aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa | / ---- ----- ---- ---- ----- -- | / | | | | | | | | | | | |/ | | | | | |---- | | -- |\ | | | | | | \ | | -- | \ | | | | | | \ | | | | | \ ---- | ---- | \ ----- -- Knights of the Old Republic II: Sith Lords ------------------------------------------------------------------------------- Star Wars: Knights of the Old Republic II: The Sith Lords In-Depth Walkthrough and Guide Created By: Morgwar Email: [email protected] AIM:Raznax6669 Yahoo:Ragnarok_99_1999 Version 0.1 ------------------------------------------------------------------------------- Table of Contents _________________ I. Introduction II. History III. Basics IV. Character Creation A. Classes B. Skills C. Feats D. Force V. Prestige Classes VI.Walkthrough A. Prelude B. Peragas II VII. Glitches VIII. Copyright ============================================================================== I. Introduction This is the first walkthrough i have written, and i think i have chosen a good place to start because i am a huge fan of Star Wars. This is the first of many versions. When Version 1.0 comes it will be a complete walkthrough for the Light Side, and Version 2.0 will follow shortly behind that one as a walkthrough for the Dark Side. Little updates will be thrown in for upgrades and character bios when they get done. ============================================================================== II. History Those who forget to learn from the past are doomed to repeat their mistakes. Version 0.1 January 04, 2005 Beginning of something big Started ToC Finished Skills Started Feats Started Basic Classes Started Prestige Classes Finished Prologue Started Peragas II Version 0.2 January 13, 2005 Finished Peragas II Beginning Hyperspace jump to Telos and Telos. Getting information on Jedi Powers Listed some glitches with Jedi Powers Upcoming in Version 0.3 Finish the Hyperspace Jump and Telos for the Ithorians List Jedi Powers Going to find information on if the glitches will be worked out. ============================================================================== III. Game Basics Must be different than other people...well as much as the next person i guess. Here is a list of the basic controls that the manual lists. Left Thumbstick: Movement Right Thumbstick: Camera Control D-Pad: Cycle Action Menu A Button: Default Actions B Button: Cancel/Disengage Combat X Button: Add Action to Action Menu Y Button: Delete Action from the Action Menu Black Button: Cycle Characters White Button: Pause Combat Start: Access Game Menus Back: Toggle Solo Mode on/off Left Trigger: Cycle Through Targets/Menus Right Trigger: Cycle Through Targets/Menus ============================================================================= IV. Character Creation This is the fun part of the game. Fleshing out who you would like to be in a game. Brings back memories of the old paper and pen days. Your base attributes start at 8 and you will receive 30 points to add to your six attributes. Point Cost __________ 8-14= 1 point per point 15-16= 2 points per point 17-18= 3 points per point Attribute Modifier __________________ 8-9= -1 10-11= +0 12-13= +1 14-15= +2 16-17= +3 18= +4 ------------------------------------------------------------------------------ A. Classes There are three basic Jedi classes to choose from in this version of KOTOR compared to the three basic non-Jedi classes in the previous KOTOR. Starting as a Jedi will be a new experience for some. Prestige Classes will be listed later in the Walkthrough. Each Class has a Male or Female choice and as far as i know it means little for character creation if you chose male or female. ------------- |Jedi Consular| ------------- These Jedi are unparalleled masters of using the Force. As a downside to having greater Force power, they are not great in physical combat. Attributes __________ Strength: This ability is not important for a consular, you will rely on Force Powers to do most of the work for you. Dexterity: Dont worry here, Jedi Robes will offset your lack of Dexterity Constitution: A moderate constitution will get you through this game Intelligence: Depending on your forte skills may not be important to your Jedi Wisdom: This will be important to a Consular for additional Force Points and Force Power saving throws Charisma: This Ability can make your Force Powers more potent when used. This also reduces the opposite alignment penalty when using a Force Power of opposite alignment (i.e. a Light Sider using Force Lightning) Starting Attributes Starting Stats ___________________ ______________ Strength: 8 Vitality: 7 Dexterity: 10 Defense: 12 Constitution: 12 Fortitude Save: 3 Intelligence: 10 Reflex Save: 1 Wisdom: 18 Will Save: 6 Charisma: 14 You can up your Charisma when you get your Attribute bonus every four levels. With this set-up you will get 8 Skill points to use at Character Creation, instead of the normal 4. Skills ______ Class (cost 1 Skill Point) Cross-Class (Cost 2 Skill Points) -------------------------- --------------------------------- Awareness Computer Use Persuade Demolitions Repair Stealth Treat Injury Security Persuade and Awareness are always good skills to have, most of the Cross-Class can be handled by droids or other characters. Computer Use and Treat Injury are nice to have too. Feats _____ A Jedi Consular Starts with the following Feats: Armor Proficiency: Light Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Lightsaber Weapon Proficiency: Melee Weapons Jedi Defense Force Focus Jedi Sense War Veteran ------------- |Jedi Sentinel| ------------- These Jedi are a mix between Consular and Guardian, they do not completely master the Force or have unequal fighting prowess. Attributes __________ Strength: A good Strength score is in order here. Dexterity: Jedi robes will offset a low score here. Constitution: This should be mid range for a Sentinel. Intelligence: Again Intelligence may not need to be high for your character. Wisdom: A decent starting Wisdom is good for any character to have. Charisma: Charisma need not be too high to start with or during the game. Starting Attributes Starting Stats ___________________ ______________ Strength: 10/16 Vitality: 10/10 Dexterity: 10/10 Defense: 12/12 Constitution: 14/14 Fortitude Save: 4/4 Intelligence: 12/14 Reflex Save: 2/2 Wisdom: 16/12 Will Save: 4/2 Charisma: 14/10 The scores on the left of the slash are for Force Power Specialty, while the Right side is Fighter Specialty. With 12 Intelligence you get 16 Skill Points, 14 Intellegence will get you 20 Skill Points at Character Creation. Skills ______ Class (cost 1 Skill Point) Cross-Class (Cost 2 Skill Points) -------------------------- --------------------------------- Computer Use Demolitions Stealth Repair Awareness Persuade Security Treat Injury Again Persuade and Awareness are nice to have, and since computer use is a Class Skill, investing a few points here is always ok. Treat Injury can be useful if you think you will need the extra healing. Feats _____ A Jedi Sentinel Starts with the following Feats: Armor Proficiency: Light Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Lightsaber Weapon Proficiency: Melee Weapons Jedi Defense Force Immunity: Fear Jedi Sense War Veteran ------------- |Jedi Guardian| ------------- Everyones favorite Jedi, the fighter. This is pretty much the Jedi you are going to be if you pick this class. Attributes __________ Strength: A mid-range score at first is good. Dexterity: A decent number here will get you going. Constitution: Since you will be in the mix almost every battle a good number would do you good here. Intelligence: I doubt anyone would waste a point in this attribute Wisdom: A solid number will get you through the game, nothing over 12 i would say. Charisma: Something decent to make any offensive Powers have a bit more punch. Starting Attributes Starting Stats ___________________ ______________ Strength: 16 Vitality: 12 Dexterity: 15 Defense: 14 Constitution: 15 Fortitude Save: 4 Intelligence: 8 Reflex Save: 4 Wisdom: 10 Will Save: 1 Charisma: 10 You will only have your basic 4 Skill Points to Start with. Up the Strength, Dexterity, and Constitution with the Bonus Attribute Points Skills ______ Class Skills Cross-Class Skills ____________ __________________ Demolitions Computer Use Awareness Stealth Persuade Repair Treat Injury Security What can be said, skills are pretty much useless here except for Persuade Feats _____ A Jedi Guardian Starts with the following Feats: Armor Proficiency: Light Armor Proficiency: Medium Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Lightsaber Weapon Proficiency: Melee Weapons Jedi Defense Force Jump Jedi Sense War Veteran ------------------------------------------------------------------------------ B. Skills These skills are none combat related and can sometimes keep you out of battle. Each Skill is related to one Attribute Computer Use: Related Attribute: Intelligence Computer Use lets a character slice into a computer using less spikes. Spikes reduced by 1 (Minimum 1) for every 4 points total. Demolitions: Related Attribute: Intelligence Demolitions allows the character to set, disarm, or recover a mine. Disarm adds +5 to the DC while Recovering adds +10 DC. Stealth: Related Attribute: Dexterity Stealth lets the character to use camouflage to enter Stealth Mode. Awareness: Related Attribute: Wisdom Awareness give the character the chance to spot someone or something hidden by the Stealth Skill. Best used when moving slowly, running give a -5 penalty to Awareness checks. Persuade: Related Attribute: Charisma Persuade lets the character try to get extra information out of other NPC's. Different situations require different skill levels. Repair: Related Attribute: Intelligence Repair allows a character a chance to try and fix a mechanical device. The number of parts required is reduced by 1 (Minimum 1) for every 4 points total including Attribute score modifiers. This also modifies the amount of vitality recovered when droids use kits to repair themselves. Security: Related Attribute: Intelligence Security gives the ability to open electronic locks. A Security Spike give a bonus to this skill when used in opening a lock. Treat Injury: Related Attribute: Wisdom Treat Injury gives a bonus to damage healed when using a medpac, adding the modified rank to the number of vitality points healed. Advanced medpacs and Life-Support packs apply multipliers to the user's skill increasing the amount healed. ------------------------------------------------------------------------------ C. Feats These Feats are the bread and butter of combat and can spell the difference between life and death. ------------------- |Two-Weapon Fighting| ------------------- Two-Weapon Fighting Prerequisites: NONE This feat reduces the attack penalty of a character wielding a double bladed weapon or two weapons at a time. The normal penalty of -6 (main hand)/-10 (off hand) are reducked by 0/4, to a total penalty of -6/-6. Use of a "Balanced" weapon in the off hand can further reduce the attack penalty by 2/0, for a total penalty of -4/-6. Imporved Two-Weapon Fighting Prerequisites: Level 4, Two-Weapon Fighting This feat further reduces the penalty of wielding a double bladed weapon or two weapons at a time. The reduction from this feat is 2/2, for a total penalty of-4/-4. The use of a "Balanced" weapon in the off hand will further reduce the penalty by 2/0, for a total penalty of -2/-4. Master Two-Weapon Fighting Prerequisites: Level 8, Two-Weapon Fighting, Improved Two Weapon Fighting This feat again reduces the penalty of wielding a double bladed weapon or two weapons simultaniously. The penalty reduction for this feat is 2/2, for a total penalty of -2/-2. A "Balanced" weapon in the off-hand will further reduce the penalty by 2/0 for a final penalty of 0/-2. ----------------- |Armor Proficiency| ----------------- Armor Proficiency: Light Prerequisites: NONE Wookiees and droids cannot wear armor suits This feat lets characters wear Light armor. Without this feat, Light armor cannot be worn. Armor Proficiency: Medium Prerequisites: Armor Proficiency: Light This feat lets characters to wear up to Medium armor. Without this feat, Medium armor cannot be worn. Armor Proficiency: Heavy Prerequisites: Armor Proficiency: Light, Armor Proficiency: Medium This Feat allows characters to wear up to Heavy armor. Without this feat, characters cannot wear Heavy armor. ------- |Caution| ------- Caution Prerequisites:NONE This Feat gives characters +1 skill points to Demolitions and Stealth. One skill point must be invested in those skills to get this bonus. Improved Caution Prerequisites: Level 4 This Feat gives characters +2 skill points to Demolitions and Stealth. This replaces the +1 bonus of the previous Feat. One skill point must be invested in those skills to get the bonus. Master Caution Prerequisites: Level 8 This Feat gives a character +3 skill points to Demolitions and Stealth. This replaces the +2 bonus given to them by Improved Caution. One Skill Point must be invested in those skills to get the bonus. --------------- |Critical Strike| --------------- Critical Strike Prerequisites: None This feat doubles the critical threat range of melee attacks (e.g. if a weapon need a roll of 20, a critical hit will result on 19 or 20). If the attack hits the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Critical Strike works with melee weapons only. Improved Critical Strike Prerequisites: Level 4, Critical Strike This feat triples the critical threat range of melee attacks (e.g. if a weapon needs a roll of 20, a critical hit will result on 19-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Improved Critical Strike works with melee weapons only. Master Critical Strike Prerequisites: Level 8, Critical Strike, Improved Critical Strike This feat quadruples the critical threat range of a melee attack (e.g. if a weapon needs a roll of 20, a critical hit will result on 17-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Master Critical Strike works with melee weapons only. ------- |Empathy| ------- Empathy Prerequisites: NONE This Feat gives a +1 Skill Bonus to Persuade, Awareness, and Treat Injury. Improved Empathy Prerequisites: Level 4 This Feat gives a +2 Skill Bonus to Persuade, Awareness, and Treat Injury. This Feat replaces the +1 Bonus given by Empathy. Master Empathy Prerequisites: Level 8 This Feat gives a +3 Skill Bonus to Persuade, Awareness, and Treat Injury. This Feat replaces the +2 Bonus given by Improved Empathy. ------ |Flurry| ------ Flurry Prerequisites: NONE When activated, Flurry allows a character to make an extra melee attack during the round. The character suffers a -2 penalty to Defense while using the Feat and for 3 seconds afterwards. The character also suffers a -4 penalty to all attacks that round. Improved Flurry Prerequisites: Level 4, Flurry When activated, Improved Flurry allows a character to make an extra melee attack during the round. The character suffers a -1 penalty to Defense while using the Feat and for 3 seconds afterwards. The character also suffers a -2 penalty to all attacks that round. Master Flurry Prerequisites: Level 8, Flurry, Improved Flurry When activated, Master Flurry allows a character to make an extra melee attack during the round. The character suffers no penalties while using Master Flurry. --------- |Gear Head| --------- Gear Head Prerequisites: NONE This Feat gives the character a +1 Skill point bonus to Repair, Security, and Computer Use. You must have at least one point in a particular skill to get the bonus. Improved Gear Head Prerequisites: Level 4 This Feat gives the character a +2 Skill point bonus to Repair, Security, and Computer Use. This replaces the +1 Bonus for Gear Head. One Skill point must be invested in a particular skill to get the bonus. Master Gear Head Prerequisites: Level 8 This Feat gives the character a +3 Skill point bonus to Repair, Security, and Computer Use. This replaces the +2 Bonus for Improved Gear Head. One Skill Point must be invested in a particular skill to get the bonus. ------------ |Conditioning| ------------ Conditioning Prerequisites: NONE The Feat gives a character a +1 Bonus to all Saving Throws. Improved Conditioning Prerequisites: Level 4 This Feat gives a character a +2 Bonus to all Saving Throws. Master Conditioning Prerequisites: Level 8 This Feat gives a character a +3 Bonus to all Saving Throws. ------------ |Power Attack| ------------ Power Attack Prerequisites: None When activated Power Attack increases melee damage by +3, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters strength modifier. Improved Power Attack Prerequisites: Level 4, Power Attack When activated, Improved Power Attack increases melee damage by +7, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters strength modifier. Master Power Attack Prerequisites: Level 8, Power Attack, Improved Power Attack When activated, Master Power Attack increases melee damage by +12, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters strength modifier. ----------- |Power Blast| ----------- Power Blast Prerequisites: None When activated Power Blast increases ranged weapon damage by +3, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters Dexterity modifier. Improved Power Blast Prerequisites: Level 4, Power Blast When activated, Improved Power Blast increases ranged weapon damage by +7, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters Dexterity modifier. Master Power Blast Prerequisites: Level 8, Power Blast, Improved Power Blast When activated, Master Power Blast increases ranged weapon damage by +7, but attacks are made at a penalty of -3 to hit. The critical modifier is increased by 1 also. Finally, if the target is hit with a critical, he/she is knocked back unless they can make a Fortitude Saving Throw vs. attackers Level + twice the characters Dexterity modifier. ---------- |Rapid Shot| ---------- Rapid Shot Prerequisites: NONE When activated, Rapid Shot allows a character to make an extra ranged attack during the round. The character suffers a -4 penalty to Defense while using the Feat and for 3 seconds afterwards. The character also suffers a -4 penalty to all attacks that round. Improved Rapid Shot Prerequisites: Level 4, Rapid Shot When activated, Improved Rapid Shot allows a character to make an extra ranged attack during the round. The character suffers a -2 penalty to Defense while using the Feat and for 3 seconds afterwards. The character also suffers a -2 penalty to all attacks that round. Master Rapid Shot Prerequisites: When activated, Master Rapid Shot allows a character to make an extra ranged attack during the round. The character suffers no penalties while using Master Rapid Shot. ----------- |Sniper Shot| ----------- Sniper Shot Prerequisites: None This feat doubles the critical threat range of melee attacks (e.g. if a weapon need a roll of 20, a critical hit will result on 19 or 20). If the attack hits the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intellegence modifier. This feat lowers Defense by -5 when used. Sniper Shot works with ranged weapons only. Improved Sniper Shot Prerequisites: Level 4, Sniper Shot This feat triples the critical threat range of melee attacks (e.g. if a weapon needs a roll of 20, a critical hit will result on 19-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intellegence modifier. This feat lowers Defense by -5 when used. Improved Sniper Shot works with ranged weapons only. Master Sniper Shot Prerequisites: Level 8, Sniper Shot, Improved Sniper Shot This feat quadruples the critical threat range of a melee attack (e.g. if a weapon needs a roll of 20, a critical hit will result on 17-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intellegence modifier. This feat lowers Defense by -5 when used. Master Sniper Shot works with ranged weapons only. ---------------------------------- |Weapon Proficiency: Blaster Pistol| ---------------------------------- Weapon Profiency: Blaster Pistol Prerequisites: None This feat gives a character basic training in the use of standard Blaster Pistol weapon types. Weapon Focus: Blaster Pistol Prerequisites: Weapon Proficiency: Blaster Pistol Adds a +1 attack bonus with Blaster Pistols. Weapon Specialization: Blaster Pistol Prerequisites: Weapon Profiency: Blaster Pistol, Weapon Focus: Blaster Pistol Level 4 Soldier Adds a +2 damage bonus with Blaster Pistols. --------------------------------- |Weapon Proficiency: Blaster Rifle| --------------------------------- Weapon Proficiency: Blaster Rifle Prerequisites: None This feat gives a character basic training in the use of standard Blaster Rifle weapon types. Weapon Focus: Blaster Rifle Prerequisites: Weapon Proficiency Blaster Rifle Adds a +1 attack bonus with Blaster Rifle. Weapon Specialization: Blaster Rifle Prerequisites: Weapon Profiency: Blaster Rifle, Weapon Focus: Blaster Rifle Level 4 Soldier Adds a +2 damage bonus with Blaster Rifle. ------------------------------ |Weapon Proficiency: Lightsaber| ------------------------------ Weapon Proficiency: Lightsaber Prerequisites: Jedi Classes Only This feat gives a character basic training in the use of a Lightsaber Weapon Focus: Lightsaber Prerequisites: Weapon Proficiency: Lightsaber, Jedi Classes Only Adds a +1 attack bonus with Lightsabers Weapon Specialization: Lightsabers Prerequisites: Weapon Proficiency: Lightsabers, Weapon Focus: Lightsabers, Jedi Classes Only Adds a +2 damage bonus with lightsabers --------------------------------- |Weapon Proficiency: Melee Weapons| --------------------------------- Weapon Proficiency: Melee Weapons Prerequisites: None This feat gives a character basic training in the use of hand-to-hand melee weapon types, such as vibroblades and other powered or unpowered items. Weapon Focus: Melee Weapons Prerequisites: Weapon Proficiency: Melee Weapons Adds a +1 attack bonus with Melee Weapons. Weapon Specialization: Melee Weapons Prerequisites: Weapon Proficiency: Melee Weapons, Weapon Focus: Melee Weapons, Level 4 Soldier Adds a +2 damage bonus with Melee Weapons. ------------ |Jedi Defense| ------------ Jedi Defense Prerequisites: Jedi Classes only, Lightsaber Equiped This feat allows for energy based blaster bolts to be deflected as long as the character has a lightsaber equiped. An opposed roll is made when a character is attacked, if the result is greater than the attack roll the blaster bolt is deflected. if the attack is beaten by 10 or more the bolt is defelected back to the enemy. Jedi recieve this at Level 1. Advanced Jedi Defense Prerequisites: Level 4, Jedi Defense This Feat gives a character a +3 bonus to all deflection rolls. Certain items may apply a bonus or penalty to this ability. Master Jedi Defense Prerequisites:Level 8, Jedi Defense, Advanced Jedi Defense This Feat gives a character a +6 bonus to all deflection rolls. Certain items may apply a bonus or penalty to this ability. This Feat replaces the bonus given by Advanced Jedi Defense. --------- |Toughness| --------- Toughness Prerequisites: None This feat gives the character 1 extra vitality point every time they level up. This bonus is retroactive for levels previously gained. Improved Toughness Prerequisites: Level 4, Toughness The character is very resilient. This feat subtracts 10% of any damage over 20 points suffered. The character retains the +1 vitality bonus per level granted by Toughness. Master Toughness Prerequisites: Level 8, Toughness, Improved Toughness The character is further fortified against damage. The character gains an additional +1 vitality point at each level up, retroactive for levels previously gained. This is in addition to the vitality bonus granted by Toughness and the 10% damage resistance granted by Improved Toughness. ----------- |Force Focus| ----------- Force Focus Prerequisites: Jedi Consular This Feat adds +2 to the Difficulty Class for all saving throws against the character's Force Powers. This Feat is always active. Improved Force Focus Prerequisites: Level 6 Jedi Consular This Feat adds +3 to the Difficulty Class for all saving throws against the character's Force Powers. This Feat is always active and replaces Force Focus. Master Force Focus Prerequisites: Level 12 Jedi Consular This feat adds +4 to the Difficulty Class for all saving throws against the character's Force Powers. This Feat is always active and replaces Improved Force Focus. -------------- |Force Immulity| -------------- Force Immulity: Fear Prerequisites: Jedi Sentinel The Jedi possesses an inner calm that cannot be shaken by mere threats to mind or body. The Force grants understanding, which is a shield that fear cannot breach. This Feat is always active. Force Immulity: Stun Prerequisites: Level 6 Jedi Sentinel The Jedi has an unshakable connection to the Force and, through it, to the galaxy as well. No amount of damage or distraction will cause fear or a loss of alertness. This feat is always active. This Feat replaces Force Immunity: Fear Force Immulity: Paralysis Prerequisites: Level 12 Jedi Sentinel The Jedi is one with the Force, moving within it as it moves within all things. This connection prevents fear or loss of senses, and blocks any attempt at paralyzation. This Feat is always active. This Feat replaces Force Immunity: Stun. ---------- |Force Jump| ---------- Force Jump Prerequisites: Jedi Guardian The Jedi know that if diplomacy fails, combat must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, this feat allows Guardians to make a quick jump to their target and close the distance almost instantly. This Feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line-of-sight to the opponent. NOTE: Using a feat or special attack negates this ability. Improved Force Jump Prerequisites: Level 6 Jedi Guardian The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and also recieves a +2 to hit and damage on the first round of combat immediately following the jump. This Feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line-of-sight to the opponent. This replaces Force Jump NOTE: Using a feat or special attack negates this ability. Master Force Jump Prerequisites: Level 12 Jedi Guardian The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and also recieves a +4 to hit and damage on the first round of combat immediately following the jump. This Feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line-of-sight to the opponent. This replaces Improved Force Jump NOTE: Using a feat or special attack negates this ability. ---------- |Jedi Sense| ---------- Jedi Sense Prerequisites: Jedi Classes only The Jedi develops a connection to the Force that allows them to better sense incoming attacks. This feat is always active and grants defense bonuses dependent upon the Jedi's Consular, Sentinel, or Guardian level. This bonus starts at +2 for every subsequent 6 levels in one of these classes (levels 7, 13, 19, etc.). ------- |Dueling| ------- Dueling Prerequisites: NONE Characters that focus on using single one-handed weapons in battle gain +1 to attack and +1 to defense due to the efficiency of this form of combat. This applies to both ranged and melee weapons. This Feat also applies to unarmed combat. Improved Dueling Prerequisites: Level 4, Dueling Continued focus on the use of single one-handed weapons grants a character +2 to attack and defense. This applies to ranged, melee, and unarmed combat. Master Dueling Prerequisites: Level 8, Dueling, Master Dueling Characters that have mastered the use of single one-handed weapons gain +3 to attack and defense. This applies to ranged, melee, and unarmed combat. ------------ |Close Combat| ------------ Close Combat Prerequisites: Level 4 This Feat trains ranged weapon characters to fight effectively in close combat. When the character's target is at short range, they recieve a +1 attack bonus. Additionally, when these characters are engaged in melee combat their attacker recieves only a +4 Attack Bonus instead of the usual +6. Improved Close Combat Prerequisites: Level 8, Close Combat The Character has mastered fighting with ranged weapons in close combat. When the character's target is at short range, they recieve a +2 attack bonus. Additionally, when these characters are engaged in melee combat their attacker recieves only a +2 Attack Bonus instead of the usual +6. The effects of this Feat replace those of Close Combat. ----------------------- |Regenerate Force Points| ----------------------- Regenerate Force Points Prerequisites: Level 4 Jedi Through training and meditation, the character has become better able to channel the Force, allowing them to recover Force Points more quickly. ------------------------- |Class Skill: Computer Use| ------------------------- Class Skill: Computer Use Prerequisites: Computer Use is a Cross-Class Skill This feat gives a character advanced training with computers. The Computer Use Skill is no longer considered cross-class and can be purchased for one skill point per skill level. ------------------------- |Class Skill: Demolitions | ------------------------- Class Skill: Demolitions Prerequisites: Demolitions is a Cross-Class Skill This feat gives a character advanced training with explosives. The Demolitions Skill is no longer considered cross-class and can be purchased for one skill point per skill level. ------------------- |Class Skill: Repair| ------------------- Class Skill: Repair Prerequisites: Repair is a Cross-Class Skill This feat gives a character advanced training with repairing broken tech. The Repair Skill is no longer considered cross-class and can be purchased for one skill point per skill level. --------------------- |Class Skill: Security| --------------------- Class Skill: Security Prerequisites: Security is a Cross-Class Skill This feat gives a character advanced training with security systems. The Security Skill is no longer considered cross-class and can be purchased for one skill point per skill level. -------------------- |Class Skill: Stealth| -------------------- Class Skill: Stealth Prerequisites: Stealth is a Cross-Class Skill This feat gives a character advanced training with stealth. The Stealth Skill is no longer considered cross-class and can be purchased for one skill point per skill level. ----------- |Dual Strike| ----------- Dual Strike Prerequisites: NONE The character has advanced training using teamwork to defeat enemies. When attacking an enemy that another party member is also attacking the character gets a +2 bonus to hit. Improved Dual Strike Prerequisites: Level 4, Dual Strike Continued teamwork training grants the character a +4 bonus to hit an enemy that is being attacked by another party member. Master Dual Strike Prerequisites: Level 8, Dual Strike, Improved Dual Strike The character has mastered working together with a small team. The character gets a +6 bonus to hit an enemy that is being attacked by another party member. ------------------- |Finesse: Lightsaber| ------------------- Finesse: Lightsaber Prerequisites: Jedi Only The character has mastered using grace and speed with lightsabers instead of raw power. The character can add either their Dexterity or Strength bonus to their chance to hit, whichever is higher. ---------------------- |Finesse: Melee Weapons| ---------------------- Finesse: Melee Weapons Prerequisites: NONE The character has mastered using grace and speed with melee weapons instead of raw power. The character can add either their Dexterity or Strength bonus to their chance to hit, whichever is higher. -------------------------- |Regenerate Vitality Points| -------------------------- Regenerate Vitality Points Prerequisites: Level 4 the character has an increased healing rate, allowing them to recover Vitality Points faster. ----------- |Stealth Run| ----------- Stealth Run Prerequisites: Level 4 The character has trained so extensively in Stealth that they can move swifty and still remain hidden. The character can now run instead of walk in Stealth Mode. ------------ |Precise Shot| ------------ Precise Shot I Prerequisites: Level 4 This Feat increases the damage done with ranged weapons by +1. This Feat also applies a -2 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. Grenades and Thrown Lightsabers do not apply to this Feat. Precise Shot II Prerequisites: Level 8, Precise Shot I This Feat increases the damage done with ranged weapons by +2. This Feat also applies a -4 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. Grenades and Thrown Lightsabers do not apply to this Feat. Precise Shot III Prerequisites: Level 12, Precise Shot I, Precise Shot II This Feat increases the damage done with ranged weapons by +4. This Feat also applies a -6 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. Grenades and Thrown Lightsabers do not apply to this Feat. Precise Shot IV Prerequisites: Level 16, Precise Shot I, Precise Shot II, Precise Shot III This Feat increases the damage done with ranged weapons by +6. This Feat also applies a -8 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. Grenades and Thrown Lightsabers do not apply to this Feat. Precise Shot V Prerequisites: Level 20, Precise Shot I, Precise Shot II, Precise Shot III, Precise Shot IV This Feat increases the damage done with ranged weapons by +8. This Feat also applies a -10 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. Grenades and Thrown Lightsabers do not apply to this Feat. ------------------------------------------------------------------------------- D. Force Powers UNDER CONSTRUCTION =============================================================================== V. Prestige Classes There are six prestige classes to pick from in this game. Three are for the Light Side while three are for the Dark Side. The choice is ultimately yours which side of the Force you want to be on. Each Class has its strengths and weaknesses. A. Light Side 1. Jedi Weapon Master 2. Jedi Master "Yoda, You Seek Yoda!" 3. Jedi Watchman B. Dark Side 1. Sith Marauder 2. Sith Lord "Wipe them out, All of them!" 3. Sith Assassin =============================================================================== VI. Walkthrough Finally, the point to this Walkthrough, the game itself. Let's just get down to business shall we. A. Prologue An opening scenimatic shows the Ebon Hawk flying through an asteroid field. The Hawk is adrift in space. The hyperdrive is out and all the crew is either dead or dying. The only one that can fix the hyperdrive and restore main power is trusty T3-M4. The Prologue is mainly here to teach new people how to play the game and get a feel for the controls. Nothing you will do in the Prologue will affect the Main Storyline, skip if you wish or play through to learn a little. -------- |Missions| -------- 1. Repair 3C-FD (Bonus Mission): Another droid! But he is broken! Use a Part to repair it and the little droid may join you. Try talking to the Droid and it will tell you it is broken and a Part is needed to make it functional again. Luckily a part was gained previously so use it now and the droid will join your group. (Mission Complete) 2. Garage Access (Bonus Mission): Two droids are needed to access the Garage. Where will you find the second one? Wow this place looks like a disaster area. Looks like someone got trigger happy and decided to blow the crap out of the Ebon Hawk. You can look out the Window and see what is left of Peragus. The sparking wires to the right of the door still power the two Garage Doors. On the other side of the room is a workbench. These workbenches are scattered throughout the game, and will be used a lot to upgrade weapons and armor. Next to the workbench is a hallway, once you enter there is a Sealed Blast Door to your left, don't worry about it, Ahead of you is the exit, but you won't need to worry about that for a while. To the right is a blast door, but this one not sealed, it is just closed. You must go outside the ship to get it open. I will switch to 3C-FD for this part. to the right of the console is the lift controls. Activate the control and take the lift outside of the ship. A scenematic will show the outside of the Ebon Hawk, and what a mess it is. You will start outside the ship, to your right is an engine port, access it to gain 3 Parts. Behind the port is an Open Hatch, by opening it you will gain another Part. Beside that hatch is another one that also has a Part you can take. The other side (turret side) of the Hawk has some exposed wiring. You can use 1 Part to override the Dormitory Blast Door and open it for exploration. Take the ramp up and over to the other side of the Hawk, Before you go over the other ramp you will see a few mines scattered across the hull, those may be useful, go attempt to Recover the mines. After you get the two mines look at the Proton Missle, you will gain a Minor Frag Grenade and a Part. On the other side you can access the Quadlaser and gain 3 more Parts. After that access the Lift Controls to go back inside the Ebon Hawk. Once back inside the Garage head over to where the Dormitory doors are and enter the Starboard Dormitory. There are 2 footlockers in here that you can access. The right one gives you 4 Parts, while you can snag a flamethrower from the one in back. Go back into the Garage and leave after cycling the doors. (Mission Complete) 3. Save the Ebon Hawk: You must repair the hyperdrive to restore main power so that the Ebon Hawk can dock with the Peragus mining station for repairs. From the Cockpit, go down the hall until you come to an opening on your left. In this room will be a Plasteel Container with a computer spike inside. Use this spike on the Communications Console to the Right of the container to gain access to the Main Hold containment door. Continue left down the hall until you come to the Main Hold. In here will be a red footlocker that must be Bashed open. Press up to change Security to Bash and open the footlocker for a Broken Item and 2 Computer Spikes. The Broken Power Droid has a Part you can take from it for later repairs. The woman on The floor has a locker keycard on her that you can take, while the droid behind her has another part you can have. The low Security Door can be opened manually by selecting it, but the blast door is sealed shut. Use the 2 Spikes you just gained on the Security console which will grant you access to the Hawk's security camera's and security doors. You can use the camera to see into the Engine Room, look at the Outer and Inner Garage Doors, and see the Utility Lift that is down the hall. When you finish with the camera's, access the security doors and make sure the Inner Garage Door is Open and the Outer Garage Door is closed. After that turn around and enter the hallway beside the red footlocker and follow it to the end. You will come to a blast door that cannot be opened. Oh well, turn around and go back down the hall, this time take a right and enter another hall. Down this hall you will come to another right turn, take this turn and enter the Cargo Hold. *See Mission 1* After getting the droid press the Black Button to switch to 3C-FD and press the Back button to enter Solo mode with it. Take the droid to the security console and press the Black Button to switch into Solo Mode with T3-M4. Beside the entryway is a locker, if you have the Locker Key (which you should if you are following this) the door will open and you will reciece: 1 Computer Spike, Droid Impact Armor Mark I, and 1 Droid Part. Equip the armor if you would like to. Behind the locker is a Metal Box that contains a Field Survival Pistol. By opening this container 4 Sensor Droids emerge from a corner. You can use them for target practice or leave them alone, your choice. From the corner where the droids came from is an unlocked cylinder and a high security cylinder. The unlocked one contains 3 Security Tunnelers and a Droid Part. Your skill will be too low to open the other container, but luckily you have the Tunneler. Activate the Tunneler and open the box and recieve 2 Components, a Computer Spike, and a Droid Part. Leave the room and follow the hallway to the right. At the intersection keep going straight and come to the Inner Garage Door. Switch to 3c-FD and access the security console. From here access the security doors and close the Outer Garage Door and open the Inner Garage Door. Log out and switch back to T3-M4 and enter the Garage. *See Mission 2* Across from the Lift is a Security Door, Open it up to gain access to the medical bay. At the far end is a Storage Bin, open it to get 3 medpacs. *See Mission 4* After that switch into Solo Mode and take control of 3C-FD and place it at the security console and then place T3-M4 at the Garage Door. Cycle the doors and get T3-M4 inside. *Back to Mission 2* To the left of the Garage Door is the Engine Room Door. You will have to use the Frag Grenades you got from the hull to blast the door open. Just roll up to the door and plant a Frag Mine on the door and back up. Once the door opens go to the back of the room and acces the Hyperdrive to restore main power by using 5 Parts to rig main power and get one engine working. Head back to the Cockpit and select the Galaxy Map on the Left of the screen. Choose Peragas II as your destination and watch the scenematic of your "Landing." (Prologue Complete) 4. Heal (character) (Bonus Mission): Use a medpac to stabalize your character. With the 3 medpacs in hand go up to the Character and click Dialog, and from there choose to Treat Injury to Stabalize your character. (Mission Complete) ------------------------------------------------------------------------------- B. Peragas II This section starts with a scene of 5 korla tanks. A mysterious voice tells you to "Awaken" and you are uncerimoniously dumped onto the floor. Looking around you see four other Kolto tanks with four other people in them... are they dead? 1. Turbolift Lockdown: Open the turbolift to the Administration Level From the hololog of the Administration Officer you learn that the first three digits are 3, 17, and 13. The other two are 5 and 7 (X=5, .+1, -=10) simple. Now to enter the code at the turbolift console. The code was reversed the new code is (7,5,17,13,3). *Mission Complete* 2. Voiceprint Protocol: Find a way to bypass the voiceprint blocking access to the dormitory. There has to be a way to over-ride the voiceprint. Let's have a look around this area. From the room with the droid head across the hall to the next room and check the container for a datapad on a sonic imprint sensor and the Sonic Imprint Sensor! You gain 50XP and learn this can copy voices! This may be what is needed to over-ride the voiceprint lock, but how to get the code? Leave this room and heard to the door on the right and open it. This area has two mining droids (150XP), two excavation droids (150XP), and one maintence droid (100XP). From the entry door, the left access is blocked by a force shield, so head to the right. The first door you come to is damaged and will instigate the realease of two mining droid Mark II's! Defeat them (200XP) and head through the newly opened door in front of you. To your left will be an excavating droid (75XP), a maintence droid (100XP), and another Mark II Mining Droid (100XP). From the first room open the door and beware, there are 4 floating mines. If you have a ranged weapon switch to it and take them out from a distance so you do not take any unnecessary damage (400XP). This room is the Airlock to reach the dorm, and the door is locked by voiceprint. Leave and go to the room you fought the droids in and open the door on the left. In here is a plasteel container on your right with some parts and components, and in this room is also the Maintenence Station Console. Checking the system ID signature will reveal that the command to issue the sedatives. There is no record of who issued the command:( You get 100XP for finding this information. There are two ways to open the airlock door, one is to figure out the voiceprint or destroy the console (250XP). Accessing the security logs will get you some information and also a part of the voiceprint ID! Access to the emergency subroutines will show you which exits from the Depot are accessable at this time. Only the exit to the Admin level is usable right now. The camera controls shows that your missing T3 is in the Fuel Line, how did he get there? 150XP is gained for these actions. You now have one-third of the voiceprint, time to find the rest. Head out of the room and take the turbolift on your left to the Administratoin Level. Head staright and the Blast Door will automatically open to the Communications Blister. Go left and talk to Atton. Atton tells you to go to the Security Office and check the logs there for any more of the code. Head over there and you get another part of the code plus 50XP. Where is the last part of the code? Atton also said to check the Maintenence officers logs. If you watched them all he said the HK droid talked his ear off, maybe the droid has an idea where to get the code. Head back to the Fuel Depot and talk to HK. Ask HK about the body and his screams and you will find out that HK can mimic the Maintenence Officer!!! Use the sonic sensor and have HK repeat what he said and you will have a complete Voiceprint Code and 50XP. Return to the Maintenence Officers console and enter the voiceprint code and finally open the airlock (750XP). *Mission Complete* *Return to Mission 5* 3. Rescure Character: You must unlock the Emergency Hatch to allow for escape. You are in Hanger 25, in front of you is a footlocker that should contain some components, chemicals, and a sonic grenade. To your right is a broken droid that should contain some Repair Kits, and in front of the droid is another footlocker that contains more components. From that footlocker is a door on your right and left. Opening the right door will lead you to a battle with 2 mining droids. Open the left door to enter the Hanger Control area. On the left of the ramp is a door to the Hanger Bay, and the right has a door to the Fuel Depot, both are locked right now so go up the ramp and check both footlockers for items. When you access the hanger control console it will tell you it is damaged and several parts have been removed. You will need 1 Part to repair the console, so go down the ramp and enter the door where you fought the 2 droids. To the right is a ramp down that has 2 droids you can fight, neting you 200XP. The plasteel container will have some items for you to gather, so take them and go down the next ramp to your left. Open the door you find and it takes you to an elevator to the Peragus Fuel Depot. When you enter here to your right is a broken droid with some components you can snag. Open the next two doors and fight the two droids you find awarding you 200xp for the battle. The human corpse will have a droid weapon, some sonic mines, and a datapad with a Depot Survey on it. The broken droid will have another droid weapon, some components, and the parts you are looking for to repair the Hanger Console. Head back up to the Hanger Bay to repair the Console with the Parts you just found. Before you can repair the console you must deal with some shielded droids, before you fight them, equip the Droid Ion Blast Mark I. This item has 10 charges but it will stun 100% of the time. Use this to Stun the shielded droids before you fight them, this way their shields will be down. Going up the ramp will lead you to two shielded droids, stun one and attack it, then stun the other and finish it off for 200XP. Head up the ramp and head to the console and repair it. Access the emergency control commands and run a diagnosis on the system to find where the systems have been rerouted to. By checking the sub-system status you will find you need two spikes to open the doors to the sides of the console. Accessing the comm system will tell you that the comm has been destroyed in the Hanger area. You can watch the holologs to find out that the Ebon Hawk has been repaired by the mining droids. View the security cameras next. When you view the Security Cargo Room, you will see 3C-FD sitting there. Its status in Non- Operational, but its motivator still has power. Attempt to overload the motivator by remote to blow the containers up and gain access to the Cargo Room. You gain 100XP for this interaction. Head down the ramp and go to the right to the newly opened Cargo Room door. The footlocker will contain a few spikes and components. Head back to the console and open both doors under the sub-system status. Whoops the door to the hanger had its power conduit removed, now you have to repair the conduit to get it open. For now just open the Fuel Depot door, and if you want get the Hanger Bay Map for 1 spike. You get 110XP for opening the door and getting the map just gets you a complete Hanger Bay map. Head through the Fuel Depot door and fight 3 droids for 300XP. Open the door at the end of the hall and check the broken droid for any items. Open the door to the right and fight 2 more droids for 200XP. To the left of the door is a footlocker that may not open on the first try, try again for some useful items. Open the door at the end of the room to go to an elevator to the Fuel Depot. Head down the walkway passed a force shield to a T-intersection. The right leads you to another force shield so head left. Access the Fuel Control Console. Call up the system schematics and open the Emergency hatch on the Administration level for your main character. Log out and see M3-T4 be shot by someone! *Return to Mission 5* *Mission Complete* 4. Recover Ebon Hawk: You must find the Ebon Hawk and escape quickly. During Mission 1, you will find the Ebon Hawk, there must be a way to get the characters to the ship. "To your upper left is what is left of Peragus II!" Being outside the station kinda makes you feel small and insignifigant doesn't it? Follow the walkway to the right and stay to the left of the walkway as you pass the emmision pipe, otherwise you will get burned. Follow the walkway around all the way until Atton contacts you. As you pass the transperisteel viewport in the Communications area Atton will contact you. You two will have a conversation about saving the miners in the dormitory section. Atton tells you that the facility is venting fuel into space right in your path, and there is no way to shut it down. A ship comes in, Republic? And who is the guy amidst all the bodies? Keep heading passed the Communications area to the right and head down the ramps again staying to the left of the walkway to avoid the fuel being released and enter the Dormitory Airlock. Open the other airlock and prepare to battle 2 Mining Droids (250XP). The plasteel container has some credits and items inside of it. Opening the door will reveal a Mark II Mining Droid (175XP). The corpse on the other side of the room will have a shield and a Datapad with the Storage Log in it. To the left of the corpse is a security door that is locked, if you have any of the mines from the earlier tunnels set one of the minor sonic mines and stand back. The door will open and inside is a workbench and 4 lockers. Bashing the left locker will get you broken items and about 80 credits. The locker next to the bench will have 2 weapon components for later use, the locker beside that will have a medpac and some insulated gloves, and bashing the locker closest to the blast door will get you more broken items and a stamina shot. Head out of here and open the blast door at the other end of the hall. Inside are some automated fire extinguishers, equip a ranged weapon and take them out safely from a distance (250XP). To the left are 2 sonic mines and a corpse with an energy shield. Opposite this area is a broken droid with a sonic grenade and some components. To your right will be a door, open it and fight 22 Fire Suppression Droids and 2 Mark II Mining Droids (600XP). Follow the hallway around to a console on your right and a Blast Door on your left. Ahead will be another Fire Suppression Droid (125XP) that should be dealt with first, then access the console. Rerouting the Console Systems or slicing the console will get you 60XP. While destroying the console and not being able to see the other functions will get you 250XP. Accessing the camera controls will let you see there are droids in the Mess Hall, people down in the East and West Dormitory, and also someone down at the Turbolift to the Administration Level. Access the Dorm camera and use a spike to shut down the ventilation system. Access the Dormitory Comm System next, sadly there will be no answer. End Dormitory Lockdown to open the door behind you then log out of the console recienving 270XP for your troubles. Enter the area that just opened and there will be a door to your right and left. Choose one side and open the door. Opening the left door will leave you face-to-face with a Mark II Mining Droid (150xp), follow the hallway to another blast door and open it. Here is the West Dormitory. Checking the console will reveal no holologs but the ability to play a log saved on a datapad, and a strange subspace flash sequence: (... -X.. -... X X..), what this means you dont know yet. Exit the terminal and search the rooms for any items. The Administration Officer's log can be plugged into the Terminal near the door and find out that the flash sequence starts (3, 17, 13, ..., ...) the last two digits were interupted by another person. This will give you some idea on how to figure out the rest of the code. Head back to the intersection and open the other door to the East Dormitory and be greeted by another Mark II Mining Droid (150XP). Opening the other door will lead you to the East Dormitory and another console. This one is broken but you can scavenge parts from it. Searching this area should get some decent stuff and the Mining Foreman's Log and the Dock Officers Log, both will need to be plugged into a console to view, so you will have to head back to the West Dormitory to do so. Head back to the West side and view the new logs you just got. Viewing the Foreman's log will let you know the Maintenence Officer helped disable the station along with Coorta and his group. Head back to the intersection and take a right back to the hallway and go left to where you fought the Suppression droid earlier. Equip a ranged weapon and take out the Automated Fire Suppression Turrets. Surprisingly there is a Maintenence Droid in here that will repair the turrets, and there is also a Fire Suppression Droid that must be dealt with before any of the others can be disabled. When the Carbonite clears you will have gained 525XP for your troubles. When you enter here there will be a security door in front of you, a damaged plasteel container to your right, and the Dormitory Mess Hall to your left. If you can open the container do that first. Using a Mine on the security door will get you a fight with an Excavator Droid (125XP) and a Fire Suppression Droid (125XP). Only basic items are in this security area. Now head to the Mess Hall and deal with the droids. There will be 1 Fire Suppression Droid (125XP) and 2 Excavator Droids (250XP). The corpse will have a datapad that tells you in the Eastern Dormitory, room farthest from the main door, in the bottom bunk is some contraband. Head to the East Dorm and check the room out first. In the room you will find some grenades, a pistol and a medpac. Head back to the mess hall now. Once you enter the Mess Hall the door to your right leads you to the Turbolift and Coorta's body (someone didn't want him alive). On Coorta's body will be a log that needs to be played in a console (all this running back and forth is a little tiring), check the room to the left of the main enterence before heading back to the West Dormitory to read Coorta's log. There are some general components here and a breath mask and the Mess Officer's Log. Now head to the West Dormitory and read Coorta's Log. The log is locked so head back to the turbolift and access the console. Enter the code above... what it doesnt work, watch the security holo and hear Coorta talk to someone, HEY that sounds like the HK droid in the Fuel Depot, what is going on here. Access the turbolift controls again and this time reverse the sequence and the door opens gaining you 250XP. Head up the turbolift to the Administration Level. Head down the hall and the Blast Door will automatically open and Kreia will be standing there waiting for you. She tells you your enemy is here and you must leave post haste. Kreia informs you the door to the docking bay has opened and that you must be careful. She now joins you as a Character that you can control. Head towards the Communications Blister and talk to Atton. He will join your party and you all head toward the docking bay. On your way HK will get in your way and get annoyed that you have not listened to him. You find out he was the one that is behind the whole accident here at the Peragus II Mining Facility. He reproggrammed the droids and was the one who requested the sedative be used on the Kolto Tank inhabitants. In the end you will have to fight him and 4 Floating Mines (700XP+500XP for the conversation). The remains of HK-50 will have an HK vocabulator (for HK-47). Head right up the passageway and use Atton to fix the droids for 120XP. Head over to the other passageway and enter the Harbringer's Command Deck. When you enter the command deck a conversation will start between your three characters on what to do next. Searching for the Drift Charts is the consensus on what to do. *See Mission 7* Behind you is another door, open it and head to the other door and open it. Inside this room are 2 doors, head to the right one and be attacked by 3 Sith Assassins (450XP). After the battle open the door and follow the hallway around to another door to open. Use Atton to open the containers then open the door at the other end of the room. Opening the door at the end of the next room will get you into another fight with 4 Sith Assassins (600XP). Nothing is useful in this room (Escape Pod Bay) so head back to main hallway and open the door beside the exit to the Peragus Administration Level. Head to the other door and open it leading you to a passageway that leads to a + intersection. Before you can go anywhere you will have to battle 4 Sith Assassins (525XP). After the battle head to the left to the Briefing Room. Accessing the Console will get you some information on what the Harbringer was doing and 100XP. Head back out and go left and follow the passageway to another door needing to be opened. Opening the door will prompt a battle with 4 more Sith Assassins (600XP). Open the containers then head through the other door to the Harbringer's Crew Quarters. You will start in a hallway with another hallway in front of you and a door on both sides of you. The left door has a footlocker inside that Atton can open without destroying the contents. Keep Atton as your primary character for this area and go to the door across from you and get the items from the canister to your right. Leave here and take a right to the next hallway. You will get a conversation screen when you get to this area, one of the rooms happens to be the one your main character stayed in while on the Harbringer. Collect the items and go through the door on your right, the one in front of you may not be able to be opened, but if it can enter here and collect the items. Through the door is a fight with 4 Sith Assassins (800XP). The door on the left leads to the Medical Bay and possibly some answers on how you got aboard the Ebon Hawk. Take the first door on the right into the Medical Bay. There are 5 Containers that should have decent items, a medical droid that you can repair and use for healing, and the Medical Console needed to use your Datapad on. You learn you were given enough sedatives to kill a person when you were in for a routine examination. Watch the logs and camera recording for some information. If possible you can get some chemicals from the medical bay console, this nets you 100XP. If you choose to repair the Medical Droid it will heal you after battles, this gets you 90XP. Leave through the door in front of you and check the corpse to get some items. The door to your right is locked so go left and fight 4 Sith Assassins (800XP) at the intersection. Take the right and open the door to a storage room and collect the items in here. Head to the right passing the turbolift on your right and go through door and head down the passageway to a security door on your right and prepare for a battle against 4 more Sith Assassins (800XP). Open the security door and check the fallen republic soldier. Head to the right and open the door and follow the hallway around to a dead end! Turn around and go to the turbolift you passed earlier and head to the Engine Deck. You will enter the Engine Deck and learn that Atton has a special Passive ability to have feeling when something is wrong. Head straight to the door in front of you and open it and come to a cut-scene. Kreia leaves to face the new enemy and leaves you and Atton to get to the ship alone. Open the security door ahead of you and access the Maintenence console and repair/spike the console and open the door to the ion engine (250xp). Head to the right to get a few items, then head out and go straight to the newly opened Ion engine room. Just follow the passageway until you come to a room with a console to your left and access that console to open the door to the engine maintenece room (250XP). Turn around and head left and go through the door to your right to get back to Peragas II through the Harbringer's fuel line. You will see a cut-scene with Kreia and her former student. Once you re-enter Peragas you will see your missing droid, and he will join your group (100XP). After you get the droid you will find a concealed stash that contains the missing hanger control conduit. In this section your levels of Demolitions may be too low to recover the mines, if it happens to be too low just disable them. Open the door and exit and fight 2 Excavator Droids (100XP), 2 Mining Droids (100XP), and 1 Maintenence Droid (75XP). Around the corner is another door that has an average mine that must be disabled/recovered, then you will fight 2 Excavator Droids (100XP) and 1 Maintenence Droid (75XP). Do not go up the ramp but head beside it to another blast door and fight the mining droid outside the door (50XP). Open the door, disable the mine, and open the next door and fight 2 Mark II Mining Droids (150XP). Now head back and go up the ramp and access the Emergengy Field Console and disable the Energy Field (110XP). Head up the ramp and go through the door and fight 4 Mark II Mining Droids for about 750-800XP. From the ramp head right and take the turbolift to the docking bay. Head straight and go through the door and take the left door in the next room and prepare for a fight. You will fight 2 Mark II Mining Droids and 1 Mark II Excavating Droid (700XP). Follow the passageway to the next room and head up the ramp and repair the console to open the other blast door (110XP). Enter the newly opened door and fight 2 Mark II Excavating Droids and 2 Mark II Mining Droids (200XP). Enter the door on the left and fight 2 more Mark II Mining Droids (100XP). Head down the ramp and either Disable/Recover the mines. At the end of the ramp is a Mark II Excavating Droid (50XP). Down the ramp are 3 more mines and there is Mark II Environment Droid (50XP). Open the door and access the Decontamination Console to Repair/Slice the console so you are able to Shut-off the Venting and open the decontamination chamber (325XP). Enter the Decontamination Chamber and follow it to the Hanger Bay holding the Ebon Hawk. Once in the Hanger Bay go to the Ebon Hawk and enter through the landing ramp. You will have to fight some Sith Warriors, if any of them get passed you, you will have to fight them, but if none get passed Kreia appears and you all leave. You will have some choices here on what to do. Either fire on the asteroids or try and escape. The decision is your too make, afterwards you jump to Telos. *Mission Complete* *Peragas II Complete* 5. Recent History (Bonus Mission): Find out where you are and how you got here. Head down the hall to the door and open it to another hall. To the right is the Morgue, to the left is another door and down the hall is a broken door. The Morgue door is locked right now, so open the door on the left to reveal the Medical Station. The container on your right should have two Medpac's inside it. The storage door behind the console is locked (how to open?), so your only choice is to use the console. [Console] Medical console 1. Access Medical Logs. [A] Log 253-12 Log 253-15 Log 253-28 Access main console functions. Log out 2. Access patient lifesigns. The other four people in the Kolto tanks are dead. Could they have been saved? 3. Access patient treatment. The final treatment given resulted in the deaths of all Kolto tank people except for you. {Treat Injury} Check last treatment request. A lethal dose of sedatives was given to all tank members. No record of who ordered it is present. {Computer} Attempt to track treatment request {1 spike} *See Mission 2* Access medical logs. Access main console. Access medical bay functions. Log out 4. Access medical bay functions. The final treatment given resulted in the deaths of all Kolto tank people except for you. Access medical cameras. Access morgue cameras. Unlock morgue doors. {Computer} Unlock medical storage room [0 spikes]. Access medical inventory. Access main console options. 5. Log out. [Obvious] Around 210xp should be gained You cannot spike the computer just yet, as you have no computer spikes. Behind you the door opened so enter there and take all the items in there. Enter the morgue and proceed to the back of the room and examine the corpse and take the plasma torch and equip it as a weapon. After taking the item, the other corpse will rise and start talking to you! She is Kreia, and she thinks you are a jedi. (It is sorta obvious which choices are the light ones and which are the dark ones, so i won't list choices unless it either is necessary or you ask me to.) If you are going for the light side, when the choice to talk about the Kolto incident comes around choose the Persuade option not the Persuade/Intimidate. After your "wonderful" conversation you will recieve your first Light Side Point. (Note: the more heroic deeds you do, the higher your LSP will be, evil deeds will get you Dark Side Points instead.) Head to the damaged door on the right of the hallway and attack it with the plasma torch. It is the only way to open the door and you gain 100XP from it. There is a corspe and a broken droid you can loot in this room. The Blast Door on the right is locked (for now), when you are done looting the dead, head down the passageway and open the door... only to be attacked by 2 Mining Droids. Attack them with the vibroblade you got from the corpse or the torch, and gain 200XP, if there are any remains loot them and proceed down the corridor to another battle with 2 more droids. After 200XP more, open the Blast Door. In the next room is a damaged droid that you can loot. To the left is an Emergency Hatch that is sealed, Kreia will say in her vision is was opened??? Instead go through the other door into the security office. In the Security Office is a console that you can use to find out a little about this place, and of a console that has been modified, and the location of a stealth field generator in the Security Storage Room. It will help get passed droids if you have the Stealth Skill. Checking the security cameras will let you know there are three droids in the security storage room, and there is someone locked up in the Holding Cells. The corpse will gain you a Security Tunnler, while Bashing in the Locker will get you some broken items and 2 Ion Grenades (Good against droids). Open the door in front of the Console to a hall with another door to open. Before you get to this door Kreia will Telepathically contact you warning you of danger behind the door. You gain Precognition, a passive skill that should be heeded when it desides to help you out. You gain 110Xp for this little chat, so open the door and prepare for a fight against three mining droids. After you defeat the second of the three Kreia will talk to you again and help you start getting a feel for the Force again. This message will open up the Force Abilities in the Level Up screen. Defeat the third droid to gain a total of 300Xp and enter the Level Up screen to gain some new skills, feats, and/or Force Powers. The left Footlocker should contain the Stealth Field Generator, some Medpacs, and some more Ion Grenades. The other Footlocker should contain even more Ion Grenades and possible a broken item. Opening the door will lead to another door to open and access to the Communications Blister. There are two choices in this area, either you can fight all the droids and get the XP or make a run for the console and turn them all off. The choice is yours. Once you enter there will be a droid to your right, fight or run, you must make your own choice, to the left of you will be another with yet another droid across from that one. As you head towards the console you will have a droid to your left as you pass the opening, and in front of the console will be the next to last droid in the area. The final droid will be beneath and behind the communications console. If you chose to fight the droids you will get a total of 600XP. Grab the items from the two Plasteel containers behind the console and then head up to the console. The console is locked from outside use, but you can still press the switch to open the Holding Cell's and/or deactivate the droids if you do not want to fight them. You gain 100 XP for pressing the switch. Turn around and head to the left. The door on the left wall will be the access to the docking bay, but the door is locked right now. so head to the right passed the door you used to enter here and go straight to the door that was originally blocked by a force shield and enter the Holding Cell. Kreia will tell you that you have nothing to fear from this person and that he might be able to help you. Talking to the guy you find out that he is Atton Rand, and that if you shut off the security grid he may be able to get you all out of here. During the conversation he figures out that you are the Jedi, and asks you to let him out. At this point if you have a point in Persuade you can try to get some information out of him about someone trying to kill you, he does not know anything. You both head back to the Communications Console and he slices into the console but he cannot gain access because it has been removed from the main hub of the computer system. After a bit more conversation you get to try to contact someone to help get the level opened. By making the obvious conversation choice's you can gain a LSP from this conversation. Go up to the console and access the Comm system, the Dormitory will have no response, but Hanger Bay 25 will have T3-M4 in there. Gain his help to open the turbolift. * See Mission 3* After your little adventure with the droid have your conversation with Atton and get a comm unit. After the conversation you gain 250XP and a LSP. *see Mission 6* From the Medical Room, head back to the room right before the Security room and take the now open door on your left. At the end of this hall is a turbolift to the Peragus Mining Tunnels. Head down the hall and you will be contacted by Atton. After the conversation open the door. The Plasteel container will have some equipment for you to equip. Atton will contact you again, he will tell you there is a "batallion" of droids in the Tunnels and to be careful. The broken droid will have some items. Open the next too doors and you will come to a room with 3 doors. I will orient the door from whatever door you happen to be standing at at that moment. The door on your right will have 2 mines that can either be disabled or recovered. With a Demo skill of 7 (4 ranks and +3 Bonus) you should be able to recover the mines and use them later. The broken droid will have some ok loot. The door to your right will only have a broken droid with some components and parts. The door on your right will have a damaged droid, if you have repair parts you can try to fix it, but with a low skill it takes quite a few parts.A t the end of the hall are some mining droids to fight. In the first room are 4 mining droids and some items to gather, for some decent loot and 400XP. To the right is another tunnel and 2 corpses with nice loot plus 4 mining droids (400XP), 1 Maintenence Droid (125XP) and 1 Excavating Droid (100XP). To the right is another tunnel, but before you enter it Atton will contact you and warn you of the heat and will tell you to equip a Mining Energy Shield and turn it on so it will take some of the damage. Equip and turn on the shield. At the end of the tunnel is a mining droid (100Xp) and 2 mines you can recover. After you take care of the mines there will be 3 mining droids (300XP), 1 excavating droid (100XP), and 1 maintenence droid (100XP). From the enterence to this tunnel on the right are some little side areas, the first one has nothing, and the second one has 2 mines and the corpse has some nice stuff. Leave here and head to the right and Atton will contact you and tell you that you are near the central shaft and that there are mining droids here. The central corridor has Mining Droids, Excavating Droids, and a corpse with decent loot. The plasteel container has a broken item, another security tunnler, some sonic grenades and a medpac. The console beside the container will let you reprogram the droids if you have enough spikes or you can leave them alone. The security cameras have a hidden security holo of Corta talking to someone about the Jedi in the Medical Bay. Access the Fuel Functions to shut down the containment fields in the corridor. With the shields down you will have to fight some more mining droids. When all the smoke clears you will have fought seven mining droids (700XP) and three excavation droids (300XP), and gotten some items from the remains and/or the corpse. With the console to your left head forward and go to the left and head down the corridor with the broken droid for some items, the door cannot be opened so head out and to the right to another opening with 2 corridors. The first you come to is a high security door you cannot open, while the other has two mines and many droids. There are only 2 passages that can be entered in the first room, the on across from the enterence has a mine and the plasteel container is locked (you must have security to open with security tunneler). The other passageway leads to another room with more droids. In here are more droids and the exit turbolift. These two rooms will have a total of four mining droids (400XP), two excavator droids (200XP), and two maintenence droids (200XP). Take the turbolift back up to the Fuel Depot. You will come out of the turbolift just in time. When you get up you will be in the Peragus Fuel Depot area. You see a body lying on the ground and go to check on it, but sorrowfully the man is dead. A droid walks up to you and calls you "Master" is this droid yours? The droid is HK-47, a protocol droid on its way to Telos. He will fill you in on some things that happened while you were incapacitated in the Kolto tank. During the conversation you learn that some of the miners may still be alive and you intend to try and rescue them. You also learn that the Maintenence supervisor "voice-printed" the airlock control console so you cannot open the airlock to get to the miner's dormitory. There must be some way to get the door open! You gain 100XP and a LSP from this conversation. *see Mission 1* Go to the newly opened airlock and open the locker to get the Spacesuit so you can go outside the station. Open the door and head outside the station. *See Mission 4* 6. Medical Bay Murders (Bonus Mission): Find out who tried to and wanted to kill you. By using the Treat Wound skill you find out someone put a lethal amount of sedatives into each of the 5 Kolto tanks. You were the only one to survive:( Head from the Communications Blister back to the Medical Console and use your spike to access the treatment records. You find that the treatment was administered by remote from somewhere else (Console 34-103). Find this console and maybe you can gain more answers. You gain 150XP for finding this out. *Back to Mission 5* The Maintenence Console's System ID matches the one that issued the command for the sedative treatment. There is no record of who issued this command, a dead end? HK-50 is the culprit behind the Murders and all the problems with the facility. HK-50 is dealt with in the end. *Mission Complete* 7. Orbital Drift Charts: Find the orbital drift charts that way you can leave Peragus II on the Ebon Hawk. From the hallway the door on the left cannot be opened, so head to the right and open the door to the bridge. Dead bodies lie everywhere on the bridge, head past them to the navicomputer and access it to get the Drift Charts and learn a little about what happened (350XP). *Mission Complete* *See Mission 4* =============================================================================== VII. Glitches Any new game is bound to have them. 1. Force Aura does not give the bonus to Defense like it says :( 2. Burst of Speed also does not give you the defense bonus to either the first or second level of the power. The added attack seems to work as of now. =============================================================================== VIII. Copyright Copyright 2004 LucasArts and Obsidian Entertainment Inc. All rights reserved. =============================================================================== This FAQ is for personal use only. It may not be altered or used for commercial use. Websites may use this without permission, but proper credit must be given to the author and not alter it in any way shape or form. =============================================================================== Copyright 2005. All rights reserved. This author is in no way, shape, or form affiliated with any of the Lucas brands, Obsidian Entertainment Inc, or anyone on the Star Wars: KOTOR II development team.