1111111111111111111111111111111111111111111111111111111111111111111111111111111 ______ _ __ _ / __/ /____ _____ | | /| / /__ ________ (_) _\ \/ __/ _ `/ __/ | |/ |/ / _ `/ __(_-<_ /___/\__/\_,_/_/ |__/|__/\_,_/_/ /___(_) __ ______ __________ ___ ________ / //_/ __ \/_ __/ __ \/ _ \ / _/ _/ / ,< / /_/ / / / / /_/ / , _/ _/ /_/ / /_/|_|\____/ /_/ \____/_/|_| /___/___/ ________ _____ __ __ __ __ /_ __/ / ___ / __(_) /_/ / / / ___ _______/ /__ / / / _ \/ -_) _\ \/ / __/ _ \ / /__/ _ \/ __/ _ (_-< /_/ /_//_/\__/ /___/_/\__/_//_/ /____/\___/_/ \_,_/___/ This guide contains major spoilers read at your own risk (you have been warned) Complete Walkthrough ___________________________________________________________________________ Star Wars: Knights of the Old Republic II Walkthrough Created By: Kelton Email: firstname.lastname@example.org, Kelton006@hotmail.com AIM: albinoblakshe3p Version 0.4 WEBSITES LOCATED: www.gamefaqs.com http://www.cheatcc.com/ http://www.xbox-hq.com http://www.themodgod.com IF YOU WOULD LIKE TO PUT THIS ON YOUR SITE, PLEASE EMAIL ME. ___________________________________________________________________________ Table Of Contents < --------------- > I. Introduction (complete) II. Version History (working) III. Character bios (complete) IV. Classes (complete) V. Walkthrough (working) VI. Weapons (complete) VII. Armor (complete) VIII. Miscellaneous items (upcoming) IX. Upgrades (upcoming) X. Forms (upcoming) XI. Force Powers & Feats (upcoming) XII. Team members (dialogue and Jedi) (upcoming) XIII. Special Thanks and Disclaimer (complete) ____________________________________________________________________________ ///\\\///\\\///\\\///\\\///\1. Introduction///\\\///\\\///\\\///\\\///\\\/// ____________________________________________________________________________ This is my first attempt at a guide and I think I picked one of the hardest I could. Oh well. This is the guide for Star Wars: Knights of the Old Republic The Sith Lords. Ok lets get started. Currently I am also going back and forth from my mother to father so it may take a little longer then normal. ____________________________________________________________________________ ///\\\///\\\///\\\///\\\///\2. Version History///\\\///\\\///\\\///\\\///\\\ ____________________________________________________________________________ Version 0.4 Dec. 28, 2004 Started Faq Added ASCII Text Added Introduction Added Table of Contents Finished Character Bios Finished Classes Finished Up To Peragus Started Armor Version 0.6 Jan. 2, 2005 Completed Armor Completed Weapons Finsished Peragus ____________________________________________________________________________ ///\\\///\\\///\\\///\\\///\3. Character Bios///\\\///\\\///\\\///\\\///\\\ ____________________________________________________________________________ T3-M4 (Expert Droid) T3 is an expert droid with great intelligence and good ranged combat. He can create computer spikes and be used as a portable workbench. You can upgrade T3, which boosts his stats, if your computer use and repair skill are high enough but also requires influence with the droid. If you are going to use T3 in combat you might want to add his attribute points to dexterity. T3 is a droid so he can’t be healed by regular means (medpacs, heal, etc.) so you must use repair kits. Starting level: Level 3 expert droid. Starting equipment: Droid shock arm & Mining laser Starting attributes: Strength (Str) 10, Dexterity (Dex) 15, Constitution (Con) 14, Intelligence (Int) 16, Wisdom (Wis) 10, Charisma (Chr) 10, Vitality (Vit) 30, Defense (Def) 14, Fortitude (Fort) 3, Reflex (Ref) 5, Will 1. Starting stats: computer use-6, demolitions-2, awareness-2, repair-6, security-6. Kreia (Jedi Consular) She may be one of the most annoying characters in my opinion but never the least she will be your teacher. When she is in your party she gives your team a small boost to your experience. Kreia and yourself soon develop a bond called force chain which means whatever force power is effecting her also affects you. She will offer to make you a prestige classes (see section 6). Kreia has low defense, cannot wear armor, and lets face it her melee sucks seeing as she only has one hand. Starting level: Level 3 Jedi Consular Starting equipment: clothing Starting attributes: Str 10, Dex 16, Con 16, Int 14, Wis 16, Chr 12, Vit 36, Force 49, Def 16, Fort 6, Ref 5, Will 6. Starting stats: stealth-5, awareness-6, persuade-5, treat injury-6. Atton Rand (Scoundrel & Jedi Sentinel) Atton Rand is a very unique character with two very awesome feats. Survival, which makes him tougher, the more he’s hurt. This means you should wait to heal him and don’t go beyond half health during combat. Spirit, which means he gets up after his health reaches zero. An effective strategy is to attack with just Atton and wait for him to kill everyone. Atton is very ineffective at melee so add all attribute points to dexterity and use him as a ranger. As he becomes a Jedi give him a double bladed lightsaber for melee combat. Starting level: Level 3 scoundrel Starting equipment: Atton’s ribbed jacket Starting attributes: Str 12, Dex 16, Con 14, Int 10, Wisdom 10, Chr 12, Vit 24, Def 19, Fort 5, Ref 8, Will 3. Starting stats: computer use-3, demolitions-4, stealth-4, awareness-5, security-5 Bao-Dur (Tech Specialist & Jedi Guardian) Bao-Dur maybe the most helpful character in the game as he builds your lightsaber. He is most powerful in close combat. His first feat that helps is repulsor strike which ads extra electrical damage after each hit. His second is shield breaker that destroys all shields personal or a barrier. He has a remote running around with him that will back him up in a fight. I recommend the Krath Holy Battle Armor until he becomes a Jedi. Once you get your droids Bao-Dur will, from time to time, fix them up. He also gives you shields. Starting level: Level 6 Tech Specialist Starting equipment: A floating attack droid by the name of remote Starting attributes: Str 14, Dex 10, Con 14, Int 15, Wis 14, Chr 10, Vit 48, Def 10, Fort, 5, Ref 4, Will 6. Starting Stats: computer use-9, demolitions-9, stealth-1, awareness-8, repair-9, security-9, treat injury-4 Choice Character!!! Handmaiden (Soldier & Jedi Guardian) To get Handmaiden!!!YOU MUST BE A MALE CHARACTER!!! She is an echani which means she gets echani strike that is awesome when she is unarmed. In the beginning her dexterity (ranged) is higher then her strength (melee) so if you want her to be an unstoppable unarmed force just add points to her strength. Starting level: Level 6 soldier Starting equipment: clothing, handmaiden’s staff Starting attributes: Str 14, Dex 16, Con 14, Int 10, Wis 10, Chr 14, Vit 78, Def 16, Fort 8, Ref 6, Will 3. Starting stats: stealth-5, awarness-8, treat injury-8 HOW TO GET: must be male character, she will be on your ship after leaving Telos Or Disciple (Soldier & Jedi Consular) To get Disciple!!!YOU MUST BE A FEMALE CHARACTER!!! He is currently studying on Dantooine and knows some secrets about your character but if you want him to reveal those secrets you need to gain influence. He has a pretty high dexterity so this should mean use him as a ranger. He gives you as many medpacs as you need and is a portable lab station. Get his treat injury and demolitions up so you can use the port-a-lab station to it’s full extent. Starting level: Level 6 soldier Starting equipment: clothing Starting attributes: Str 14, Dex 16, Con 14, Int 10, Chr 14, Vit 78, Def 15, Fort 8, Ref 6, Will 3. Starting stats: stealth-5, awareness-8, treat injury-8 HOW TO GET: must be female character, he is in the underground jedi temple enclave thing Choice character!!! Mira (Scout & Jedi Guardian) To get Mira!!!YOU MUST GO GOOD OR NUETRAL WHILE ON NAR SHADDAA!!! I think she is better then the wookie because she can become a jedi and uses a wrist rocket/grenade/dart launcher. Her dexterity is very high so she should be used as a ranged fighter. Once she becomes a jedi just keep her at range and use her powers. Starting level: Level 6 Scout Starting equipment: Mira’s ballistic mesh jacket, Wrist launcher Starting attributes: Str 10, Dex 16, Con 12, Int 14, Wis 11, Chr 10, Vit 54, Def 19, Fort 6, Ref 8, Will 5 Starting stats: demolitions-6, stealth-6, awareness-6, security-6, treat injury-6 HOW TO GET: Be light or neutral during your time in Nar Shaddaa. OR Hanharr (Wookie Scout) To get Hanharr!!!YOU MUST BE ON THE DARKSIDE WHILE ON NAR SHADDAA!!! The wookie will destroy anyone hand to hand although he can be used as a ranger. He can’t wear armor on his head or body but his wookie feats make up for it. Wookie toughness helps Hanharr take less damage and more vitality per level. Wookie fury will send him into a mad rage that will destroy anyone in his way. Starting level: Level 4 scout Starting equipment: 2 Ryyk blades Starting attributes: Str 20, Dex 13, Con 20, Int 10, Wis 12, Chr 8, Vit 60, Def 11, Fort 9, Ref 5, Will 5. Starting stats: demolitions-6, awareness-6, repair-4, treat injury-5 HOW TO GET: Be extremely dark during your time in Nar Shaddaa. HK-47 (Combat Droid) To reactivate droid you must get the 4 parts for HK. 1- HK-50 droid remains on Peragus mining facility. 2- Nar Shaddaa refugee landing pad, buy from Kodin. 3- HK-50 remains in Vogga’s warehouse. 4- Onderon western square, buy from 1b-8d. HK is best used as a ranger. Note: equip him with the assassin rifle for maximum effect. Starting level: Level 6 combat droid Starting equipment: blaster rifle Starting attributes: Str 16, Dex 16, con 10, Int 14, Wis 12, Chr 10, Vit 72, Def 19, Fort 5, Ref 5, Will 3. Starting stats: demolitions-5, awareness-5, repair-6 HOW TO GET: install the 4 parts into HK who is found in the storage compartment of the Ebon Hawk Mandalore (soldier) Mandalore although usually is a ranger should be used as a melee person. Continually upgrade his strength and give him melee feats. Before his fights always put in the strength implant. Upgrade his armor and give him some awesome weapons and he will become unstoppable. Starting level: Level 6 soldier Starting equipment: blaster rifle Starting attributes: Str 15, Dex 12, Con 15, Int 12, Wis 12, Chr 12, Vit 65, Def 23, Fort 6, Ref 2, Will 2. Starting stats: stealth-2, awareness-5, persuade-2, treat injury-9 Visas Marr (Jedi Sentinel) If you are about 25% light or dark take a quick visit to your ship, you may be attacked by this jedi. After fighting her she will be your new companion. If you talk to her enough she will teach you force sight. This means if you go into 1st person you can see people behind walls and stuff. Add finesse lightsaber and then add to her dexterity so she can use her lightsaber more effectively. Starting level: Level 6 jedi sentinel Starting equipment: clothing, Visas Marr’s lightsaber Starting attributes: Str 12, Dex 18, Con 12, Int 10, Wis, 12, Chr 15, Vit 30, Force 24, Def 18, Fort 6, Ref 9, Will 4. Starting stats: stealth-9, awareness-9, treat injury-9 G0-T0 (Expert Droid) You aquire this strange droid after blowing up GOTO's yacht. He is a ranger/stealth droid. He has a personal cloaking shield and a droid scrambler that can turn droids on each other. All of his attribute points should be put in Dexterity. Starting level: Level 4 expert droid Starting equipment: G0-T0 targeting module, Droid Nueral Pacifier, Droid Defense Barrier, Aratech Droid Oxidizer. Starting attributes: Str 10, Dex 17, Con 12, Int 16, Wis 10, Chr 10, Vit 54, Def 17, Fort 3, Ref 8, Will 2. Starting Stats: Computer Use-9, Stealth-4, Awareness-5, Repair-5, Security-9 _____________________________________________________________________________ ///\\\///\\\///\\\///\4. classes///\\\///\\\///\\\///\\\///\\\///\\\ _____________________________________________________________________________ Jedi Consular This is the most powerful class in terms of teammates and force powers. Always put your attribute points into wisdom and charisma. Your stat points are wisest invested into treat injury and persuade while letting your friends do all the dirty work. For feats I recommend toughness, a ranged attack, and force focus. Always keep a blaster for a backup weapon. Make sure to choose an alignment and stick to it but always use the universal power. Jedi Sentinel This is probably the easiest character to begin with. He is able to learn a variety of skills and feats. He also levels more quickly then the others. Pick either strength or dexterity for your preference of range or melee. Although if you choose finesse melee weapon/lightsaber it won’t matter. This type is an ultimate stealth specialist if you get his stealth and demolitions up. Jedi Guardian This type is pure power. Again make the choice of melee or ranged. You should boost your persuade and treat injury. Light guardians become very useful when they learn heal cutting down on medpacs. Your feats should be master two-weapon fighting, critical strike, power, and flurry in that order if you chose melee. If you chose ranger you should use two weapon fighting, power, rapid, and sniper. An early force power should be force push. Prestige Classes First of all to choose a prestige class you must be level 15 and have Visas Marr on your ship you must talk to Kreia on the Ebon Hawk. 6 choices can be made three for light jedi and three for the dark sith. Jedi Master You must be light. The 3 feats you get are prestige sense, light side enlightenment, and inspire followers. Light side enlightenment brings the morale of your light side followers but your dark side followers are alienated. Inspire followers makes your team lighter and increases their combat potential (their team). Jedi Weapon master Choose this if you’re a jedi guardian and you want to continue their combat skills. You get 3 feats. Deflect which sends enemy blaster fire back at them. Level 3 is when you learn inner strength that negates some of the damage even if an enemy hits you. The last one is increase melee damage, which unexpectedly increases you melee damage. Jedi Watchman For those stealth type jedi this is your prestige class. With it comes the awesome force camouflage, which replaces your stealth field generator. The highlight of this class has to be the sneak attack, which although is 3 levels less powerful then the sith assassin is still awesome. This is definitely for those jedi sentinel types. Sith Lord For those evil jedi that have used the force to kill this is for you. This class also gives you prestige sense. The most powerful and evil force power comes to this class. Force crush that does an amazing 200+ damage. You also get crush opposition, the feat that increases your force. Dark side corruption gives your dark companions another boost to the dark side while pushing your weak light side teammates even closer to the light side. Sith Marauder The more evil path of a jedi guardian. When choosing to fight for the sith and destroy you get the feat fury that puts your combat ability through the roof. Of course if you’ve chosen this path you must put as much strength boosting stuff as humanly possible. Add all this to the increase combat damage feat and your unstoppable. Sith Assassin For those sneaky players who sneak in and launch the surprise attack this is for you. This class also learns the Uber stealth techniques force camouflage and sneak attack. Force camouflage replaces a stealth generator and boosts your stealth skill. Sneak attack is upgraded until level 10. This is the most powerful sneak attack. ____________________________________________________________________________ ///\\\///\\\///\\\///\\\///\5. Walkthrough///\\\///\\\///\\\///\\\///\\\/// ____________________________________________________________________________ I will setup my guide going through the main quest and then after the main quest on a certain level I will add the side quests. When you see a start sidequest scroll to the bottom to figure out how. I will do the light side and then the dark side for planets with 2 plots like Telos Also I will show where to get light/dark side points. The order of planets I took was Nar Shaddaa, Onderon, Dantooine, and then Korriban. Prologue Side quests can be done at anytime before going to the galaxy map but should be done after doing everything but going to the galaxy map. To skip the prologue at any time just return to the cockpit. The main mission is for you, T3-M4, to fix the Ebon Hawk and get it to Peragus. First thing is to go to is the communications room where you should take the computer spike, slice the computer next to the container, and then open the main hold from this computer screen. While cruising through the hold area search for bodies, droids, and containers. You should find a woman’s body with a locker key on it. Go into the cargo hold and open the locker with the key card also open the low security door to the south of the room. Use the lift you find on the other side to get to the outer hull. Approach the bubble type things carefully as they are mines. Recover these and drive around the top getting any items you find. Note: when you find the exposed wiring open the door. Now go to the engine room on the south side of the Ebon Hawk and blow open the door with the mines you recovered from the top of the Ebon Hawk. Now go to the sparking hyperdrive and use your 5 parts to rig it. Go back to the cockpit and access the galaxy map and head off to Peragus. Side Quest 1 Begin (Save the Jedi) Go to the medical bay and use your security to open the container now use one of the medpacs on your jedi. Side Quest 1 Ends Side Quest 2 & 3 Begin (Repair 3C-FD & Garage Access) Find one part and fix up 3C-FD in the cargo hold, he is very useful in some of the other quest. Now enter single mode and go to the airlock with T3-M4 now switch to 3C-FD go onto the computer in the main hold and close the inner airlock then open the outer airlock. Switch back to T3 and enter the airlock. Again go back to 3C close the outer airlock and open the inner airlock. Go to T3 and explore the garage area making a repair kit or medpacs on the workbench. Also if you used the sparking wires on the top of the hull you can explore further and grab some more items from the starboard dormitory. Finished Prologue. Peragus When you awaken you fall out of the kolto tank. Anytime you are injured come back here to get healed. Start quests Recent History and Medical Bay Murders in the laboratory that is your next stop. Search the room and open the nearby door if you can. Use the terminal to open the storeroom if you couldn’t before and the morgue. Now search the body in the back and grab the plasma torch, this baby will bash through almost any door. As you start to walk out Kreia will awaken and begin a conversation. She tells you to find information , clothes, and survivors. Talk to her kindly and you will get light side points or say stuff like, “Get out of my way or you’ll end up like these corpses” and you’ll get dark side points. Now go out of the morgue and bash through the door at the end of the hall. Search the dead bodies and find the vibrosword. Now equip and go in the next room to kill the droids. If you look through the security terminal logs the miner had a plan to use the stealth field generator belt to sneak past the droids and find the terminal to disable them all or you can take the harder path and cut through them with your vibrosword. The terminal is in the room after you destroy the 3 droids. Here you get a new force power, Precognition, which allows you to see ahead into dangerous situations. Anytime this happens save. You sense 3 droids in the next room after the terminal. You can go in there and kill them all with your blade or throw an ion grenade and take them out. In the big room find the console and turn the droids and prison guard off. Now go into the prison you turned off. Start quest Galactic history. Speaking with Atton can get you light or dark points. Speak to him kindly for light or with hate for the dark side. Once Atton can’t get anything from the console try it yourself and open communications with the hanger bay. You are now T3-M4 and your mission is to find a way to unlock the emergency administration level doors. Note: when using T3 anytime is a good time forhis droid shock arm, which grows in power as he does. Roll around looking for items in the room but once you’re done take the east security door. Now you’re at the sublevel fuel depot. Kill everything in the area searching the remains for mines and such. Once you get a mine go back to the beginning room and blow open the door with a mine like in the prologue. Go south to the hanger bay and use the console to open the door to the fuel depot. Check the captain’s log if you want I never did. Now go through the eastern door you just opened. Roll down the hall destroying those pesky droids and go into the elevator at the end. Now we’re back in the fuel depot. Head down the narrow hallway and find the console to end the lockdown. AS T3 turns around an ion beam hits him, which is bad. Someone else is there. Again here I think you can get light or dark side points through your responses. Once you go into the tunnels that are in a room west of the main hold. Atton gives you a comlink and warns you of the dangers in the mining tunnels. Once down the elevator thieve what ever is in the supply can and equip it. When you come upon the broken droid you can fix it to fight for you if you have the parts and the skills. Go through the tunnel picking up the mines if you can. Once at the steam filled tunnel part equip and activate the telos mining shield and run through the steam. Now as your fighting you will see little floating balls. These are Maintenance droids destroy them first and from a distance. After a while you come out of the tunnels and find a central copmuter controller. Here if your computer skill is good enough you can turn the droids off or against each other but if it's not just raise the temperature to blind them. Now turn off the containment fields and look for items. Once done take the elevator in the southeast corner. After getting off the elevator you meet HK-50, the first one. Before speaking to him go across the hall and explore the other room. You should find a sonic sensor (a voice recorder) in a container. Go back to HK and ask about getting into the dormitory section. Hopefully you have high persuade skill because if you do you can get him to speak the code, if not you must get 3 parts recorded: 1. from the man's dying words, 2. the terminal by the airlock, 3. the terminal in the administration security room. With the code head to maitenance station by the elevator going to the administration level. Now at the terminal play the voice and open the airlock seal. Blow up the floating mines with a blaster and grab the space suit in the locker next to the airlock. Now open the outer airlock door. Walk along the outside and Atton will call you for an amusing little conversation. He says that the Harbringer, a republic cruiser, is coming. After the long docking sequence continue onto the end of the catwalk. After entering destroy the droids and go through the door. Find the workbench and put an ion upgrade on the vibrosword you use. Keep walking and you should find a corpse. He will say that the fire extinguishers only reach within the room so kill them with blasters or grenades. Go past the dormitory entrance and go to the cafeteria killing the droids. Get the breath mask from the kitchen and equip it grab all of the other items and head to the dormitories. You can either disable the ventilation system from a terminal in the hall way or just keep your breath mask on. If you found the miner's log in the cafeteria then a hidden compartment will appear in one of the rooms. Blow doors open with mines you have found. You can use the log's to figure out what happened but it's not important. Go to the turbolift console to find out how Coorta and his bodies were destroyed. The Code for the terminal is 7 5 13 17 3. You can slice or smash the terminal but this gives you much less exp. After stepping out of the elevator you meet up with Kreia who joins your party. Her message is to go to the Harbringer and fast. I recommend saving and leveling up the old shrew. Now go to the room you met Atton (the big room not the jail). Him and Kreia have their first fight of many and now Aton is a party member. Ok finally we're going to the Harbringer but wait, you meet HK the assassain droid. He goes through his diabolical yet intelligent plan that it used to kill the minors. Now the good part killing HK. 1st kill the mines, 2nd) if you have use stun droid, 3rd) throw ion grenades, 4th) run away once you bring its health to 0. This fight really isn't that hard just use medpacs and close combat if you have to. After defeating HK grab his remains to get a random HK part. Now go into the ship that docked, The Harbringer. I recommend exploring the whole ship before entering the engine deck. Atton says that there's a flaw in your plan, to navigate through the astroid field you need the orbital drift charts. Head to the bridge and use the terminal in the back of the room to download the data. Now you must deal with the invisible killers mentioned in the logs. They are sith assassains, to defeat them keep your party close together and kill the closest first. Make your way to the crew quarters and look around a scene will be triggered explaining that was your room, head in there and grab all the items. Go to the medical bay grabbing all the items and chemicals. You can repair the droid to heal you as you fight or just leave it there. Also make use of the kolto tank to heal your helath to full. Continue exploring and killing sith, once you've finished head through to the engine deck. Darth Sion now appears and Kreia goes off to fight him alone. Go down to the fuel depot no worries no more enemies attack you. Once at the fuel depot you start grabbing your head and shaking. This is because of Kreia's force chain. Now as you walk you get T3 back in your party, Yay!!!. Equip and level him up now. Make sure to grab the remains in the fuel pipe. Now go into all three of the fuel rooms. Disarm the mines and kill all the enemies making sure to take down the maitenance droids first. Now go up the ramp near the back of the fuel depot. Destroy the droids on top of the ramp and head to the docking bay. Goto the Docking bay console using T3 to repair it and open the door to the hanger. Destroy the droids and recover the mines before going down the ramps. Now go to the decontamination chamber and turn off the vents. If you don't have enough spikes have T3 create them for you. Now slice the door. Look through the hanger for items before you leave and now board. Before blasting off shoot the sith fighters because the more that make it past the more you have to fight. After killing the sith you blast off into space. Ebon Hawk Flight To Telos You can chose to get lightside or darkside points. Ls by trying to outrun the shots or Ds by firing on the asteroids. While taking with your freinds you can lean towards the dark or light side depending on your answers. After the conversation Kreia goes to her room in the Port Dormitory. Atton suggest you talk to her. Again at Kreia you can gain more light or dark side and influence. After that Go to the cockpit and head for Telos. Telos ___________________________________________________________________________ ///\\\///\\\///\\\///\\\///\6. Weapons///\\\///\\\///\\\///\\\///\\\///\\\/ _____________________________________________________________________________ After dialogue _____________________________________________________________________________ ///\\\///\\\///\\\///\\\///\7. Armor///\\\///\\\///\\\///\\\///\\\///\\\///\\ _____________________________________________________________________________ Key: RFP = Regenerate Force points DI = Damage Immunity FI = Force Immunity RT = Restricted to DS = Dark Side LS = Light Side DEX = Dexterity CHA = Charisma STR = Strength WIS = Wisdom CON = Constitution INT = Intellegence MDEXB = Max DEX bonus SF = Saves Fortitude DR = Damage Resistance Jedi Armor -Padawan Robe - DEF 1 -Dark Padawan Robe - DEF 1 -Jedi Robe - DEF 1, RFP 1 -Dark Jedi Robe - DEF 1, RFP 1 -Gray Jedi Robe - DEF 1, CHA +2, RFP 1 -Jedi Knight Robe - DEF 2, RFP 1 -Dark Jedi Knight Robe - DEF 2, RFP 1 -Jedi Master Robe - DEF 3, RFP 1 -Dark Jedi Master Robe - DEF 3, RFP 1 -Baran Do Novice Robe - DEF 1, DI 10% vs DS, DI 10% vs LS, WIS +1 -Baran Do Sage Robe - DEF 2, DI 20% vs DS, DI 20% vs LS, WIS +4 -Matukai Apprentice Robe - CON +1, DEX +1, STR +1 -Matukai Adept Robe - DEF 1, CON +2, DEX +2, STR +2 -Zeison Sha Initiate Armor - DEF 4, MDEXB +4, SF +1 -Zeison Sha Warrior Armor - DEF 5, MDEXB +4, SF +1 -Jal Shey Neophyte Armor - DEF 3, MDEXB +4, Persuade +1, CHA +1 -Jal Shey Mentor Armor - DEF 4, MDEXB +4, Persuade +1, CHA +4, WIS +1 -Jal Shey Advisor Armor - DEF 3, MDEXB +4, Persuade +1, CHA +2, WIS +1 -Norris Robe - DEF 2, DI 20% vs Energy -Ossus Keeper Robe - DEF 1, CHA +2, INT +4, WIS +4 -Natth Cowling - DEF 3, RT DS, STR +3 -Jolee's Robe - DEF 3, RT Neutral, RFP 1 -Handmaiden's Robe - DEF 3, CHA +2, Only Handmaiden -Arca Jeth's Robe - DEF 2, RT LS, WIS +2, RFP 3 -Aleema Keto's Robe - DEF 3, RT DS, STR +2, WIS +4. RFP 1 -Sylvar's Robe - DEF 2, RT LS, DR 15 vs DS, DR 15 vs Energy -Thon's Robe - DEF 3, RT LS, Bonus Feats: Force Focus, Force Immunity, Stun, Force Jump -Cardo's Robe - DEF 2, RT DS, STR +6, CON -2 -Nomi's Robe - DEF 3, RT LS, WIS +4, RFP 3 -Darth Malak's Armor - DEF 7, MDEXB +4, RT DS, STR +1, Regeneration +2 Light Armor: -Light Combat Suit - DEF 3, MDEXB +5 -Combat Suit - DEF 4, MDEXB +5 -Mandalorian Combat Suit - DEF 3, MDEXB +5, DI 10% vs Bludgeoning, Piercing, and Slashing -Mandalorian Heavy Suit - DEF 5, MDEXB +5, DI 10% vs Bludgeoning, Piercing, and Slashing -Heavy Combat Suit - DEF 5, MDEXB +4 -Zabrak Combat Suit - DEF 5, MDEXB +5 -Zabrak Battle Armor - DEF 6, MDEXB +4, DR 20 vs Cold -Zabrak Field Armor - DEF 7, MDEXB +4, DR 30 vs Cold -Massassi Ceremonial Armor - DEF 5, MDEXB +5, Immunity: Critical Hits -Reinforced Fiber Armor - DEF 7, MDEXB +4 -Electromesh Suit - DEF 6, MDEXB +7, DR 5 vs Energy -Bonadan Alloy Heavy Suit - DEF 6, MDEXB +4 -Echani Light Armor - DEF 5, MDEXB +5, DR 15 vs Fire -Echani Shield Suit - DEF 7, MDEXB +4, DI 10% vs Electrical and Energy -Armored Flight Suit - DEF 5, MDEXB +4, DR 20 vs Cold -Ubese Enviroment Suit - DEF 5, MDEXB +4, Dr 10 vs Cold, Fire, Electrical, and Energy -Ulic Qel-Droma's Mesh Suit - DEF 8, MDEXB +4, DR 20 vs Cold and Fire Medium Armor: -Military Suit - DEF 6, MDEXB +3 -Sith Battle Suit - DEF 7, MDEXB +7 -Light Battle Armor - DEF 7, MDEXB +2 -Bronzium Light Battle Armor - DEF 8, MDEXB +2 -Powered Light Battle Armor - DEF 8, MDEXB +2, DR 25 vs Sonic, STR +1 -Electromesh Armor - DEF 7, MDEXB +6, DR 10 vs Energy -Echani Battle Armor - DEF 7, MDEXB +3 -Cinnagar War Suit - DEF 7, MDEXB +3, DR 15 vs Sonic -Heavy Cinnagar War Suit - DEF 9, MDEXB +3, DR 20 vs Sonic -Krath Heavy Armor - DEF 9, MDEXB +2 -Krath Holy Battle Suit - DEF 9, MDEXB +2, DR 15 vs Cold, Fire, and Sonic -Verpine Fiber Mesh - DEF 8, MDEXB +3 -Verpine Fiber Ultramesh - DEF 10, MDEXB +3 -Exar Kun's Light Battle Suit - DEF 9, MDEXB +3 -Jamoh Hogra's Battle Armor - DEF 11, MDEXB +2, Immunity: Critical Hits, STR +1 Heavy Armor -Battle Armor - DEF 8, MDEXB +1 -Powered Battle Armor - DEF 9, MDEXB +1, STR +1 -Heavy Battle Armor - DEF 9 -Durasteel Heavy Armor - DEF 9 -Mandalorian Battle Armor - DEF 11, DR 25 vs Electrical -Mandalorian Heavy Armor - DEF 12, Immunity: Stun, Horror, Fear -Mandalorian Assault Armor - DEF 13, DR 25 vs Cold, Fire -Mandalore's Armor - DEF 11, DR 25 vs Electrical -Echani Heavy Armor - DEF 10, MDEXB +1 -Verpine Zal Alloy Mesh - DEF 12, MDEXB +1, DR 25 vs Cold, Fire, Sonic -Corellian Powersuit - DEF 10, MDEXB +1, STR +2 -Iotran Braceman Armor - DEF 11, MDEXB +1, Bonus Feats: Precise Shot I, Targeting I -Matrix Armor - DEF 13, DR 5 vs Energy -Felenar Armor - DEF 11, MDEXB +4 -M'UHK'GFA - DEF 8, MDEXB +1, DR 5 vs Energy; 10 vs Bludgeoning, Piercing, and Slashing Other: -Clothing -Atton's Ribbed Jacket - DEF 4, Saves: All +2, Only Atton -Mira's Ballistic Mesh Jacket - DEF 5, MDEB +4, DR 5 vs Bludgeoning, Piercing, Slashing; Only Mira -Dancer's Outfit - Persuade +2, Only Handmaiden, Mira, and Female Player -Miner's Uniform - DEF 1 -Space Suit _____________________________________________________________________________ ///\\\///\\\///\\\///\\\///\8. Items///\\\///\\\///\\\///\\\///\\\///\\\/// _____________________________________________________________________________ After Armor _____________________________________________________________________________ ///\\\///\\\///\\\///\\\///\9. Upgrades///\\\///\\\///\\\///\\\///\\\///\\\ _____________________________________________________________________________ Key: DEF = Defense DI = Damage Immunity DR = Damage Resistance STR = Strength AM = Attack Modifier DEX = Dexterity MDEXB = Max DEX Bonus PR = Pre Requirements to build Armor Upgrades: Overlay: Heat Shielding Mark I - DI 10% Fire, PR Repair (2) Heat Shielding Mark II – DI 15% Fire, PR Repair (10) Heat Shielding Mark III – DI 20% Fire, DR 5 vs Fire, PR Repair (18) Heat Shielding Mark IV – DI 25% Fire, DR 10 vs Fire, PR Repair (26) Armorply Plating Mark I – Stealth + 2, PR Repair (3) Armorply Plating Mark II – Stealth + 2, Reflex +1 PR Repair (11) Armorply Plating Mark III – Stealth + 6, Reflex +1, DEX +1, PR Repair (19) Armorply Plating Mark IV – Stealth + 8, Reflex +1, DEX +2, PR Repair (27) Sound Dampening Overlay Mark I – DI 10% vs Sonic, PR Stealth (4) Sound Dampening Overlay Mark II – DI 15% vs Sonic, PR Stealth (12) Sound Dampening Overlay Mark III – DI 20% vs Sonic, DR 5 vs Sonic, PR Stealth (20) Sound Dampening Overlay Mark IV – DI 50% vs Sonic, DR 5 vs Sonic, PR Stealth (28) Ablative Plating Mark I – DEF 1, DI 10% vs Energy, DEX –1, Only Medium and Heavy, PR Repair (5) Ablative Plating Mark III – DEF 1, DI 25% vs Energy, DEX –1, Only Medium and Heavy, PR Repair (13) Ablative Plating Mark III – DEF 1, DI 30% vs Energy, DEX –1, Only Medium and Heavy, PR Repair (21) Ablative Plating Mark IV – DEF 1, DI 30% vs Energy, DR 5 vs Energy, DEX –1, Only Medium and Heavy, PR Repair (29) Energy Shielding Mark I – DI 10% vs Energy, PR Demolitions (6) Energy Shielding Mark II – DI 15% vs Energy, PR Demolitions (14) Energy Shielding Mark III – DI 20% vs Energy, PR Demolitions (22) Energy Shielding Mark IV – DI 30% vs Energy, PR Demolitions (30) Ballistic Shielding Mark I – DI 10% vs Bludgeoning, Piercing, and Slashing, PR Demolitions (7) Ballistic Shielding Mark II – DI 15% vs Bludgeoning, Piercing, and Slashing, PR Demolitions (15) Ballistic Shielding Mark III – DI 20% vs Bludgeoning, Piercing, and Slashing, PR Demolitions (23) Bonded Plates Mark I – DEF 1, PR Repair (8), Only Medium and Heavy Bonded Plates Mark II – DEF 2, PR Repair (16), Only Medium and Heavy Bonded Plates Mark III – DEF 3, PR Repair (24), Only Medium and Heavy Bonded Plates Mark IV – DEF 3, DR 5 vs Bludgeoning, Piercing, and Slashing, PR Repair (31), Only Medium and Heavy Heavy Bonded Plates Mark I – DEF 2, DEX –2, PR Repair (9), Only Heavy Heavy Bonded Plates Mark II – DEF 2, DEX –3, PR Repair (17), Only Heavy Heavy Bonded Plates Mark III – DEF 4, DI 15% vs Energy, AM -4, PR Repair (25), Only Heavy Armor Upgrades: Underlay Environment Underlay Mark I – DI 15% vs Cold and Fire, DR 5 vs Cold and Fire, PR Demolitions (2) Environment Underlay Mark II – DI 20% vs Cold and Fire, DR 5 vs Cold and Fire, PR Demolitions (8) Environment Underlay Mark III – DI 25% vs Cold and Fire, DR 5 vs Cold and Fire, PR Demolitions (14) Environment Underlay Mark IV – DI 30% vs Cold and Fire, DR 5 vs Cold and Fire, PR Demolitions (20) Environment Underlay Mark V – DI 30% vs Cold and Fire, DR 10 vs Cold and Fire, PR Demolitions (26) Biorestorative Underlay Mark I – Regeneration 1, PR Treat Injury (3) Biorestorative Underlay Mark II – Regeneration 2, PR Treat Injury (9) Biorestorative Underlay Mark III – Regeneration 3, PR Treat Injury (15) Biorestorative Underlay Mark IV – Regeneration 3, CON +1, PR Treat Injury (21) Biorestorative Underlay Mark V – Regeneration 3, CON +3, PR Treat Injury (27) Armorweave Underlay Mark I – DI 10% vs Energy, PR Security (4) Armorweave Underlay Mark II – DI 10% vs Energy, DI Attribute Damage, PR Security (10) Armorweave Underlay Mark III – DI 15% vs Energy, DI Attribute Damage, PR Security (16) Armorweave Underlay Mark IV – DI 20% vs Energy, DI Attribute Damage, PR Security (22) Armorweave Underlay Mark V – DI 30% vs Energy, DI Attribute Damage, PR Security (28) Strengthening Underlay Mark I – STR +1, PR Treat Injury (5) Strengthening Underlay Mark II – STR +1, CON +1, PR Treat Injury (11) Strengthening Underlay Mark III – STR +2, CON +1, PR Treat Injury (17) Strengthening Underlay Mark IV – STR +2, CON +2, PR Treat Injury (23) Strengthening Underlay Mark V – STR +3, CON +3, PR Treat Injury (29) Flexible Underlay Mark I – MDEXB +1, PR Stealth (6) Flexible Underlay Mark II – MDEXB +1, DEX +1, PR Stealth (12) Flexible Underlay Mark III – MDEXB +2, DEX +1, PR Stealth (18) Flexible Underlay Mark IV – MDEXB +2, DEX +2, PR Stealth (24) Flexible Underlay Mark V – MDEXB +3, DEX +3, PR Stealth (30) Durasteel Underlay Mark I – DR +1 vs Bludgeoning, Piercing, Slashing, PR Awareness (7) Durasteel Underlay Mark I – DR +2 vs Bludgeoning, Piercing, Slashing, DEX –1, PR Awareness (13) Durasteel Underlay Mark I – DR +3 vs Bludgeoning, Piercing, Slashing, DEX –2, PR Awareness (19) Durasteel Underlay Mark I – DR +4 vs Bludgeoning, Piercing, Slashing, DEX –3, PR Awareness (25) Durasteel Underlay Mark I – DR +5 vs Bludgeoning, Piercing, Slashing, DEX –3, PR Awareness (31) _____________________________________________________________________________ ///\\\///\\\///\\\///\\\///\10. Forms///\\\///\\\///\\\///\\\///\\\///\\\// _____________________________________________________________________________ After Upgrades _____________________________________________________________________________ ///\\\///\\\///\\\///\\\///\11. Force Powers & Feats///\\\///\\\///\\\///\\ _____________________________________________________________________________ After Forms _____________________________________________________________________________ ///\\\///\\\///\\\///\\\///\12. Dialogue///\\\///\\\///\\\///\\\///\\\///\\ _____________________________________________________________________________ After walkthrough _____________________________________________________________________________ ///\\\///\\\///\\\///\\\///\13. Disclaimer & Thanks///\\\///\\\///\\\///\\\// _____________________________________________________________________________ Special Thanks to all the Contributors and their findings as of no one yet Thanks to me for writing this FAQ. Thanks to you for reading it. Thanks to Obisidian for making another great KotOR game. Massive Thanks to GameFAQs for allowing the posting of this FAQ. Thanks to "Rod Fencl" <email@example.com> for contributing the armor section and the upgrades. Thanks to "Andres Garcia" <firstname.lastname@example.org> for reminding me about G0-T0 This document is copyright (c) 2004, All Rights Reserved. Any content herein belongs to its respective owner, and may not be used unless by asking the current owner.