game, so make some careful decisions! First off, you will have to choose your class. There are three classes to choose from, and a male and female version of each class. The three classes are, Scoundrel, Soldier, and Scout. A Scoundrel, in my opinion is the worst class to play as. Scoundrels are very stealthy, but are also very weak. They have low Vitality Points and do not do much damage in combat, so I highly suggest you not play as a Scoundrel if this is your first time playing through the game. The Class I suggest is Soldier. A Soldier is quite the opposite of a Scoundrel. Soldiers cannot go into stealth mode and do not have a wide variety of skills to use. They depend solely on their attacking. Playing as a Soldier will make the game much easier on a beginner. Lastly, the Scout is a cross between a Soldier and a Scoundrel. Scouts have the ability to go into stealth mode and is a decent fighter, but does not excel in either of the two. If you really don't want to play as a Soldier, this is really the only other sane choice. Remember that your sex does make a difference. It effects the gameplay greatly. Depending on if you choose male or female, the dialog will be different, and you will interact with others differently. Remember, that I am playing the game as a Male Soldier so choose that combination if you want to be able to follow the guide easier. Once you have chosen the class that you wish to play as, select it with the left thumbstick and press A. At the next screen you will see two options in the top right corner of the screen. There is "Quick Character" and "Custom Character". Do not choose Quick Character. You will not be able to choose your attributes or skills and feats to learn, only your name and appearance. Highlight Custom Character and press A. The first option is Portrait. This will enable you to choose the appearance of your character. You will only get to choose the head. Don't worry, the head you choose does not effect the game in any way. Although none of them look too great, just choose the one you like best. Next is Attributes. You'll notice that your character has six different attributes. Up at the top of the screen you'll see that you only have 30 remaining points to spread out among these six attributes. This is the only time when I will suggest pressing Y to let the computer choose the point distribution for you. This gives a nice balance and is probably what you'll want to do. You can read all about these six attributes in the Character Creation section in this FAQ. Press A and return to the main character generation screen. The third characteristic you will be able to customize is skills. There are eight skills in this list. You can read about the skill you have selected on the right side of the screen, but in the Character Creation section closer to the end of the FAQ I will tell you a lot about these skills. As a soldier you will want to put all of your Points into Treat Injury. The skill, treat injury is a very useful one and you'll probably be putting all of your points into it in the future. Next on the list is Feats. When you come to this screen a notice will pop up. You get nine free Feats right off the bat. They are the three Armor Proficiency Feats, Power Attack, Power Blast, and all of the Weapon Proficiency Feats. You will be able to choose one more Feat. I would suggest using your single point to learn Flurry. This is one of the most useful feats. It allows you to make an extra melee attack during the round. Accept with A and move onto the next option. Now, you will finally get to choose your name. This is the last characteristic and it doesn't make a difference what you type in. Pick a name to your liking and select done with the left thumbstick. Then press A. Once you've chosen a name. The last option, "Play" will be selected. Press A and you will watch the introduction. If you are a slow reader and missed a part of the storyline, just go up to the top of the FAQ and you'll find the story section. The Endar Spire --------------- You'll watch a small video of a large ship, the Endar Spire, being shot down. Then, you will be taken inside the ship where a man is tossing and turning in his bed. It's hard to believe that the explosions haven't awaken him yet. He finally awakens and gets out of his bed. A man will run into the room and fill you in on what's going on. You can either reply to him with, "Who are you?" or "The Endar Spire?". It doesn't make a difference at this point, he will still give you the same information. He tells you his name, Trask, and then mentions something about saving Bastila. Ask who Bastila is. After some more of his talking answer back with, "Okay, let's go help Bastila!" Trask instructs you to grab your gear. In the back of the room you'll see a footlocker. Use the right thumbstick to control the camera, and the left thumbstick to walk over to the locker. A circle will appear on the footlocker. This means it is targeted. Press the A button to open it. In the locker there are some clothes, a couple medpacs, and two different weapons to choose from. Press A to take all of the items from the locker. Just for opening the locker you will receive 50 experience points. I suggest equipping yourself with the Short Sword. You will not be able to use your Feat, Flurry if you are not equipped with a melee weapon. To equip your clothes and the Short Sword press Start. You can use the left and right triggers to cycle through the menus at the top, but the Equip section should already be chosen. Use the left thumbstick and highlight body. Press A and then choose the clothing. Next, select right weapon and equip yourself with the Short Sword. There is nothing else for you to equip right now so press start again to Exit the menu screen. Trask will join your party and tells you to use him to open the door. There is only one door in this room so you shouldn't have much trouble finding it. To use Trask to open the door, press the black button once and you will gain control of Trask. Walk toward the door until it is targetted. The Action Menu at the bottom left corner of the screen will have the option on the far left highlighted which is Open. Since Trask has the Codes to open the door he will be able to open it. Press A and watch the door slide open. You will receive 100 experience points for opening the door. Walk down the hallway and you'll see a hologram of a man named Carth Onasi. He wants you to head to the bridge. Continue down the hall and you'll find another door that you are unable to open. Press the black button again to control Trask and target the door. Look at the Action Menu again. It is in the bottom left corner of the screen. Use the Directional Pad to highlight the second option, Security. Press A to slice into the access panel and open the door. On the other side of the door, you'll find a soldier firing his Blast Rifle at two Sith Soldiers. Watch the Republic Soldier fall to his death. It looks like you'll have to get rid of the Sith Soldiers now. The game will pause. It pauses every time you encounter an enemy. Use the Right or Left Triggers to target the enemy of your choice and press A once to engage. Your character will draw his sword and walk to the targetted enemy. Once he reaches them he will begin to attack. You do not have to touch anything. To use your Feat, Flurry during battle, use the Directional Pad to select Flurry in the Action Menu. Press A and the next action performed by your soldier will be Flurry. Once the two Sith Soldiers are dead your health shouldn't be too low, but if it is you will need to use a medpac. To use a medpac, use the Directional Pad to select the option on the far right side of the Action menu. Then press Up and down on the Directional Pad until you come to the Medpac. Press A to use it. Head east down the hallway and open the door with the dead Republic Soldier next to it. You'll find two Sith Soldiers waiting on the other side. Target the one closest to you and press A. Remember to use Flurry every now and then. It helps a lot. Before moving to the next room, search the one you are in for a Metal Box. Target the box and press A to open it. Inside you will find a Medpac and 10 Credits. You will also find a Footlocker in the room. Open it for two Frag Grenades, a Short Sword, a Long Sword, and a Combat Suit. Equip yourself with the Long Sword and the Combat Suit. Finally, before you move to the next room, inspect all of the corpses in the room for any spare items. Open the door and you'll get to watch a small battle scene between the Sith and a few Republic Soldiers. The Sith take out all of the Republic Soldiers with ease. That leaves you to kill the four Sith Soldiers in the hallway. Don't get uneasy, because this fight is pretty easy now that you have your new Long Sword and Combat Suit equipped. Chop up the sith soldiers with Flurry to finish the fight rather quickly. I had to use one Medpac in the middle of this fight so you'll probably have to as well. Once you've taken care of these Sith Soldiers, check all of their remains for some useful items. You should always check the dead bodies for items. They usually contain credits, Medpacs, Grenades, and other small things. Some bodies, mostly bosses and harder enemies, hold weapons and armor! There is only one path you can take now. The other doors are broken. Go through the door to encounter two Jedi Knights fighting each other. Luckily, the Dark Jedi is defeated, but an explosion kills the Light Jedi. Trask says that is one of the Jedi that was supposed to guard Bastila. Once you gain control of your character, two Sith Soldiers will begin to attack you. Slice them up with your sword and check their remains. From here there is a path that leads off to the left, but you can't open the door at the end, so go straight and open the door to the bridge. Two Sith Soldiers will be on the other side of the door waiting for you. Kill them and Trask will start talking. It seems that Bastila is not here. She must have run to the escape pods. After you killed those two soldiers you probably leveled up. Whenever you level up, you'll hear a little chime in the background. You can also look at the bottom right corner of the screen, and if you see a big yellow arrow on one of your characters, they need to level up. Press Start and you will be at your Character Info Menu. Press A to Level Up. I highly suggest that you NEVER use the Auto Level Up feature. At this level you gain one more Skill Point. Put the Skill Point into Treat Injury and press A to accept. You can also learn one more Feat. I suggest either learning the Weapon Focus: Melee Weapons or Empathy. Both are pretty useful. Look in the corner next to the door you came in through to find a backpack. Open it up for a single Blaster Pistol. There is only one other door in the Bridge so go through it. On the other side is a short hallway that leads to another door. Open the second door and Trask will run through the next room to yet another door. I guess he senses something behind the door and it seems he is right. He opens the door to reveal another Dark Jedi. Trask runs into the room to hold the Jedi off while you make your escape. Run over and go through the door that leads to the Starboard Section. Carth will contact you again through your personal communicator. He is tracking your position through the Endar Spire's life support systems. He also comes with good news. Bastila's escape pod is away! Sadly, you are the last surviving crew member of the Endar Spire. Take this hallway to the right and you will run into a Sith Trooper. Take care of him with your Long Sword and take the Credits from his remains. At this point, the hall forks. You can't go straight because the door is demolished so obviously your only choice is taking the path to the left. Proceed to a door and open it up to reveal two Sith Soldiers in the room ahead. Killing them should be no real task, just remember to use a Medpac if your health gets below the half way mark. Carth will contact you once more warning you of the many Sith Soldiers on the other side of the next door. You have two choices, and I find one a little easier than the other. On the right side of the room is a Footlocker. Open it up and take the computer spikes and parts from inside. Walk over to the security panel to the left of the door and target it. Press A to log on. You can select the COMPUTER SLICING TUTORIAL to learn a bit about computer slicing. I suggest doing that first if this is your first time through the game. After the tutorial choose view starboard transport module. This will take you to a camera feed of the room ahead. There are four Sith Soldiers in the next room which is probably a little too much for you to handle. Choose the second option, Overload power conduit. This will cost you 5 computer spikes. You can then watch the Sith Soldiers in the next room be zapped to their death. Open the door to the next room and loot the fallen soldiers' corpses. On one of the soldiers you will find a Prototype Vibroblade and an Ion Blaster. Equip yourself with the Prototype Vibroblade and go into the next room. In this next room you will find Carth. He will instruct you to get into the last escape pod and I suggest you do as he says. You'll then see a small video and get to watch your escape pod crash onto the planet below. The next scene is a dream you are having. Two Jedi's are fighting, but the dream ends before you can see the victor. =============================================================================== ----- Taris -------------------- =============================================================================== Hideout ------- When you awaken you will be on the large Planet of Taris. Carth is with you in some building. Speak to him and he'll explain your situation. Just try not to say anything stupid or cowardly during your conversation with Carth. That shouldn't be too hard to do now should it? Mention something about the vision of the man and woman who were fighting and Carth will tell you that you took a serious blow to the head. When the escape pod crashed, Carth wasn't hurt too seriously and managed to drag you to this abandoned apartment building before the Sith arrived at the scene. Looks like we'll need to search for Bastila in the city of Taris. There were reports of a couple of escape pods crashing into the Undercity. Now, let's begin our search for the Jedi, Bastila. South Apartments ---------------- Before you leave your apartment, run to the back of the room to find a Locker. Open it for two computer spikes and three Medpacs. Also, use the workbench in the back of the room, next to the locker to upgrade your Prototype Vibroblade you have equipped. You should have a Vibration Cell to upgrade the Vibroblade with. Now it is time to leave your apartment. Carth will have to come with you. When you step outside the apartment, you will see a Sith Soldier and two battle droids raiding a small group of aliens. The Sith Soldier even kills one of them for crossing him. When the Sith notice that you are behind them and that you are Republic fugitives they will attack. Go for the two battle droids first. I was able to kill them in one or two hits each. Then take out the Sith Soldier. The last remaining alien will thank you for your help. Tell him that you are glad to help. The alien says he will move the bodies to another area so it looks like they weren't killed in the apartments. After your conversation with the alien, take whatever you can from the backpack the Sith Soldier dropped. You should also be able to find some remains. Dig through those for a measly 11 credits. If you look at the bottom right corner of the screen it looks like it's time to level up again! Press Start and use the left and right triggers to select the Character Info Menu. This is the menu with a picture if yourself and your current statistics. Press A to Level Up. During this Level Up put your single Skill point into Treat Injury. As for your feats either learn Weapon Focus: Melee Weapons or Empathy, whichever one you didn't learn last level. Press A to accept and you can return to the game. Proceed down this apartment complex's hallway until you come to a low security door on the right. Press the black button to gain control of Carth and use his security skills to open the door. Inside is a crabby woman named Dia. Be nice to her because she can give you a side quest. When she yells at you for barging into her home, answer her with, "I'm sorry. I was just investigating the area". She will yell at you some more and tell you that that isn't an excuse for barging into people's apartments. Then she says that you are more polite than that pig, Holdan. Reply with, "Holdan? Who's that?" Holdan is just one of Davik's men who can't keep his hands to himself, the lady says. Say, "What do you mean?" Then, Dia decides not to talk about the matter. She doesn't know if she can trust you. Try to persuade her by saying, "You can trust me. Maybe I can help". Sometimes you will fail and she will still not trust you. Go through the process again and again until you see the words, [Success] "Well, I suppose you seem like an alright sort. When I cut Holdan it made him back off, but it also embarrased him in front of his friends." So, this Holdan guy put a bounty on her head. Tell Dia that you will help her and that you will speak to Holdan for her. Check the "Side Quest Walkthrough's" section for more details on this Side Quest. Once you are through talking with Dia and have her quest, search her apartment for a bag. You can find it in the corner behind one of the chairs. Inside are some nice goodies. A Computer Spike, a Medpac, and 19 Credits! Exit Dia's apartment and continue around the apartment complex's main hallway. You will encounter an alien named Larrm. He is trying to sell energy shields in an apartment building. I suggest not buying a thing from him. You don't have enough credits right now to be wasting them on energy shields. You will not need them on Taris. Proceed down the hall to find another Low Security door on your right. Switch to Carth and have him use his Security skills to open the door. Inside is a Twi'lek. She doesn't have any quest to give you so just take everything from her apartment and leave. Now, if you are back out in the main hall you will see another door on your right. This one leads to the Upper City. Let's not go through there yet. Continue down the hall until you make it to yet another Low Security Door. Open it using the same method you used on the first two security doors and take the items from the bag on the right side of the room. You'll find 18 credits, some Parts, and a Medpac. There's only one more apartment you haven't checked. You should be able to find it easily, as it is the only door that isn't open. Have Carth open it up. It turns out that no one is inside. Run to the footlocker in the back of the room to uncover 18 Credits, a Medpac, and some Parts. Now you are ready to venture into the Upper City. You should be well stocked with supplies after raiding all of the apartments. At this point I had 14 Medpacs which is plenty. Run back to the door you found earlier that lead back to the Upper City and take it. The Game will automatically save and you'll appear on the busy paths of Upper City South. Upper City South ---------------- When you first arrive in Upper City South you will receive a Quest. It's called the Rapid Transit System Quest. You will not be rewarded for this Quest, but you can find an explaination of it in the "Side Quest Walkthrough's" section. From the apartment building, run south, straight a from the apartment complex's doors. You'll run into a building with no doors. Make a right and you will find a door leading to Kebla's Shop. Inside, of course, you will find Kebla Yurt. Check the "Shop List" section to see what she is selling. She definitely wasn't lying when she said she had a fine selection. The only thing I suggest you buy is the last item on her list, the Permacrete Detonator. You will need this to complete a future quest. Exit the shop and make a right at the exit. Follow the deserted path south until you come to the cantina entrance. You'll see a Sith Soldier to the right of the door. Proceed through the door into the cantina. Upper City Cantina ------------------ Walk through the first room and on the right you will eventually come to an old man named Garouk. Talk to him and he will offer you his Pazaak deck for a mere 50 Credits. I suggest you purchase them and even ask him to give you a free lesson. If you proceed down the hallway any further you will arrive in a circular room with many people standing around. From this circular room there are four other rooms that branch off. To the east is the door you came in through. To the north is just a lot of citizens and dancers dancing and talking. The west room is another boring room with just a few people standing around talking. Make your way to the southern room to find the dueling organizer. When you first step foot into the room, a cutscene will take over and a duel will begin in the arena. You are able to watch the fight on a view screen inside the cantina. The match is between Gerlon Two-Fingers and Deadeye Duncan. A very pathetic match if you ask me. Deadeye will bend down to pick up his blaster pistol and Gerlon Two-Fingers takes him out in a single shot. A very quick match indeed. After watching this match, walk to the back of the room and talk to Ajuur. He will ask if you would like to step into the dueling ring. Sounds like everyone is eager to see a new fighter in the ring. Dueling costs you absolutely nothing and can become very profitable. You receive 10% of all the wagers. The dueling ring has energy suppressor fields to make sure nobody dies during a duel. Accept Ajuur's request. You will not have to make any preperations for the first fight because it is very easy. Ajuur will give you a nickname, the Mysterious Stranger. Tell him that you like the name so we can get the show on the road. Read the "Side Quest Walkthrough's" section for further details on this quest. After you have fought a few battles and made some extra credits you can go ahead and exit the Cantina. Proceed north down the path in the direction of Kebla's Shop. Bypass the shop and continue north until you come to the main road. Start heading east down this long and wide path. You will eventually come to a T in the road. You can either make a left or a right. Take the path to the right to find a medical facility. Step inside the building and talk to Zelka Forn. He is in the back near the glass chambers. Zelka will offer to heal you or sell you medical supplies, and mentions something about a Rakghoul disease. That is the only thing that he is unable to cure. Ask him what the Rakghoul disease is. The Rakghoul disease is a terrible sickness of which there is no cure. The disease is spread by the means of Rakghouls, beasts that feed on the flesh of others. If given the disease, you will eventually turn into a Rakghoul yourself. Terrible disease indeed! Ask the old man if there is a cure for the Rakghoul disease. It sounds like there is an antidote for the disease, but the Sith took over the military base where this Rakghoul serum was said to have been created and they have kept all of the antidotes for themselves. Reply by saying, "Maybe I could find a way to get my hands on that serum for you". You'll have to begin searching for the serum in the Undercity. The Sith patrols that are in the Undercity have the Rakghoul Serum on them. Tell the old healer that you will help him and ask him to heal you before you leave his medical facility. As you are exiting the building, a man named Gurney will stop you and begin to talk. He wants to talk to you about the rakghoul serum. He has a small offer for you. It turns out that Davik Kang, a crime lord here in Taris, also would like to get his hands on this serum. Davik will also pay you much much more than Zelka will. Tell Gurney that you're going to give the serum to Zelka, he will use it to help more people. Now you can finally get out of this medical facility. Up ahead you should see a door to the north. Run straight ahead and around the fountain. A few feet from the large door is a poor merchant who is about to be killed by a couple of bounty hunters. Apparantly these bounty hunters work for Davik, and this merchant owes Davik a great sum of money. The two hunters will notice you listening in on their conversation and that you are a witness. Tell them that they will have to leave the poor man alone or they will have to deal with you. This calls for a fight. The two bounty hunters are quite easy. Dice them up with your vibroblade to gain some Light Side points. The old man will thank you for your help, but still feels that he is doomed with a bounty on his head. More and more bounty hunters will come after him until he is dead. Give him the 100 Credits he needs to gain even more Light Side points! The poor man will thank you once again before he takes his leave. Check the remains of the two dead bounty hunters and you will get your 100 Credits back! Nice! Find the door to the north that I mentioned earlier and go through it and enter Upper City North. Upper City North ---------------- On the other side of the large door is Upper City North. Walk north past the large floating object in the center of the path and move straight across to the apartments. Proceed through the door into the apartment complex. North Apartments ---------------- We are going to raid every room in the complex again like we did in the last apartment building we were in. Walk out into the hallway and make a right. We'll go around the entire circle until we're back at the exit. The first door on the right will have to be opened using Carth's security skills. A man named Largo can be found inside. Largo will mistake you for a bounty hunter sent by Davik and will beg and beg for you not to kill him. Tell him that you will not hurt him. You do not work for Davik. When the man asks why you are in his apartment ask him if he would like you to help him with his problem with Davik. It seems that he only owes Davik 200 Credits. Give the poor man the money he needs and he will be on his way. You will gain lightside points for this great deed. Now you can raid his apartment. Check the footlocker for 10 Credits, a Medpac, and some spare parts. Thats all that is to be found in this room so return to the main hallway and continue to the next apartment. The next door is already open and in the corner is another footlocker just begging to be opened. Open it up for the usual Credits, Parts, and the Medpac. You can proceed to the next apartment. The next doorway has a Sith Trooper standing in front. A group of Sith suspect that the alien inside the apartment has some Sith uniforms stashed somewhere. The poor alien denies everything and =============================================================================== ------------------------------------------------------------------------------- -= V. Side Quest Walkthrough's =- ------------------------------------------------------------------------------- =============================================================================== =============================================================================== ----- Taris -------------------- =============================================================================== +------------------+ | Dia's Bounty | +------------------+ This Bounty is the first Side Quest you can receive. To get this quest you will first have to speak to Dia. She is in the Apartment Complex that you make base in. If you are exiting your hideout make a right and her apartment will be the first one on the right. Proceed down this apartment complex's hallway until you come to a low security door on the right. Press the black button to gain control of Carth and use his security skills to open the door. Inside is a crabby woman named Dia. Be nice to her because she can give you a side quest. When she yells at you for barging into her home, answer her with, "I'm sorry. I was just investigating the area". She will yell at you some more and tell you that that isn't an excuse for barging into people's apartments. Then she says that you are more polite than that pig, Holdan. Reply with, "Holdan? Who's that?" Holdan is just one of Davik's men who can't keep his hands to himself, the lady says. Say, "What do you mean?" Then, Dia decides not to talk about the matter. She doesn't know if she can trust you. Try to persuade her by saying, "You can trust me. Maybe I can help". Sometimes you will fail and she will still not trust you. Go through the process again and again until you see the words, [Success] "Well, I suppose you seem like an alright sort. When I cut Holdan it made him back off, but it also embarrased him in front of his friends." So, this Holdan guy put a bounty on her head. Tell Dia that you will help her and that you will speak to Holdan for her. Where is Holdan you ask? He can be found in the upper Cantina in the room with the dance floor and all of the people playing music and dancing. I don't think he appears there until after you talk to Gadon and reach the Lower City. +--------------------------+ | Rapid Transit System | +--------------------------+ You receive this very easy quest the second you step out into Upper City South. This is basically just a way of teaching you a basic part of the game. On the map screen, you can press X to return to your hideout and nearly any time. You can take care of business at your hideout and then return to the map screen. This time, you'll see that the X button no longer returns you back to your base, it says Transit Back. This will take you back to where you last used, the Return to Base feature. After you return to your base, if you leave the area around your hideout, the "Transit Back" button will switch back to "Return to Hideout". To complete this mission all you have to do is return to your hideout via the Rapid Transit System. You can then transit back so you can continue with your game. +-------------------+ | The Duel Ring | +-------------------+ To begin this quest you will have to go to the Upper City Cantina located in Upper City South. Make your way to the southern room to find the dueling organizer. When you first step foot into the room, a cutscene will take over and a duel will begin in the arena. You are able to watch the fight on a view screen inside the cantina. The match is between Gerlon Two-Fingers and Deadeye Duncan. A very pathetic match if you ask me. Deadeye will bend down to pick up his blaster pistol and Gerlon Two-Fingers takes him out in a single shot. A very quick match indeed. After watching this match, walk to the back of the room and talk to Ajuur. He will ask if you would like to step into the dueling ring. Sounds like everyone is eager to see a new fighter in the ring. Dueling costs you absolutely nothing and can become very profitable. You receive 10% of all the wagers. The dueling ring has energy suppressor fields to make sure nobody dies during a duel. Accept Ajuur's request. You will not have to make any preperations for the first fight because it is very easy. Ajuur will give you a nickname, the Mysterious Stranger. Tell him that you like the name so we can get the show on the road. Deadeye Duncan -------------- This guy is so pathetic. He hardly deserves a space in this FAQ. Duncan is a very weak dueler, and everyone on Taris knows it. Walk up to him and begin swinging your sword. I managed to kill him in a matter of seconds. Use your Feat, Flurry if you have to. After the match collect your 100 Credits from Ajuur and tell him that you are ready for another duel. Gerlon Two-Fingers ------------------ Two-Fingers is a little more skilled at dueling than Deadeye, but not much. Lock on to the deformed man and begin your attacks. You can continue to use Flurry over and over to kill him nearly as quick as you killed Duncan. After you've won, step up to Ajuur again to collect your 200 Credits. Ask him to set up another match and you'll be paired up with Ice. Ice --- The competition really steps up here. Ice is nothing special, but compared to the two duelers before her she is a master. If this is your first trip to the Dueling ring and you had a little bit of trouble with the first two pushovers you may want to wait and duel Ice later. Maybe after you have been down to the Undercity. At level 3 she is pretty tough. Toss a couple Frag Grenades at her to damage her greatly. Then you should be able to finish her with your Vibroblade. Collect your 300 Credits for defeating Ice and request yet another match. Marl ---- =============================================================================== ------------------------------------------------------------------------------- -= VI. The Characters =- ------------------------------------------------------------------------------- =============================================================================== =============================================================================== ----- Carth Onasi -------------------- =============================================================================== Biography --------- A career soldier at 38, Carth has seen more than his fair share of war. A skilled pilot and superior tactician, he has always faced his duty with grim determination, believing that loyalty and dedication to the Republic would see him through. He has come to discover, however, that not everyone holds this opinion. Hailed as a hero of the Mandalorian War, when the Sith began threatening Republic space again, Carth thought that they could be fought like any other enemy, but their influence extends far past simple starships and blasters. Though he will not speak of it, a very personal betrayal has affected him deeply. Duty called him to fight the Sith, but now outright hatred threatens to replace it. It's no longer clear whether he fights to stop the destruction, or to avenge what has already been destroyed. Equipping Recommendations ------------------------- You will not be using Carth that much, except in the very early stages of the game, because you have to have him in your party then. But when he is in the party you will want him in the back lines blasting away with his Blaster Pistol. As far as Blaster Pistols go he should definitely be using his blaster, Carth's Blaster. =============================================================================== ----- Bastila Shan -------------------- =============================================================================== Biography --------- To most, the Jedi order is more than a vocation; it is a calling. To a select few it is much more. Bastila Shan is the quintessential Jedi: trained from a very young age and gifted with a natural ability with the Force that has given her both renown and considerable pride. Despite her youth, Bastila is skilled in the rare art of Battle Meditation... through sheer force of will she can influence the course of a battle. One side is given courage and strength while the other is sapped of their will. This ability alone has put Bastila into the forefront of the Republic's plan to defeat the Sith. Bastila is brash and impulsive. She is overconfident and seems to walk invincible through her world, though that is hardly the case. Bastila is well aware of the responsibility that presses down on her shoulders. Her Jedi masters urge her to be cautious, but Bastila turns every fiber of her being towards defeating the Sith menace and proving herself to the Jedi. No one doubts that she will one day be a great Jedi... but at what cost? Bastila possesses all the qualities that separate those special few destined to leave their mark on history, but her very youth and determination may be what ultimately consumes her. She has much to learn, and little time to learn it as the Sith menace continues to gather its strength. Even in the dark halls where the Sith Lords gather, young Bastila is whispered to be a Jedi of note. Who knows the terrible cost of such dark praise? Equipping Recommendations ------------------------- Bastila, as you should know by now, is a Jedi. Which means she can wield a lightsaber. I would definitely always keep her equipped with a lightsaber. As for armor, =============================================================================== ----- Mission Vao -------------------- =============================================================================== Biography --------- Surviving in the Lower City of Taris is no easy task, particularly for a young Twi'lek girl on her own. But Mission has not only survived in the hard world of the swoop gangs, she's thrived. Nobody knows the hidden alleys, backstreets and secret entrances in the Lower City like this former street urchin, and she's even been known to explore the creature-infested sewers of the Undercity itself. Of course, such active curiosity is bound to create enemies, and there are some - particularly the Black Vulkar swoop gang - who would like to bring Mission's adventures to a permanent end. But despite the dangerous situations she constantly finds herself in, this spirited young Twi'lek always manages to find a way out. And if her quick reflexes, quick thinking and even quicker mouth can't save her, she always has one last card she can play: her eight foot-tall Wookiee companion, Zaalbar. The odd pair have been inseparable ever since Zaalbar arrived on Taris, and despite the obvious contrasts between them, their friendship has benefited them both. Zaalbar knows that Mission will always come up with a plan to make sure they have food in their bellies and a safe place to stay. And Mission knows that whatever trouble her schemes might get them into, Big Z will always be there to watch her back. Equipping Recommendations ------------------------- When I played through the game for the first time I equipped Mission with her Vibroblade and it worked out quite well. =============================================================================== ----- Zaalbar -------------------- =============================================================================== Biography --------- The city world of Taris is a strange place to find a Wookiee, but Zaalbar has managed to create a life for himself there, far from the kilometer high wroshyr trees of his homeworld. Zaalbar will say little about why he left Kashyyyk, but it is obvious that the memories of his old life are painful. Yet even though the secret miseries of Kashyyyk have been left behind, Taris brings its own brand of suffering. Aliens are never welcome on Taris, and this is particularly true for eight-foot tall, hair-covered giants capable of snapping one's neck with a single, casual swipe. Zaalbar's beastly appearance and strange language lead many to believe that he is nothing but an animal, barely capable of thought and useful only for his great strength and legendary Wookiee temper. With these prejudices working against him, Zaalbar seemed destined to end up as an enforcer for one of the many swoop gangs on Taris. But a chance meeting with a young Twi'lek girl named Mission Vao saved him from a life of senseless violence. Mission recognized Zaalbar was more than a lumbering brute and the two quickly became the best of friends. The strange pair are now a familiar site in Taris' Lower City, and whenever the irrepressible young Twi'lek gets into trouble, her Wookiee companion is always close by to help get her out. Equipping Recommendations -------------------------
===============================================================================
----- Canderous Ordo --------------------
===============================================================================
Biography
---------
Canderous Ordo makes his living as a mercenary, selling his services to the
highest bidder. Most often this turns out to be an underworld figure wanting
to capitalize on his considerable skills as a combatant, tactician, and
outright thug. If his criminal clients knew where he learned his trade,
however, even they might have second thoughts about hiring him.
Canderous is a Mandalorian, and as such, he was on the losing side of the
Mandalorian Wars with the Republic. He was no foot soldier, however, and had
an active hand in the planning and execution of many battles that did not go in
the Republic's favor. There is a lot of blood on his hands, and he doubts that
enough time has passed for people to view his actions as he does, with the
impersonal eye of a career soldier. Likewise, he takes no insult from the
defeat of his people. It was all just business.
For now, Canderous spends his time employed by Davik, a crime lord with
influence throughout the Taris undercity. The traitorous actions of Revan and
Malak and the current aggression of the Sith have distracted the citizens of
the Republic to the point where they are no longer concerned about defeated
enemies, and he can go about his business in peace. Working as a smalltime
enforcer is not how he pictured his career ending up, however, and any offer
for more interesting work would likely get serious consideration.
Equipping Recommendations
-------------------------
===============================================================================
----- T3-M4 --------------------
===============================================================================
Biography
---------
Utility droids of all makes and models are a common sight on every planet
throughout the galaxy. The versatility of these handy little droids, combined
with their reliable programming and affordability, has made them popular for
everything from light janitorial duties to complex mechanical repairs and
maintenance. Among the premier utility droids currently available are those in
the T3 series. Though more expensive than most standard models, T3 droids
contain the latest in advanced circuitry and programming, and are easily fitted
with a variety of customized upgrades.
T3-M4, a prototype of the latest model in this prestigious line, was created in
a droid shop on Taris to serve as a personal security unit for an anonymous
buyer. Along with the standard functionality, T3-M4 was equipped with light
armor plating and upgradeable weapon functionality. These combat capabilities,
combined with the droid's innate computer slicing and code breaking skills,
have led many to speculate about the identity of the droid's unknown buyer.
Given the expense, abilities and advanced technology of this little droid, most
suspect that T3-M4 is being fitted for something far more than a simple
personal security position.
Equipping Recommendations
-------------------------
===============================================================================
----- Juhani --------------------
===============================================================================
Biography
---------
Juhani, like most Cathar who choose to join the Jedi Order, is locked in a
never ending struggle to find a balance between her instincts and her training.
The feline Cathar are known throughout the galaxy for their courage in battle,
their fierce loyalty and their quick tempers; such intense passions can make it
difficult for one of this proud species to follow the way of the light.
Yet Juhani has given herself fully to the Jedi, and she is determined to master
both her volatile emotions and her ability in the Force. She strives to be a
paragon of the Order; she has sworn to live her life completely by the Jedi
code. Because of this, she does not easily accept failure in herself or in
others.
Still, there are some among the Order who question whether this Cathar can ever
learn to control her burning passions. It remains to be seen whether Juhani
can live up to her own demanding standards, but even her own Master fears her
impossible quest for perfection will result in frustration and despair...
emotions that can lead to the dark side.
Equipping Recommendations
-------------------------
===============================================================================
----- HK-47 --------------------
===============================================================================
Biography
---------
A self-sentient killing machine, it is obvious merely from its menacing
appearance that HK-47 is far more than an ordinary combat droid. With a
devastating arsenal of high-powered weaponry, a ruthless and single-minded
pursuit of its termination targets, and a pre-programmed disregard for all
organic life, this Hunter-Killer model is one of the most dangerous assassins
in the galaxy.
Rumored to have been created by Czerka Corp to eliminate the heads of rival
corporations, HK-47 is quite capable of laying waste to an entire building in
an effort to dispose of a single target, as it has demonstrated on more than
one occasion in the past. This wanton carnage, combined with the tendency of
the droid's previous owners to come to rather gruesome ends, has led most
civilized planets to issue explicit bans on all HK-model assassin droids.
But on the dangerous worlds of the Outer Rim, having a merciless,
flame-throwing engine of destruction at your side can be quite useful... until
it decides you're the next target.
Equipping Recommendations
-------------------------
===============================================================================
----- Jolee Bindo --------------------
===============================================================================
Biography
---------
A former smuggler, and skilled Jedi, who has chosen to retreat from society and
live out his days in seclusion and obscurity, Jolee Bindo cloaks himself in
indifference to hide his sorrow. He appears as a cantankerous old man who
readily dismisses the wide world and its troubles with an impatient wave of his
hand, but his care and wisdom still shine through the many layers he has draped
around his heart.
His story is unknown aside from rumors that he fought in the great war of Exar
Kun four decades ago, a time when Jedi turned against Jedi and the dark side
threatened to swallow the galaxy. What happened so long ago that would push a
man to leave the Jedi order, to leave civilization itself and go into
self-imposed exile in the deepest shadows of wild Kashyyyk? Jolee himself is
not forthcoming and scoffs at any suggestion that he might be something more
than what he appears: an old man.
One thing that is very clear; he is weary of this world and its endless,
pointless struggles. He insists that all he wants is peace, but Jolee Bindo's
eyes, the eyes of a fighter, the eyes of a Jedi - tell a different story.
Equipping Recommendations
-------------------------
===============================================================================
-------------------------------------------------------------------------------
-= VII. In-Game Menu's =-
-------------------------------------------------------------------------------
===============================================================================
===============================================================================
----- Equip --------------------
===============================================================================
===============================================================================
----- Party Inventory --------------------
===============================================================================
===============================================================================
----- Character Info --------------------
===============================================================================
===============================================================================
----- Scripts --------------------
===============================================================================
===============================================================================
----- Abilities --------------------
===============================================================================
===============================================================================
----- Map/Party Management --------------------
===============================================================================
===============================================================================
----- Quests --------------------
===============================================================================
===============================================================================
----- Messages --------------------
===============================================================================
===============================================================================
----- Options --------------------
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
-= VIII. Creating Your Character =-
-------------------------------------------------------------------------------
===============================================================================
This section will help you to decide how to develop and raise your character.
Star Wars: KOTOR can be a very vast game and all of the desisions you have to
make can be overwhelming. I will try my best to enable you to make the best
decision.
First of all, at the first character generation screen, whatever you do, do not
choose Quick Character. By Choosing Quick Character you are letting the
computer choose every characteristic of your character except his appearance.
So I would suggest clicking Custom Character.
===============================================================================
----- Portrait --------------------
===============================================================================
The Portrait of your character is just what your face will look like. There
is a grand total of heads to choose from and none of them are very
appealing. The head you choose will not effect the gameplay in any way, just
be sure to pick your favorite, because you'll have to stick with it for 30+
hours.
===============================================================================
----- Attributes --------------------
===============================================================================
===============================================================================
----- Skills --------------------
===============================================================================
===============================================================================
----- Feats --------------------
===============================================================================
===============================================================================
----- Portrait --------------------
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
-= IX. Force Powers =-
-------------------------------------------------------------------------------
===============================================================================
Force Powers become available once you become a Jedi Knight. There are three
types of Force Powers: Core Force Powers, Light Side Force Powers, and Dark
Side Force Powers. Core Force Powers are available to all Jedi Knights. If
a Dark Side character wants to learn Light Side Force Powers it will cost more
Force points to use. Same with a Light Side character learning Dark Side
Force Powers.
===============================================================================
----- Core Force Powers --------------------
===============================================================================
+-------------------------------------------------------------------------+
| Throw Lightsaber |
| ---------------- |
| |
| Throw Lightsaber allows the character to attack a target at range by |
| throwing a lightsaber, guiding it with the force. The target must |
| be at least 5 meters away. This attack always hits. Damage is 1-6 for |
| every two levels of the attacking character. Once the lightsaber is |
| thrown, it will automatically return to the Jedi's hand at the end of |
| the round. |
| |
| Adv Throw Lightsaber |
| -------------------- |
| |
| This power allows the character to attack up to three seperate targets |
| with a single lightsaber throw. The first target must be at least 5 |
| meters away and each additional target must be within 5 meters of the |
| previous. This attack always hits. Damage is 1-6 for every two levels |
| of the attacking character. Once the lightsaber is thrown, it will |
| automatically return to the Jedi's hand at the end of the round. |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+
| Burst of Speed |
| -------------- |
| |
| This power allows a Jedi to move very swiftly, pressing his or her |
| body to its physical limits. For the duration of this effect |
| (36 seconds), movement speed is doubled and 2 Defense is gained. |
| |
| Knight Speed |
| ------------ |
| |
| This power allows a Jedi to move more swiftly than the physical |
| limitations of his body should allow. For the duration of this effect |
| (36 seconds), movement speed is doubled, Defense is increased by 4, and |
| 1 attack per round is gained. |
| |
| Master Speed |
| ------------ |
| |
| This power allows a Jedi to move with such speed that, for the duration |
| of the effect (36 seconds), movement speed is doubled, Defense is |
| increased by 4, and 2 attacks per round are gained. |
+-------------------------------------------------------------------------+
+-------------------------------------------------------------------------+
| Force Push |
| ---------- |
| |
| An opponent targeted by this power is pushed back 5 meters, thrown to |
| the ground stunned for 3 seconds, and suffers damage equal to the |
| attacking character's level. A successful reflex save by the target at |
| a DC of 5 + the attacking character's level + the attacking character's |
| Wisdom and Charisma modifiers means the target is not stunned, but |
| still suffers damage equal to half the Jedi's level. |
| |
| Force Whirlwind |
| --------------- |
| |
| This power encircles the target victim in a small maelstrom of air and |
| dust, inflicting one third of the attacking character's level in damage |
| every 2 seconds, and rendering them unable to take any action |
| (12 seconds total). A successful Reflex save at a DC of 5 + the |
| attacking character's level + the attacking character's Wisdom and |
| Charisma modifiers negates the damage and immobilizing effects |
| altogether. This power does not effect droids equipped with energy |
| shield hardware.
| |
| Force Wave |
| ---------- |
| |
| This power creates a telekinetic explosion around the Jedi. All |
| enemies within 15 meters are thrown 5 meters, fall to the ground and |
| are incapacitated for 6 seconds, and take damage equal to one and a |
| half times the attacking character's level. A successive Reflex save |
| at a DC of 5 + the attacking character's level + the attacking |
| character's Wisdom and Charisma modifiers means an enemy is not |
| stunned, but still suffers half damage. |
+-------------------------------------------------------------------------+
===============================================================================
----- Light Side Force Powers --------------------
===============================================================================
===============================================================================
----- Dark Side Force Powers --------------------
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
-= X. Boss Strategies =-
-------------------------------------------------------------------------------
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
-= XI. Weapon List =-
-------------------------------------------------------------------------------
===============================================================================
There are five different types of weapons in the game of Star Wars: Knights of
the Old Republic. They are Blaster Pistols, Blaster Rifles, Bladed Weapons,
Lightsabers, and Grenades. The following gives a list of every weapon in the
game.
===============================================================================
----- Blaster Pistols --------------------
===============================================================================
The name "blaster" is a blanket designation for any number of small energy
weapons designed for personal use. All fire bolts of intense coherent light
and are powered by replaceable power packs. The basic pistol is the favored
sidearm of police forces and light militia, and ownership by the general public
is common, although regulated in some sectors.
Ion Blaster
-----------
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Ion, 1-4
Ion: +1-10 vs. Droid
Range: 17 meters
Critical Threat: 19-20, x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand.
Unlike a typical blaster, this weapon fires a stream of energy very damaging to
electrical systems, causing havoc on the internal components of droids.
+--------------------+
| Blaster Pistol |
+--------------------+
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-6
Range: 23 meters
Critical Threat: 20-20, x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand.
The most common ranged weapon in the galaxy is the basic blaster pistol, firing
a bolt of intense coherent light powered by a replaceable power pack.
===============================================================================
----- Blaster Rifles --------------------
===============================================================================
Blaster rifles utilize the same technology as the common pistol, but generally
employ larger emitters to create more damaging bolts of coherent light. They
can be difficult to wield, requiring a longer stock to increase stability while
firing. Blaster rifles are standard issue to soldiers across the galaxy, but
ownership by the general public is discouraged if not outlawed in most sectors.
+-----------------------+
| Sith Sniper Rifle |
+-----------------------+
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 2-9
Range: 28 meters
Critical Threat: 19-20, x2
Attack Modifier: +1
Despite its effectiveness, these modified blaster rifles are not often employed
by the Sith. They prefer to engage their enemies up close and personal.
+-------------------+
| Blaster Rifle |
+-------------------+
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 1-8
Range: 28 meters
Critical Threat: 19-20, x2
More powerful than the commonly available pistol, the blaster rifle is favored
by soldiers throughout the galaxy. Civilian ownership of these weapons is not
generally encouraged.
===============================================================================
----- Bladed Weapons --------------------
===============================================================================
Traditional non-powered melee weapons are still in use on many worlds, despite
the advent of lightsabers and vibro weapons. Whether this is due to
availability or tradition is irrelevant because a simple blade can still be an
effective in combat if the user is skilled. Essentially two blades joined at a
central grip, though forged as a single unit for strength, double-bladed swords
take tremendous discipline to wield.
+----------------+
| Vibroblade |
+----------------+
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-10
Critical Threat: 19-20, x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand.
Small size makes this a good off hand weapon. Echani vibroblades use a rare
cortosis weave to prevent lightsaber sparring damage, allowing traditional
swordplay to continue in the time of Jedi and Sith.
+----------------+
| Stun Baton |
+----------------+
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-1
Critical Threat: 20-20, x2
On Hit: Stun 25% chance, 6 seconds, DC 10
A common weapon, stun batons do minimal damage but can incapacitate a target.
The high-density cells needed for repeated discharge are unwieldy, making it
unusable in the off-hand.
+----------------+
| Long Sword |
+----------------+
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-12
Critical Threat: 20-20, x2
Here is where the roots of the lightsaber begin, with traditional swords still
wielded today in mny primitive cultures. They are simple, but still effective
in the right hands.
+------------------+
| Quarterstaff |
|------------------+
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-6
Critical Threat: 20-20, x2
Usually just a smooth staff of wood or light alloys, this is a very simple
weapon of ancient design.
+-------------------------+
| Echani Ritual Brand |
+-------------------------+
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 3-13
Critical Threat: 20-20, x2
Attack Modifier: +1
Echani Firedancers use the double bladed Ritual Brand in a dodging and slicing
pattern so graceful it looks more like a dance than combat.
+----------------+
| Vibrosword |
+----------------+
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 2-12
Critical Threat: 19-20, x2
Ultrasonic generators power this Echani-developed weapon design. A rare
cortosis weave that protects against sparring damage ensures that traditional
swordplay will endure in the time of lightsabers.
+-------------------------+
| Double-Bladed Sword |
+-------------------------+
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 2-12
Critical Threat: 20-20, x2
A difficult weapon to master, the double bladed sword has a grip in the center
with two long blades emerging from either end. The double-bladed sword is
capable of inflicting more damage, but is also less precise than the
single-bladed variant.
+-----------------+
| Short Sword |
+-----------------+
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-6
Critical Threat: 20-20, x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand.
Disregarded by most modern warriors, a good short sword can still serve well in
combat if the user is skilled.
===============================================================================
----- Lightsabers --------------------
===============================================================================
The traditional possession of a Jedi, the lightsaber is a devastating weapon
that's extremely difficult to master. The blade is generated by an energy cell
focusing its power through the crystals within the saber's hilt. The powerful
weapon can cut through most materials with ease. Since only the handgrip has
any weight, it is difficult to judge the position of the blade, and most novice
users pose a greater threat to themselves than their opponents. Different
focusing crystals, some very expensive and rare, can produce blades with a
variety of properties. It is common for Jedi to seek out crystals of varying
types allowing them to modify their lightsabers to best suit their style of
combat.
===============================================================================
----- Grenades --------------------
===============================================================================
Fragmentation grenades are very basic armaments of an exceedingly simple
design. When thrown, a mixture of volatile chemicals causes a violent
explosion, hurling shrapnel at anyone standing within the blast radius. It's
not elegant, but it's definitely effective. Most sectors have strict laws
against their possession or use by the general public.
+-----------------+
| Ion Grenade |
+-----------------+
Damage: Ion, 15pts (45pts vs. droids)
Area of Effect: 4 meters
Range: Long
Save: DC 15 for half damage.
These grenades emit an extremely strong burst of energy devastating to any
droids or personal shields caught in the effect.
+-------------------+
| Sonic Grenade |
+-------------------+
Damage: Sonic, 20pts
Secondary: -6 Dexterity for 30 seconds
Area of Effect: 4 meters
Range: Long
Save: DC 15 for half damage, negates dexterity penalty.
These grenades explode loudly, but the majority of their effect is delivered in
disorienting frequencies the ear can barely perceive, even as it is damaged.
+------------------+
| Frag Grenade |
+------------------+
Damage: Piercing, 20pts
Area of Effect: 4 meters
Range: Long
Save: DC 15 for half damage.
Fragmentation grenades are very basic. They explode when thrown, showering the
enemy in shrapnel. It's not elegant, but it's definitely effective.
+------------------------+
| Concussion Grenade |
+------------------------+
Damage: None
Secondary: Stun for 9 seconds
Area of Effect: 4 meters
Range: Long
Save: DC 15 for no effect
This type of grenade explodes in a concussive wave of force that disrupts the
senses of both organic and inorganic targets in the area of effect.
===============================================================================
-------------------------------------------------------------------------------
-= XII. Armor List =-
-------------------------------------------------------------------------------
===============================================================================
===============================================================================
----- Light Armor --------------------
===============================================================================
The lightest of armor doesn't give much protection in battle, but due to
being so thin and light, it allows soldiers to move much easier. The
tradeoffs can sometimes be worth it.
+------------------------------+
| Bonadan Alloy Heavy Suit |
+------------------------------+
Feats Required: Armor Proficiency - Light
Defense Bonus: 6
Max Dexterity Bonus: +4
Bonadan is an emerging industrial society financing their exploration of the
galaxy through production of small arms and armor. They favor heavy materials
offering solid defense.
+-----------------+
| Combat Suit |
+-----------------+
Feats Required: Armor Proficiency - Light
Defense Bonus: 4
Max Dexterity Bonus: +5
Even the most frugal of mercenaries know they need at least some protection
from the rigors of combat, although suits of this type are recommended for
light skirmishes only.
+-----------------------+
| Heavy Combat Suit |
+-----------------------+
Feats Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity Bonus: +4
This version of the combat suit offers more protection than the basic model.
It is heavier overall and not quite as flexible, but many consider the
tradeoffs worthwhile.
===============================================================================
----- Medium Armor --------------------
===============================================================================
This isn't the heaviest of armor, but it comes close. Designed for heavy
militias, it has the protection needed to keep a solider alive during
ranged combat with massive weapons.
+-------------------+
| Military Suit |
+-------------------+
Feats Required: Armor Proficiency: Medium
Defense Bonus: 6
Max Dexterity Bonus: +3
This standard issue suit provides good protection but can be heavier and more
restrictive that some of its counterparts. Even so, many mercenaries swear the
tradeoffs are worth it.
+------------------------+
| Light Battle Armor |
+------------------------+
Feats Required: Armor Proficiency: Medium
Defense Bonus: 7
Max Dexterity Bonus: +2
Providing solid protection for a minimal cost, this armor is excellent for
entrenched troops or guards. A force on the move, however, may find it
somewhat constricting.
===============================================================================
----- Heavy Armor --------------------
===============================================================================
This is the heaviest armor available for the solider that requires maximum
protection from direct damage. Some consider the fit claustrophobic, but
that's the tradeoff for safety.
===============================================================================
----- Jedi Robes --------------------
===============================================================================
In keeping with the tenets of modesty and humility, members of the Jedi
Order typically wear plain or unassuming garments. If engaged in combat, a
Jedi relies on superior focus, technique and the Force as protection
against enemy weapons.
===============================================================================
-------------------------------------------------------------------------------
-= XIII. Item List =-
-------------------------------------------------------------------------------
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
-= XIV. Shop List =-
-------------------------------------------------------------------------------
===============================================================================
===============================================================================
----- Taris --------------------
===============================================================================
+-------------------------------------+
| Kebla's Shop - Upper City South |
+-------------------------------------+
Medpac ....................................... 40 Credits
Security Spike ............................... 100 Credits
Bonadan Alloy Heavy Suit ..................... 900 Credits
Military Suit ................................ 150 Credits
Heavy Combat Suit ............................ 100 Credits
Combat Suit .................................. 50 Credits
Light Battle Armor ........................... 250 Credits
Vibroblade ................................... 80 Credits
Stun Baton ................................... 30 Credits
Long Sword ................................... 5 Credits
Quarterstaff ................................. 2 Credits
Echani Ritual Brand .......................... 280 Credits
Vibrosword ................................... 120 Credits
Double-Bladed Sword .......................... 80 Credits
Short Sword .................................. 1 Credit
Ion Blaster .................................. 200 Credits
Blaster Pistol ............................... 100 Credits
Sith Sniper Rifle ............................ 1500 Credits
Blaster Rifle ................................ 300 Credits
Ion Grenade .................................. 130 Credits
Sonic Grenade ................................ 130 Credits
Frag Grenade ................................. 80 Credits
Concussion Grenade ........................... 80 Credits
Sound Dampening Stealth Unit ................. 200 Credits
Stealth Field Generator ...................... 100 Credits
Minor Flash Mine ............................. 100 Credits
Minor Gas Mine ............................... 100 Credits
Minor Frag Mine .............................. 100 Credits
Minor Plasma Mine ............................ 100 Credits
Permacrete Detonator ......................... 50 Credits
===============================================================================
-------------------------------------------------------------------------------
-= XV. Mini Games =-
-------------------------------------------------------------------------------
===============================================================================
===============================================================================
----- Pazaak --------------------
===============================================================================
===============================================================================
----- Swoop Racing --------------------
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
-= XVI. Revision History =-
-------------------------------------------------------------------------------
===============================================================================
Version 0.20 (August 20, 2003) Size: 83kb
------------
The FAQ was officially posted on gamefaqs and is barely 20% complete. A little
bit of everything has been worked on. The walkthrough has only been written
up about 1/4 into Taris. Most of the characters section has been written.
Some of the different equipments have been listed as well as some force powers.
Expect to find many more completed sections in the next update.
===============================================================================
-------------------------------------------------------------------------------
-= XVII. Legal Disclaimer =-
-------------------------------------------------------------------------------
===============================================================================
Alright, let's get this dirty business over with... It shouldn't take long.
I wish that people wouldn't plagiarise or steal other people's work in the
first place, but they do. It may not seem like it(actually it does), but it
does take a lot of work to write these things! I'm not benefitting any from
writing FAQ's. I just enjoy writing them and I like to help others with a
game. Please don't steal work from me or anyone else.
This FAQ was written by me, is owned by me, and you must have permission from
me, TwistidSoul, to do anything with this FAQ other than use it for your own
personal use. When I say for your own personal use I don't mean on your
website or selling it to your friends :P This FAQ cannot be changed or
altered in any way. It has to keep its original form!
If you do want to put this FAQ in your site, just ask! That's all it takes.
Email me! And if I do give you permission, do not edit the FAQ in any way! I
don't care if I spelled something wrong or anything. Don't change the font...
don't change anything... Thank you! Contact me at TwistidSoul@hotmail.com
THE ONLY WEBSITES THAT HAVE MY PERMISSION TO POST THIS FAQ/WALKTHROUGH ON
THEIR SITE ARE:
http://www.gamefaqs.com
http://www.ign.com
http://www.neoseeker.com
If anyone finds this FAQ on a website other than these three, please let me
know.
===============================================================================
-------------------------------------------------------------------------------
-= XVIII. Author's Last Words =-
-------------------------------------------------------------------------------
===============================================================================
It looks like this is the end. There will be more updates in the future so you
can watch out for those. I hope you enjoyed reading this FAQ and that it
helped you during your Star Wars: Knights of the Old Republic experience. I
would, before I go, like to give credit to the instruction booklet, and the
official Knights of the Old Republic Website. Information, such as the Force
Powers, Equipment lists, and others, were either taken from the game itself,
or the website. A lot of the descriptions are descriptions that can be found
in the game. I will, if you are wondering, eventually replace these sections
I took straight from the site and the game with my own words eventually.
I'd like to thank you one last time for reading this FAQ. It definitely has
been a lot of fun writing it. I do encourage you to send me an e-mail if you
have any questions or if you would like to correct something in my Guide or
tell me something I missed. You can find my e-mail address at the top of the
document. I guess this is goodbye for now. Be sure to check out some of my
other FAQ's!
Copyright 2003 TwistidSoul