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Player Character and Party Optimizing Guide
StarWars: Knights of the Old Republic II The Sith Lords
Platform: X-Box
Created: 5-26-05
Created By: SirCerberus
[email protected]
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Table of Contents
I. Introduction
1. Why this guide is useful to you
2. Why this guide is different than most other guides.
3. How to easily navigate this FAQ
II. Story Incidentals
1. Who was Darth Revan?
2. Is the Training Sequence with T3-M4 worth your time?
3. New Feature -- Creating and Breaking Down Items
4. The two most important skills to have in the field during combat
III. Your Main Character
1. Male of Female?
2. Light of Dark?
3. Which Class?
4. Attributes
5. The best skills
6. Feats you need
7. Spiffy Force Powers
8. The best weapon for you
9. The best Armor, Head-wear, Implants, Gloves and belts
IV. Picking your Party
1. General Tips
2. Your choices... who is good and who is worthless
3. Picking your party
3.1 Optimum party under a normal situation
3.2 Optimum parties for the Dxun / Onderon seige
(its a very special and difficult scenario, so it warrents
its own section).
3.3 Optimum party for Goto's Yacht
4. Equipping your Party
4.01 Intro to the Party Equipping section
4.02 Lightsabers and crystals
4.03 Melee Weapons
4.04 Pistols
4.05 Rifles
4.06 Armor
4.07 Head Gear, Belts, Implants
4.08 Shields
V. Legal Stuff
1. Why you shouldn't plagerize me
2. What I will do to you if you do plagerize me
3. A description of how uneventful my life is to prove that I have
nothing better to do than what I said I was going to do in the
event that you do plagerize me.
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Section I. INTRODUCTION
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1. WHY THIS GUIDE IS USEFUL TO YOU
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This guide has but one purpose: to help you beat the final boss in KOTOR II;
he/she is difficult and he/she doesn't play fair. This guide will tell you
which characters, weapons, armor, and accesories are the best to accomplish
this.
Everything that I suggest to you in this guide I have tested myself. If you
follow my instructions, you will be able to hack your way through all your
enemies and make the final boss beg for mercy. Everything I suggest goes
towards the end result of beating the final boss... not necessarily how you
get through the game.
Just a note, I will really try hard not to give out spoilers. If you want
plot spoilers, there are plenty of free walkthrough guides posted that you
can look at. If I do need to give a semi-spoiler out, Ill try to keep the
details to a minimum and warn you first.
A writer loves to know his work is appreciated. If this guide has been
helpful to you, or if you have any suggestions for how to improve it,
please email me at [email protected]
Seriously though, knowing that people actually read this thing and
appreciate it is a lot of the motivation for writing Game FAQs. And that
doesnt just go for me, most other authors feel the same way. So do us a
favor, if you were at all helped by a FAQ Guide, drop the author an email
and just say you read it and enjoyed it. It doesnt have to be a long email
and you dont even have to put your name. But knowing that these things
actually get read encourages us to write more of them.
... ok, sorry about that. I think you can tell by now that I am needy and
an attention seeker. My bad... enjoy the FAQ.
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2. WHY THIS GUIDE IS DIFFERENT THAN MOST OTHER GUIDES
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If you have taken a look at some of the other Game FAQs for KOTOR II... I
feel your pain. Most of the other ones I have seen posted so far are either
walkthroughs or very specific little side-guides. I have seen nothing that
gives details on how to build up your characters.
This guide is simple to follow and easy to understand, I promise.
I just took a look at some of the other guides at GAME FAQS and they went
on and on about roll saves and statistics and such. Those are so hard
to read and understand. And by the off chance you are the kind of person
who does understand them, its probably very boring anyway.
I personally get very annoyed trying to figure out all that DC 20 or
whatever its called stuff anyway. It just looks like a bunch of numbers
to me.
None of that here. THis stuff is easy to understand. It doesnt just tell
what stuff is, it tells what you should do and why.
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3. How to Easily Navigate this FAQ
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Im not going to lie, this thing is long. Very long. If you only need one
key piece of info, trying to find it in this insanely long document will
probably just be an annoying waste of time.
So, I'd just like to remind you about the "Find" function of your computer.
By pressing CTRL + F, a window will pop up asking which text you want to
find. It works just the same way on webpages as it does in WOrd Documents.
Anyway, use the table of contents above to figure out which section you
want to read -- I have clearly indexed everything with many levels of
organization. Just type the number code into the text box and press find
twice (once will highlight the text in the table of contents, the second
time will bring you to the actual section) and boom, you are there.
So yeah, if you want to quickly jump to the section on what Feats your
main character should have, just type in III. 6. and it will take you
right to it.
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Section II. Story Incidentals
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II. 1. Who Was Darth Revan?
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Believe it or not, but how you played through in KOTOR I has some small
effect on the events of KOTOR II.
Throughout the course of conversations in this game, you will be asked to
describe what you know about Darth Revan. Boy or girl, Light or Dark, etc.
I thought this made a difference, but apparantly I was told it does not
make quite as big a difference as I thought it did. I originally thought
that who Darth Revan was impacted what kinds of cameos you get from KOTOR I
but apparantly, your actions throughout the story really determine that.
Ill have to write another section about cameos when i figure it out.
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II. 2. Is the T3-M4 Training Mission Worth Your Time?
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Well that depends, have you played KOTOR I?
If you have KOTOR I, than no, the training mission at the very beginning is
not worth your time.
All the beginning is is you as T3-M4. You run around the Ebon Hawk and
have one silly little mission that does nothing more than teach you what
the controls are. So like I said, if you played KOTOR I like you should
have, you will already know the controls.
If you have not played KOTOR I, then you may want to run through this to get
familiar with the controls. However, if you are playing this game and have
not played KOTOR I, then you probably wont understand a good chunk of the
story anyway, so it doesnt really matter. Play KOTOR I first.
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II. 3. New Feature - Creating and Breaking Down Items
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An interesting change from KOTOR is that now your skills are good for more
than just their inherent abilities. KOTOR II enhances the usefulness of
the workbench by allowing characters to create items and upgrades from
scratch, or to break down existing items. *NOTE that the Persuade skill
does not apply to breaking down or creating items.
The good thing, though, is that each of your characters is able to use his
or her individual skills to do this. This means that you can use one
character to
specialize in each skill, so that you will always have the
greatest ability to create or break down the best items. And don�t worry
about who you are going to have at your party � you are able to switch out
party members at most spots where there are work benches to use.
For your player character, the Persuade skill is probably the singularly most
important. For KOTOR, I was a huge advocate for the Computer Skill, but that
one really isn�t as important for your player character to have in this game.
Persuade is the one you want to put most of your points into, regardless of
your class. When spending your other points, its probably a good idea to
pick one or two other skills (depending on how many skill points you get per
round) and specialize in those. Probably go with the skills that you only
have to invest 1 point in to level up.
For creating and breaking down items, here is what each skill is good for�
Awareness:
Ranged weapons: targeting scopes
Melee weapons: none
Lightsabers: lenses
Armor: underlays
Computer Use
Ranged weapons: power packs and firing chambers
Melee weapons: energy cells
Lightsabers: energy cells and lenses
Armor:. none
Demolitions
Ranged weapons: power packs and firing chambers
Melee weapons: none
Lightsabers: emitters and energy cells
Armor: underlays and overlays
Repair
Ranged weapons: firing chambers
Melee weapons: grips and edges
Lightsabers: emitters
Armor: overlays
Security
Ranged weapons: power packs and firing chambers
Melee weapons: edges and energy cells
Lightsabers: emitters
Armor: underlays
Stealth
Ranged weapons: targeting scopes
Melee weapons: grips and energy cells
Lightsabers: emitters
Armor: underlays and overlays
Treat Injury
Ranged weapons: none
Melee weapons: none
Lightsabers: lenses
Armor: underlays
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II. 4. The most important skills during combat
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First let me explain what this means. "During Combat" are those areas of
the game that are so unfriendly that you are not able to switch out party
characters whenever you like. This is usually in most overly hostile areas.
Ok, so on to the two most important skills to have.
1. Security.
THis is a little different than KOTOR I. In KOTOR I, you could just
use your weapon to "Blast" open a door or a storage container that was
locked to obtain an item. You can still do that in KOTOR II, but for
some items in storage bins or lockers or whatever, the item is fragile
so bashing the container open actually breaks the item and renders it
useless. So having a character who has the security skill will save
some good items for you.
2. Persuade
Important for obvious reasons but not anythign to worry about. This
is the only thing your player character has to worry about specializing
in.
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Section III. YOUR MAIN CHARACTER
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III. 1. Male of Female?
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Like KOTOR I, whether you are male or female affects some aspects of the
story. No, there is no predetermined love destiny, meaning you dont
automatically get to hook up with one of your crew like you did in KOTOR I.
However, your character is free to try to fall in love with any of your
crew. Depending on your relationships with them, you may succeed or fail.
If you play as a male, there will be at least 2 (possibly 3) characters
you can try to fall in love with. If you play as a female, there are 2
characters you can try to fall in love with. This is a fairly small aspect
of the game, so don't base your decision on this.
Also, if you are male or female determines who your company will be. If you
are female, you get the Disciple from Dantooine (he is a soldier). If you
are a male, you get the Handmaiden from Telos (she is a soldier). They are
both more or less equal in terms of capabilities and skills and feats.
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III. 2. Light Side or Dark Side of the Force?
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I decided to write this section ahead of the "WHich Class" section, because
in my opinion, which side of the Force you want to play on should determine
which class of character you pick.
There is no secret that everything you say and do in KOTOR II leads you
either down the path of the light side or the dark side. The side you
choose to follow will affect the ending sequence of the game (somewhat),
as well as some of the side quests you are able to do. It also affects
which characters you get to use and, to some respect, which Force Powers
you will have.
Dark Jedi get discounts for using Dark Side force powers, just as Light Jedi
get discounts for using Light side force powers. The reverse is also true.
If a Dark Jedi tries to use a light side power, he has to pay significantly
more force points to use it than would a Jedi.
Most people dont think about this, but the side you choose will determine
which characters you get to take in your party. I will get into that during
the Party Selection section. Note though, you get a better character with
Dark Side
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** This is different from KOTOR I, but in my opinion, your adventure will be
more or less the same in terms of difficulty no matter if you choose light or
dark (assuming you have picked the appropriate class).
If you choose to play through as the Dark Side, you will have more money
than if you play through as the Light Side. However, for KOTOR II, money is
not as important as it was in KOTOR I. What I mean by this is that you will
probably either find or make most of the best items you are going to use
yourself. So the fact that Dark Side will give you more money throughout
the game is not a good enough reason to pick Dark Side.
One suggestion though....... decide which side you want to play as before
you begin the game, and then play through the entire game only selecting
options that add to that side. Here is the reason... Let's say you choose
the Dark Side and want to use some Force Lightning. The more evil you have
been during the game, the greater discount you get when using force
Lightning. If you have only been a little evil, you only get a little
discount.
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III. 3. Which Class
%%%%%%%%%%%%%%%%%%%%%%%%
(if you only read one section of this FAQ the whole way through, this is the
most important one. This alone will determine how easy it is for you to get
through the game. If you choose poorly, you will have a lot harder of a
time).
There are 3. If you played KOTOR I, then these will look familiar to you.
The classes are:
Jedi Guardian
Jedi Sentinal
Jedi Consular
Once you hit level 15, you can speak to Kreia and choose to take on an
advanced Jedi Form. Technically you can pick whatever you want, but the 3
advanced forms match up with the 3 original forms. Do yourself a favor and
stick with the suggested matchup. They are:
Jedi Guardian<-> Jedi Weaponsmaster / Sith Maurader
Jedi Sentinal<-> Jedi Watchman / Sith Assassin
Jedi Consular<-> Jedi Master / Sith Lord
Now remember, I put the section on whether you should go Light Side or Dark
Side first because I said that this should influence which class you want to
pick. Now I am sure that many people out there have beat the game with any
of the combination options. HOWEVER, I have tested it a few times, and
there are 3 of the 6 options that will absolutely allow you to hack all of
your enemies to shreds with ease. They are:
Light Side: Jedi Weaponsmaster
Dark Side: Sith Maurader or Sith Lord
Now let me explain. In my opinion, all derivatives of the Jedi Sentinal
are worthless in KOTOR II. If any of you read my FAQ for KOTOR I, I said
that the Sentinal was the best. Well he was. But for KOTOR II he is the
worst. Funny how that works out. The reason is that the Jedi Sentinal
gets the best skills, and in KOTOR II, skills are less importnat for your
main character to have.
If you absolutely want to play through the game as the LIGHT SIDE, you
will have the easiest (and most fun) time leading off with the Jedi
Guardian and then picking the Jedi Weaponsmaster as your presteige class.
With this class, you will use your impressive lightsaber skills to hack
your enemies to bits. Its really fun and satisfying in an odd sort of way.
If you absolutely want to play through the game as the DARK SIDE, you have a
little more of a choice. If you are really looking forward to using your
lightsaber and bringing on the hurt in a physical way, you want to pick the
Jedi Guardian to start off with and then choose the Sith Maurader at level
15.
If you want to decimate your enemies with force powers (believe me, this is
fun), then you want to lead off with the Jedi Consular and then pick the
Sith Lord. Basically this boils down to whether or not you want your main
character to focus on Lightsaber or Force Powers. There are advantages
and disadvantages to each.
In my opinion, all 3 choices are poised to be equally easy to get through
the game with, but the different forms are best at different times. This
means that no matter which class you pick, part of the game will be very
easy for you and part of the game will be a little harder.
***If you pick the Jedi Weaponsmaster or the Sith Maurader, then the first
part of the game (until you get to level 18 or so) will be easier than if
you picked the Sith Lord. This is because some of the earlier items you
pick up will give you some good bonuses to hit, AND because the Jedi
Guardian has a lot better hit points and defense than does the Jedi
Consular, so you will be more durable while you are building up your
character.
HOWEVER, once you hit level 18, the Sith Lord becomes a golden-god. What
happens at level 18? You can learn the Force Storm force power. Now
combine this with the huge amount of force points you get for being a Sith
Lord, and you are unstoppable. If you have enough Wisdom-increasing
items, you should be able to take out an entire roomful of enemies with
2 attacks.
The drawback to the Jedi Consular - Sith Lord? It takes a little while for
his/her power to grow enough to be really devestating. So the first half of
the game may be a little harder for you, but once you get Super Lightning
(as I like to call it) you are a god.
**
**
Now, a note on the other 3 classes. As I said, skills are less important
for your main character in KOTOR II, so you really dont need to be the Jedi
Sentinal. As for the Jedi Master, light side force powers are just a lot
less effective and less fun at killing enemies than are Dark Side powers.
And as Ive said before, the point of this guide is to provide you with
the EASIEST means to beat the game.
*****MY SUGGESTION*****
Go with the Sith Lord. I know you are looking at the Guardian and dreaming
of hacking your way through the game, but you and your spiffy force powers
will be able to destroy your enemies a lot easier towards the end of the
game (when the
enemies get tougher) than you would have as the
Weaponsmaster or Maurader.
The reason behind this is simple numbers ratios.
As a Jedi Weaponsmaster or Sith Maurader, you will still be uber-powerful
with your lightsaber. This means that once you get all of the necessary
feats and powers, your character will be able to kill any enemy in 2
rounds or less.
This is the same with the Sith Lord. Lots of Wisdom-modifying items and
armor will allow your Super Lightning to kill any enemy in 2 rounds or less.
Whats the difference? The Sith Lord can kill a WHOLE ROOMFUL OF ENEMIES in
2 rounds or less, while the Guardian can only kill a single enemy in 2
rounds or less. As the Sith Lord, I have literally walked with just my
main character into a room full of really strong and angry enemies on the
last map, cast Super Lightning twice, and killed the whole room.
***For defeating the last boss***
the Sith Lord is easier too. THe last boss fight has 2 stages -- you fight
the boss and then you have to fight a bunch of objects the last boss uses
the force to throw at you (4 angry lightsabers that attack for like 80 HP
per round).
For attacking the last boss, the special power you get for being a Sith
Lord, FORCE CRUSH (not to be confused with the other special power, crush
opposition), can single handedly destroy the boss if you cast it enough
times. It really works (if your Wisdom is up high enough)
For the second phase, attacking the lightsabers, Force Wave and Super
Lightning work really well because they attack all the lightsabers at
once. Force Wave even paralyzes them for a time (if your wisdom is high
enough).
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III. 4. Attributes
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When you see the attributes screen while creating your character, you may be
a bit overwhelmed at first -- as you should be. Your gaming experience will
not be fun if you mess up and pick the wrong things.
All of the attributes are equally important in their own ways.
What I am going to do here is just tell you what would be good to start off
with (this is just a suggestion, by all means, do your own thing if you
feel so inclined) and then Ill explain it point by point below
If you are going to play as a JEDI GUARDIAN and then become a JEDI
WEAPONSMASTER or a SITH MAURADER...
Strength ------ 14
Dexterity ----- 14
Constitution -- 16
Intelligence -- 8
Wisdom -------- 12
Charisma ------ 10
STRENGTH: Strength is the most important to you as a Jedi Guardian. After
you create your character, every other attribute you get during the game
(1 every 4 levels) should be put into strength. Strength affects the
chance of your lightsaber hitting your opponent. As a rule, your strength
can never be too high. This ensures that all of your attacks will hit your
opponent. Your base strength will start out as 14, but by the end of the
game, your base strength will be around 20 or so. And that is really
awesome.
DEXTERITY: This makes it harder for enemies to hit you. 14 gives you a
+2 bonus, which is good enough. Plus, some of your items you will equip
will beef this up too.
WISDOM: Whatever affiliation with the force you have, any Jedi Character
will at least want to be +1 or +2 for Wisdom. As a Jedi, you are going
to get a lot of force powers, and whether you are Light or Dark you will
still probably get some offensive ones. A +2 to Wisdom will make a good
number of them hit. You may have trouble using offensive force powers
against boss character sthough.
INTELLIGENCE: For your main character, this is worthless. Some of you out
there will disagree with me, but the only skill your main character
absolutely needs to learn is Persuade. You dont need a high Intelligence
attribute to do this, 8 will do.
CONSTITUTION: The Jedi Guardian gets the most Hit Points during level
ups, so you really don't need a high constitution. Why did I tell you to
put 16 points into it then?... Because some of the better implants (and
there are some good ones) you need to have a constitution of 16. The best
implant for the Guardian gives your character +3 to strength... but you
need a minimum constitution of 16 to use it. This is helpful. Also, a
high constitution combined with the high number of Hit Points you get at
level up will make you a tank.
CHARISMA: is better now than in KOTOR I. Your bonus to charisma helps
out the rest of your party by adding to their roles for saves. However,
there are more important things to spend your attribute points on, so
just get it out of negative numbers.
$$$$$$$$$$$$$$$$$$$$
If you are going to play as a JEDI CONSULAR -- SITH LORD
Strength ------ 10
Dexterity ----- 14
Constitution -- 16
Intelligence -- 8
Wisdom -------- 16
Charisma ------ 10
After creation, you will get an attribute point to use at level up. For
the Consular, put ever single point (after creation) into WISDOM.
STRENGTH: Probably dont need too much in the way of strength since you are
going to be relying on your Force Powers. The more points you put into
Wisdom, the better. If you just get Strength out of negative numbers, you
will be fine. The feats you will be getting and some of the early items
you can wear will do a lot to help you increase your chance to hit.
DEXTERITY: +2 to Dexterity should be enough. Some of your items will add
to this.
CONSTITUTION: is a big one if you are a Jedi Consular. You dont get as much
HP as the other classes,so you will need as much of a boost as you can get.
The best implant for the Consular doesn't need a base of 16, but still, the
16 will be helpful since you dont get as many Hit Points at level up.
INTELLIGENCE: Dont worry about it. You will still get 1 or 2 skill points
per level regardless of what your intelligence is. This will be enough to
do what needs to be done.
WISDOM: Wisdom is as important to the Jedi Consular as Strength is to the
Jedi Guardian. You will want to spend the most points on this ability. As
I said above, during level ups, put every single point into wisdom.
CHARISMA: Being able to persuade others is central to the Jedi Consular.
However, you dont need to go crazy with Charisma points to make it
effective.
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III. 5. THE BEST SKILLS
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To Keep this section short, Ill just tell you the best skills to invest and
why the others aren't as good.
For your main character, only bother investing HEAVILY in Persuade. You
are the only one who will be doing persuading, so ever level (if you only
get 1 skill point to use) use it on Persuade. This goes for Guardians or
COnsulars.
Security is an important one in this game, but your other characters will
handle it. However, there will be some parts where your main guy/girl is
alone and should use the security skill instead of smashing the door
down. You will pick up a lot of "Security Tunnler" items in the game, and
to use them you need to have at least one skill point invested in Security.
Now, Security is not a natural skill for either the Consular or the
Guardian. But when you first create your character, you should still get
a minimum of 4 skill points to spend. Go ahead and spend your first 2
points to get 1 skill point of Security. After that, dont worry about
it. 1 is enough to use the items.
If you did not take my advice above and put more points in Intelligence,
you will get more skill points. If so, invest most heavily in
Persuade. Use your other points for whatver else you want. Persuade
is only the truly vital one.
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III. 6. FEATS YOU NEED
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--------------------FEATS FOR THE JEDI GUARDIAN----------------------------
Guardians get the most feats.
There are lots of feats for lots of purposes. Only bother investing in the
ones that will aid you in combat. There are really only 4 feats that are
essential for your main character. You will be able to invest in others,
but make sure you invest in the following 4 as fully as you can. These
feats will make you more deadly in combat by ensuring that you will almost
always hit your enemy. Without them, you will miss like crazy.
Flurry (levels 1 2 and 3)... invest in all. Lets you kill enemies faster.
The other essential feats will compensate for the penalty to hit you incur
when using flurry.
Critical Strike (1 2 3) Good against the tougher bosses in the game that
need to be paralyzed. Get Flurry first, though.
Two-Handed Fighting (1 2 3)... invest in all. You are going to want a
double-saber, trust me. This feat can go up to level 6 if you want to take
it that far, but levels 4 5 6 aren't available until later in the game.
They are good to invest in, so do it if you have the points to spare.
Lightsaber Proficiency ... invest in all. However, you won't get your
lightsaber right off the bat, sorry, so you can hold off on these for a
bit.This feat can go up to level 6 if you want to take it that far, but
levels 4 5 6 aren't available until later in the game. They are good to
invest in, so do it if you have the points to spare.
.....What do I do with the rest of my feats?.......
Above are the main ones that you need. After you have gotten those (or
while you are getting them), go ahead and experiment with whatever sounds
good to you. Just make sure you get the ones I suggested as soon as you
can.
------------------------Feats for the Jedi Consular -----------------------
The Jedi Consular gets a lot less feats than the Guardian. And since the
COnsular is focused more on Force Powers, they need different feats than
Guardians. This should have been obvious. Anyway, here are the big ones:
Critical Strike (1 2 3): There are times when you will be up against a
single tough enemy and you will need to use your lightsaber. Using this
feat will knock them unconscious and let you maximize your force powers
against them.
Weapon Proficiency: Lightsaber (1 2 3): See above description. Getting
all 3 of these will make up for the fact that you only have a base 10 of
strength.
Toughness (1 2 3): to make up for the fact that you get less vitality
points than Guardians.
Dueling (1 2 3): you're probably going to want to stick with the single
saber with a Consular since your strength is so low. This will help make
most of your attacks hit.
Regenerate Force Points (1) : JUst because you are a Force User and you
can use all the force points as fast as they come to you. This should
help you out some.
--- these should be most of your feats. You may have some left over, and
invest them in whatever you want to.
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III. 7. SPIFFY FORCE POWERS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Obviously the side of the Force you choose to follow during the game will
determine which Force powers you should select. And whether you are a
Guardian or a Consular will make a difference too.
You will get to choose a lot of force powers. So, I am just going to tell
you the ones you absolutely want to get for each class. Feel free to
invest in whatever else after that.
------------Powers for the Guardian ------------------
---Universal--- (whether Weaponsmaster or Maurader)
FORCE SPEED (1 2 3)
Always overlooked, but truly the best power in the game. Here is why...
there is the obvious bonus of being able to navigate areas quickly. But
the true beauty of Mastery of Speed is the effect it generates for you in
combat.
If you cast Mastery of Speed on yourself during combat, you gain 2 attacks
per round. That means if you are using a single lightsaber (which you
should not do) and you do an ordinary attack swing, you will damage your
opponent three times instead of one.
Here is the ultimate combo. Mastery of Speed and Master Flurry. This
attacks your enemy 6 times in 1 swing (if you use a double saber)!! I have
tested this over and over again. Very rarely do you not kill your opponent
in 1 round when you use this combo. Bosses like some of the Dark Jedi
Masters or maybe the wild rancors will take 2 rounds to beat using this.
FORCE PUSH (1 2 3)
Probably one of the most effective offensive force power in the game.
What it does is attack anything in front of you (like the lightning) but
it also paralyzes anything it hits for 6 seconds. If you cast this 4 times
or so in a roomful of enemies, you can kill them all yourself. Only the
Mastery version of this is good.
If you are Light Side, this is your best offensive power. And even a
Weaponsmaster needs an offensive power.
FORCE IMMUNITY (1 2)
Extremely useful later in the game when you are going up against lots and
lots of Dark Jedi. It nullifies offensive force powers cast against you.
There are only two levels of this, but you could invest in some other powers
first if you prefer. Just make sure you have it after you have gotten the
4th star map.
Heal (1 2 3)
You are going to get the snot kicked out of you. Even if you are dark
side, suck it up and invest in Heal. Its better than having to keep using
medpacks.
Destroy Droid (1 2 3)
Ok another light side power. Here is why even dark siders can use this
too. In KOTOR II, this power can be used to destroy most mines in the
field. So, having this power negates the need to worry about the
Demolitions skill. There are also some pretty nasty turrets that this
is good against too. Dark Siders can just suck it up.
^^^^^^^^^^^^^^^^^
Light Side Powers
^^^^^^^^^^^^^^^^^
FORCE ARMOR
Most Jedi can't wear armor without sacrificing their force powers. Casting
this on yourself before combat will give you the armor you need. In fact,
this in combination with a good personal energy shield makes you nearly
invulnerable.
If you are Light Side, one of your Special Powers is "Force
Enlightenment". When you cast this, it automatically casts Force Speed
and Force Armor and Force Valor (which i dont really care about) all at
once.
STASIS FIELD
Um, if you have invested in the other Force Powers I have recommended and
have some left over, you should probably get this one. It paralyzes all
the enemies in your path making them really easy to kill with your saber.
However, it usually only works on the easy enemies you would have no problem
killing anyway. Try this on a boss, and you will not like the results.
However, its useful on big groups.
^^^^^^^^^^^^^^^^
Dark Side Powers
^^^^^^^^^^^^^^^^
Force Storm (lightning)
Oh yeah. This is probably the whole reason you are playing the game as the
Dark Side. It pretty much decimates any enemy you can see. It usually
takes about 4 or 5 castings to wipe out a group of enemies though. However,
for knocking out a room of enemies I still prefer Force Wave.
Kill
This one is fun. Picture Darth Vader doing the force grip in Episode IV...
thats what this is. 1 casting of this paralyzes any enemy while inflicting
damage on them. To kill them faster, cast this multiple times.
------------Powers for the Sith Lord------------------
As a Sith Lord, you are pretty much going to be able to get whatever powers
you want, so Im not going to waste a lot of time telling you which ones are
best. I will give some suggestions though.
Force Storm (lightning) (1 2 3)
Once you get the final level of this, you are unstoppable.
Force Crush (free)
YOu get this one for free. It is the best power against a single enemy.
Heal (1 2 3)
It helps to be able to heal yourself. Dont worry about being Dark Side,
you have a lot of force points.
Force Immunity (1 2)
You really only need this for the final battle and most of the boss battles.
You can get this later on.
Force Speed (at least level 1)
Just to help navigate areas. Unfortunately, there is no cool combo like
there is with the Guardian.
Force Scream (1 2 3)
Good against large groups until you get level 3 lightning. Good for early on.
Destroy Droid (1 2 3)
Good against mines and turrets
Battle Meditation (1 2 3)
Not necessary for your main character to have (other party people will get
it for you. But you have a lot of powers to spare, so you may want to pick
it up.
Dominate Mind (1 2)
lets you get a few more Dark Side points through conversation.
---- you get a lot more powers than this. Feel free to invest in whatever
else you want.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
II. 8. THE BEST WEAPON FOR YOU
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Since you are a Jedi, you only really get one choice. Lightsaber. I can't
imagine anyone who buys this game and doens't want to use a lightsaber for
their main character.
For GUARDIANS, use a double saber, or a 2 weapons until you get your saber.
Do not use 2 sabers. I will explain in a sec. Having a high strength
lessens the disadvantage for using a weapon in your off hand.
For Sith Lords, go with a single saber. YOu dont have the strength
modifiers to make a double-saber effective. Dont worry, your single will
be just fine.
Now I know what you're thinking. "If I use two separate lightsabers, then
I get to use twice as many modifying parts. That's better, right?"
Wrong.
Wrong.
There are a few really really great parts in the game. The rest arent
worth the effort. If you use a double-saber, both of your hands get the
benefits of your best parts. With the other option, you have to
portion out your parts so you end up with either one really stacked
lightsaber in one hand and a really weak lightsaber in the other hand. Or,
if you try to balance it out, you end up with two mediocere sabers. Go with
a double and use your best partsfor your main character. YOu will
have other good parts left over, use them in sabers for your other Jedi, or
scrap them.
So this begs the question, which parts should I use? Well, this depends on
your class:
The lightsabers in this game are much more complicated than in KOTOR. For
one, instead of 3 modifiers per lightsaber, there are now 6.
In KOTOR II, you are a Jedi from the beginning. However, you aren�t going
to get your lightsaber until about the 4th level. You have to build the
stupid thing yourself from parts that people give you for performing tasks
for them. It is completely random which tasks you are given a lightsaber
part for completing � so don�t worry about it.
Note� In the very back of the Crystal Cave on Dantooine, each character can
obtain a �PERSONAL CRYSTAL� that is supposed to reflect their own
individual character. The benefits for these crystals vary based on your
character, and it is probably recommended that this crystal be used as one
of your power crystals. However, in case you don�t get a very good personal
crystal for whatever reason, I have suggested 2 other crystals in case you
don�t like your personal one.
Below are my suggestions on how to construct your lightsaber based on what
kind of Jedi or Sith you are. For the lightsaber parts (noncrystals), in
parenthesis is how many component parts it takes to construct the piece.
The skill number is how high of a skill you will need to construct your
piece.
NOTE: any character in your party can construct any piece. If the piece
you need needs a high computer skill, have someone who has a high computer
skill construct it for you and not your main character.
Lightsaber: Jedi Weapons Master
Color Crystal : Your call� go nuts
Power Crystal 1: Ankarres Sapphire: STR +2 DEX +1 Reg +2
Power Crystal 2: Solari Crystal� DAM +3 (+1-8 extra vs Dark side)
ATT +3 (Light)
Lens: Enhanced Byrothsis Lens ATT +3 Damage +4 (blaster -4)
Awareness 29 (450)
Emitter: Expert Fencing Emitter Damage +3 Defense +2 (blaster -2)
Repair 27 (407)
Cell: Ultimate Diatium Energy Cell� Damage +5 � Computer 29 (495)
Lightsaber: Sith Mauarder
Color Crystal : Your call� go nuts
Power Crystal 1: Ankarres Sapphire: STR +2 DEX +1 Reg +2
Power Crystal 2: Qixoni Crystal: Damage +5 Force Regen +1 (Dark)
Lens: Enhanced Byrothsis Lens ATT +3 Damage +4 (blaster -4)
Awareness 29 (450)
Emitter: Expert Fencing Emitter Damage +3 Defense +2 (blaster -2)
Repair 27 (407)
Cell: Ultimate Diatium Energy Cell� Damage +5 � Computer 29 (495)
Lightsaber: Sith Lord
Color Crystal : Your call� go nuts
Power Crystal 1: Kaiburr Crystal � WIS +3 CON +3 REG +3
Power Crystal 2: Upari Crystal� ATT +3 Dam +1-8
Lens: Enhanced Byrothsis Lens ATT +3 Damage +4 (blaster -4)
Awareness 29 (450)
Emitter: Expert Fencing Emitter Damage +3 Defense +2 (blaster -2)
Repair 27 (407)
Cell: Ultimate Diatium Energy Cell� Damage +5 � Computer 29 (495)
%%%%%%%%%%%%%%%%%%%%%%%%%%%%
II. 9. Armor and Accessories
%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Im going to make this section really easy for you and just tell you what the
best armor and accessories are for your main character instead of discussing
it. Please trust me. If you stock your character with this you will be
able to kill anything. I promise. I have tested all of this.
Note: Im not entirely sure where all of this is found. But most of it is
either found or made, not bought. There is very little cool stuff that
you will have to actually buy for yourself.
Note: Supposedly, there is a lot of better armor in the game. Ive never
found it and I dont know anyone who has. This is the best of the stuff I
have found. Also, this is only the best stuff that will not restrict Force
Powers. If you dont care about restricting Force Powers and want to wear
real armor, go ahead.
Most of the coolest stuff you find will be found in the last 3 maps of the
game. So, after you have completed the main quest of the game and located
all of the Jedi Masters on various worlds, you will be summoned back to an
old planet to begin the last quests. It is here, after you are called back
to an old planet for a second time (I dont want to spoil it and tell you
which one) that you start to find the really cool items.
Sith Lord
Armor: Ossus Keeper Robe : CHA+2 INT+4 WIS+4
Underlay: Biorestorative Underlay Mark V: REG 3 CON +3 (Treat 27)
(367)
Implant: Insight Implant: Will+1 Wisdom +2
Headgear: Matukai Meditation Band: Will+2 Wisdom+2
Gloves Jal Shey Meditation Gloves: DEX +2 WIS +2
Armband 1: Verpine Prototype Shield
Armband 2: Ludo Kressh's Armband Defense +1 Strength +1
Belt: Jal Shey Mentor Belt � Force Resist +20 WIS +2
Jedi Weapons Master
Armor: Matukai Adept Robe � Con +2 Dex +2 STR +2
Underlay: Biorestorative Underlay Mark V: REG 3 CON +3 (Treat 27)
(367)
Implant: Bavakar Strength System (Strength +3)
Headgear: Target Assessor ATTACK +2 DEX +2
Gloves: Dominator Gauntlets STR +5
Armband 1: Verpine Prototype Shield
Belt: GNS Strength Enhancer � STR +4
Sith Marauder
Armor: Matukai Adept Robe � Con +2 Dex +2 STR +2
Underlay: Biorestorative Underlay Mark V: REG 3 CON +3 (Treat 27)
(367)
Implant Bavakar Strength System (Strength +3)
Headgear: Target Assessor ATTACK +2 DEX +2
Gloves: Dominator Gauntlets STR +5
Armband 1: Verpine Prototype Shield
Armband 2: Ludo Kressh�s Armband (STR+1)
Belt: GNS Strength Enhancer � STR +4
------------------------------------------------------
------------------------------------------------------
Section Iv. Picking the Rest of your Party
------------------------------------------------------
------------------------------------------------------
**************THIS SECTION IS STILL UNDER CONSTRUCTION. I WILL POST THE
REST OF IT UP WHEN IT IS FINISHED**************
Everyone else is going to feed you the same lines about how every playable
character you encounter is useful in his/her own special way. While this is
true, its also a bit of an overstatement. The sad truth is that only
about half of the characters you get to have in your party are worth
anything. The rest you might as well just leave behind at headquarters.
The game is designed so that each of the worthless characters is useful in
one part. But other than that, you'll never need them.
%%%%%%%%%%%%%%%%%%%%%%
IV. 1. General Tips
%%%%%%%%%%%%%%%%%%%%%%
Balance is good. That is the first general tip. What this means is to try
and pick a party full of people who are all awesome in different areas. The
theory behind this is that if you combine all of these different advantages
together, your party as a whole will be awesome with almost everything.
THerefore, try to maximize your party potential by using different types of
characters. KOTOR II, in their character descriptions, offers lots of
different character classes. But these are just for show I think. I will
list the real character classes below.
Melee characters
These are characters who fight their enemy close range with a
lightsaber or a sword or something. They are tough and get close
and personal.
Ranged characters
These are characters who fight from a distance. KOTOR II describes
these characters as people/aliens/droids who use guns and blasters
and therefore attack from a distance.
For all intents and purposes, Jedi Consulars who are awesome with
the force but not so good with lightsabers fit into this category
since they too mainly attack from a distance, but with force powers.
Skill characters
These are characters who gain an insane amount of skill points per
level up but who do not get many feats. This produces a character
who is awesome with skills but not as well suited for combat.
Now, there are some characters who get a lot of skill points and
who also are good in combat situations too. Since KOTOR II has
the ability to use your skills to create and break down items, you
want to be sure that at least one character maximizes each of the
skills. This isnt hard, though. Two of your pure skill characters
can accomplish this.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
IV. 2. YOUR CHOICES... WHO IS GOOD AND WHO IS WORTHLESS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Well, this is kind of a relative question. Obviously, characters who would
be good for some things are bad at some other things. But for the purposes
of this section, I am going to put the question of who is good and who is
worthless in the context of actual fighting ability and usefulness to have
in your party. Ill begin by giving a brief description of the abilities
of each character. Ill list it out first, and try to put it in order of
who is best to who is least useful in combat.
Melee Characters
Your main player character (if Jedi Guardian)
Hanharr (dark side only)
Disciple / Handmaiden
Visas (force user)
Ranged Characters
Your main player character (if Jedi Consular)
Kreia (heavy force user)
Mandalore
HK-47
Mira
Skill Characters
G0T0
Atton
T3-M4
Bao Dur
Your player character
He/she will be in your party at almost all times. But take into account
what strengths your character has. THis should play some role in
determining who else you use to balance out your party.
Kreia
The first character you meet. She is a Jedi Consular with unclear
affiliation to the Force. As a consular, she is awesome with Force
powers and gets a lot of them. Since she can have so many different
force powers, she is really awesome at standing in the back and using
the force to destroy enemies and enhance your party.
***SEMI SPOILER*** (read it anyway)
In the game, Kreia and your player character are said to
share a special bond. This has its own implications for the
story, but what it means for combat is that whenever either
you or Kriea casts a force power on yourself (like valor or
Force shield, etc.) it automatically casts it on the other as
well. Example... if in combat Kreia casts FOrce Speed on
herself, your main character gets the benefit of it too.
Atton
A scoundrel. You remember scoundrels from KOTOR I, right? Well they
haven't changed much here. For Atton, imagine the abilities of Mission
with the attitude of Carth.
Basically, Atton is really great on the skills but gets so few feats he
isnt as good in combat as some of your other characters. He is best
suited for ranged combat.
Bao Dur
This is one of the pure skill guys I was talking about. He gets so many
skills in so many things, but almost no feats. He can't wear most armor
either. My advice for Bao is to just leave him on the ship as much as
possible. In safe areas where there is a workbench, you can temporarily
import him into your party to make an item for you.
Handmaiden / Disciple
These two are pretty much the same, so Ill describe them together. These
two are both best as melee characters, although you could certainly make
ranged characters out of them if you wanted to (some of their feats will
indicate this). These two are both soldiers and get a lot of feats
making them both really good frontliners for your party.
G0T0
Ok, think Episode IV: A New Hope. Remember when Leia is in prison and
that funky little round black droid with the needle floats up to her?
Well, G0T0 is that funky little black floating droid.
Being a droid, he gets a lot of skills. He actually isnt bad in combat
either (he can sport 2 pistols pretty well). He could be best used for
his skills and as ranged support if you already have a really strong
party.
Hanharr
The wookie. YOu only get him if you are going Dark Side. Like the
wookie from the last game, this guy is a powerhouse. Because he is a
Scout, a lot of the free feats you will automatically get for him would
indicate that he is good at Ranged combat. And he is. But he is a lot
stronger as a melee fighter. Him with a 2-handed sword is nearly
unstoppable.
He cant wear armor, which sucks, but his unique feat (Wookie Frenzy)
does a lot to protect him from damage. In my opinion, he has potential
to be the best melee character next to your Jedi Guardian.
He also gets a good number of skill points, enough to at least maximize
one or two of the skills.
Mira
This is who you get instead of Hanharr if you go Light Side. Mira is a
scout and not a wookie, so she is best suited for ranged combat. A lot
of the free feats enhance her ranged abilities. She also gets a good
number of skill points, enough to maximize one or two of the skills
while still being useful in combat.
T3-M4
Pure skill character. Awesome at skills but not so great at combat
(although, he is pretty good against other droids). Treat him like Bao
Dur. Leave him on the ship and only use him to create items for you.
Visas
A Jedi Sentinal. Being a sentinal, she gets a good balance of Feats,
Powers, and Skills, but this balance means that she is just ok at all
of them and not awesome at any one of them.
Nevertheless, she can still be an important member of your party.
she is pretty good with a double lightsaber in melee combat. Her force
powers can be used to help out your party and she gets enough skill
points to maximize a few of the skills.
Mandalore
He plays like Canderous from KOTOR I. He is a soldier, so he gets a
lot of feats. Some people say to treat Mandalore as a melee character.
But honestly, he is really great as a ranged character with a 2
handed gun. And, you really have enough good melee characters anyway.
Take advantage of this opportunity and put him as a ranged character.
HK-47
Ah, I love this guy. To all of you wondering, yes, he is the same droid
from KOTOR I, and he is still just as funny. He is pretty good at ranged
combat and the number of skills he gets ensures that he could maximize
one or two of the skills for you.
HK-47 is the only truly optional character in KOTOR II. YOu dont have
to buy him like you did in KOTOR I, but you do have to build him. You
will find parts for him all over the galaxy (I think 3 you find, 1 you
have to buy) so ultimately it is your choice whether or not you want him.
In my opinion, you should spend the credits and buy the last part to
rebuild him. He has good potential as a ranged character.
Ill list it out first, and then give a better explanation.
NOTE: some characters can be suited for either ranged or melee attacks.
But I am writing out what I have found to be the most effective positioning
for them.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
IV. 3. Building your Party
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Ok, now to do this we must first understand a few things about party
building. For most of the game, you will have complete freedom in the
two characters you bring along with your player character. However, at
other points in the game, this will be decided for you (either partially
or fully).
Sometimes, there will be areas where one or more of your party characters
will not be able to go for one reason or another. If you liked using them
regularly, you will have to find a replacement for them.
Obviously, whether you are a Jedi Guardian or a Jedi Consular will have
an impact on who is needed to balance out your party. So Ill give alternate
suggestions.
***Now before I get into picking parties, I want to say a quick note about
skills. While all the skills are useful in their own right, there are only
a few that are good to have with you under heavy combat situations in the
field.
First ..... Security
Second ..... Computer
Third ..... demolitions
In picking a balanced party, its not a bad idea to pick characters who at
least take care of the first two.
Lets start with a normal sort of situation where you have complete control
over everyone who you might want in your party and all characters at your
disposal.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. 3.1 Optimum party under a normal situation
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
If you are playing as a Jedi Guardian / Jedi Weaponsmaster or Sith Maurader
1. Your Player Character
Great melee ability (but lets face it, you dont have a choice)
2. Kreia
Great ranged force user. Also, the ability for Kriea to cast
powers on herself and you simultaniously is a real advantage.
However, you will not be able to use Kreia when you go to
Korriban or after you visit Dantooine for the second time.
So Ill give you some alternates.
3. HK-47 or Mandalore
For the most balanced party, you should probably grab HK-47.
THere are probably more powerful characters you could grab, but
for the most balanced and efficient party, you will probably want
HK-47. He is one of the best ranged weapons users (I put him
behind Mandalore in my lineup) but I would pick him instead of
Mandalore because he can knock out that all important security
skill. He may even be able to take computer for you. However,
if you arent worried about skills, go with Mandalore. He is the
strongest ranged character in my opinion.
I was thinking about suggesting G0t0 here for the same reasons,
but HK-47 can take punishment a lot better than can GOT0.
If you really want a more heavy front line, go with Hanhaar if
you are going Dark Side or Disciple/Handmaiden for Light Side.
(alternates)
For this party with your Jedi Guardian, power is the name of the game.
But when you can't use Kreia and if you havent gotten HK-47 built yet,
good substitutes would be characters who complete the balance.
If you dont like HK-47, Mandalore provides the best ranged
capabilities I have found.
Visas could take Kreia's place. She gets good force powers,
good melee attacks and some good skills.
If you wanted more raw power on the front line, put in Hanharr
if you have him. Or even Disciple / Handmaiden would work well
too.
If you are playing as a Sith Lord
The point of the game here is to have characters who take pressure off of
your main character to allow him/her time and space to cast force powers
like crazy.
1. Yourself (obviously)
2. Hanharr
If you are going as a Sith Lord, Hanharr is the best melee fighter
in your group. He will make short work of people on the front
line and give you space to work your Force Mojo.
He is also good at taking care of the Computer Skill.
3. HK-47 or Mandalore
Im picking him here for the same reason I picked him above. He
is not the best ranged user, but using him really lets you have
the most balanced mix. Since Hanharr will take care of the
Computer skill for you, HK-47 could work on Security and maybe
even Repair if you felt you had to have that in the field. What
I said about Mandalore above still holds here.
(alternates)
Handmaiden / Disciple would be a good sub for Hanharr
For alternates as a Sith Lord, you really want one powerful melee guy on the
front line. IN fact, you could really have two if you really wanted to, but
I like the added balance of throwing in a ranged guy.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. 3.2 Optimum party for the Dxun / Onderon Siege
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Ok, this is going to be a little bit of a spoiler, but in terms of picking
parties, this is the most important moment in the game, so its necessary.
Ill try not to give too much away.
After you have completed the main game quest and found all of what you were
supposed to be looking for, you are called back to the worlds of Dxun and
Onderon. (Dxun is a moon of Onderon). You will have been here before and
seen the sites.
What makes this scenario so unique is that there are two sieges going on
at the same time, which means that you have to split up your party. Two
characters will go with your main character to Onderon, and three others will
form a separate party to Dxun. In the scenario, Dxun goes first, and then
Onderon.
****Note**** **** Tip ****
The Dxun siege happens first. When your characters have beaten it, you
must speak to Kelborne to end the scenario.
BEFORE you speak to him to end the scneario (he will ask you if you are
ready to leave), go into the party equipping screen and strip all of your
characters of all weapons armor and items.
WHy? IF you used some of your good weapons and army for the Dxun siege,
your characters on Onderon won't get to use it unless it is up for grabs.
If it is still attached to your Dxun characters after the mission is over,
it wont be available for your other characters.
For the ONDERON SIEGE, your main character must lead that one. Kreia must
be your #2. THe first decision you get is to pick the leader of the Dxun
team.
You get a choice of three (I would have picked someone different, but what
are you going to do?)
Dxun leader choices
1. Atton
2. Visas
3. Disciple / Handmaiden
I would avoid Atton at all costs. Without your buffed up main character, the
Dxun assault is probably the hardest part in the game. YOu dont need a
weak scoundrel slowing you down.
Visas is a good choice to have in your party, whether she is the leader or
not. You will want at least one Jedi to cast protective powers and heal the
party. Ideally, you will want your strongest melee characters and your
best ranged character to be in the Dxun assault. Why? Because by now your
main character is about as strong as he is going to get. The Onderon assault
will be a cakewalk for him.
But yeah, Visas would be my top pick because she is a Jedi. But if you
really hate Visas, Disciple / Handmaiden is a good choice.
If you have any other Jedi, they would probably work best here too.
..
Your next choice is to pick the rest of your party for the Dxun mission.
Your leader is set, so keep that in mind. We'll just pretend for now that
you saw the benefit to having a Jedi and went with Visas as your leader.
1. Visas
2. Hanharr (if dark side)
Disciple / Handmaiden (if light side)
Definitely definitely Hanharr if Dark side. He is strong and
scary. YOu will want him. If you are going Light Side, you
will have to settle for Disciple / Handmaiden as your second
front line melee character.
3. Mandalore
My favorite ranged character. YOu want him here instead of
HK-47 here for four reasons.
1. He is a little better with ranged weapons
2. He is more resilient than HK-47
3. YOu dont really need to bother with too much security
during this mission.
4. He can be healed by Visas healing powers where as droids
can not.
..
Your final decision is to pick who will join you and Kreia on the Onderon.
If you are playing as a Jedi Guardian...
You will want a ranged character to support your scariness on the
front line.
Go with HK-47 since Mandalore will have been on Dxun.
If you are playing as a Sith Lord....
Honestly, it doesnt really matter who you pick. You could go with just
you and Kreia if you really wanted to. By the Onderon Siege, your Sith
Lord is so freaking powerful that he can literally take out entire rooms
of enemies with two lightning strikes.
So pick whoever you want. You will probably have put your best melee
characters on Dxun, so you might have to settle for another ranged user.
In that case, HK-47 is fine. If you wanted to give G0T0 a try, now would
not be a bad time. Honestly, your Sith Lord is just that good by this
point.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
IV. 3.3. Optimum party for Goto's Yacht
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Ok, sorry but I forgot this section in my original FAQ. Thanks to whoever
emailed me and reminded me.
THis is sort of another semi-spoiler, but its not that revealing I
promise. During your first visit to Nar Shadda, your main character will
be incapacitated and captured by the Exchange boss Goto. You will be
taken aboard his yacht and held there. Two of your other characters will
have to come to rescue you. So who do you pick? There is a lot of
fighting.
Ok, this is the first and only time I have ever said this in either my
KOTOR I or II FAQs, but your first and best choice is T3-M4.
Yeah, Ill say that again just to make sure there is no misunderstanding.
THe best choice for this mission is T3-M4. And yes, I am aware I just
said there is a lot of combat. Here is the reason, before you rescue
your player character, you will be fighting exclusively droids. And
T3-M4 with his shock arm does really really good against droids. Also,
his computer skill and ability to produce spikes will come in handy.
For your other character, I would suggest a Jedi first because of the
Destroy Droid power, which will be needed. Because of this, Visas
would be my second choice.
A lot of players pick Nar Shadda as the first planet they visit, so I
am aware if you do this your selection of characters will be more
limited than the full party you will get later. If Nar Shadda is your
first planet, Visas is probably your best bet. She has the destroy
droid power and her melee skill is better than Kreia.
So to summarize --
1. T3-M4
2. Visas
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IV. 4. Equipping your Party
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. 4.01 Intro to this section
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Ok, Im really going to try to save some space on this section by not going
into too much detail other than telling you what I think works best for
each of your characters. You will, no doubt, begin to see patterns forming.
It is usually unlikely that you will have more than one gun character and
more than one sword melee character, so I usually pick out my favorite
weapons and armor for different occassions and trade it around when needed.
Ive decided thats the most efficient way to do this section too. Since I
know a lot of you out there are going to argue with me about who should be
a melee character and who should be a ranged character, what Im going to do
is just list the best of each category, and then you can put it where you
want to. Sound good?
Also a quick note about upgrades. Im not going to bother talking about them.
There are so many, and each of them are suited for different purposes, you
would be better off deciding for yourself. Its really easy to do. Pretty
much every type of unique upgrade you could want comes in a few different
qualities -- the lesser costing less componenets to put together. You'll
be able to read about them all on them in the game, so that should be fine.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. 4.02 Lightsabers and Crystals
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
For the sabers you pretty much have your choice of a single or a double
blade. There are I think 3 unique sabers in the game -- Visas', Freedon
Nad's, and Malak's (although ive never seen this one). Stay away from
the unique ones -- they can't be upgraded. You are better off finding a
common one and just upgrading it a bunch.
Now, single or double? For your Jedi Consulars, I would recommend single.
The different crystals and parts can do a lot to add modifiers to your hit,
which Jedi Consulars really really need. This should help to make up for
a lack of feats. However, you probably wont get enough feats as a Consular
to take care of all the Two-Handed Fighting feats. I mean, you could if
you wanted to, but Consulars have other feats that are more important to
them.
Jedi Guardians and Jedi Sentinals should get enough feats to be able
to weild a double saber effeciently. I have always been a big fan
of a double saber instead of 2 single sabers because you make better use
of crystals and parts.
Crystals --
Colors
Green
Blue
Yellow
Violet
Red
Orange
Silver
Viridian
Cyan
This is a pesonal choice for you. It does not affect the quality of the
saber, so go nuts.
Upgrade Crystals
Now I have already listed a bunch your main character should
probably get. But which ones you use will depend on what type
of character you have, so ill just list my favorite ones and let
you put them where you want to.
Damind Crystal
Gives you +3 to attack
This would be something you might want to put with a Consular.
Honestly, for the Consualr, your biggest problem with the saber is
just whether you hit or not because Consulars dont have the strength
modifiers that Guardians or Sentinals do.
Upari Crystal
+3 to attack and +1-8 to damage
An uber-strong saber isnt any good if it misses. This one gives you
a big boost to attack and a good boost to damage as well
Solari Crystal (Light Side Only)
+3 to attack +3 Damage +1-8 Damage vs Dark Jedi
ULtima Peral
+3 attack +2 damage Massive Criticals 1-6
Qixoni Crystal (Dark side only)
+5 Damage 1 Regenerate FOrce Points
You can trade a Star Port Visa for this on Onderon
Kaiburr Crystal
Strength +3 Constitution +3 Regeneration +3
Ankarres Saphire
Strength +2 Dexterity +1 Regeneration +2
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Iv. 4.03 Melee Weapons
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Echani Vibrosword (single weapon)
Damage 4-14
Attack +2
Bonus +2 Cold Damage
Fully Upgradable
Sith Tremor Sword (single weapon)
Damage 4-14
Attack +2
Bonus +3 Sonic Damage
Fully Upgradable
Trandoshan Double-Blade
Damage 6-20
Attack +2
Not Upgradable (its ok, you'll deal). This works awesome
on Hanhaar
Sith War Sword (double blade)
Damage 3-17
Attack +1
Upgradable Edge and Grip
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. 4.04 Pistols
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Pistols usually work better in pairs, if you are using the
two handed fighting feats. If you dont want to get those,
you should probably stick with a rifle. A single pistol
isnt as good as most rifles.
There are sometimes duplicate copies of a couple of these
in the game.
Zabrak Heavy Pistol
Damage 5-14
Attack +2
Balanced
Upgradable
Mandalorian Disintigrator
Damage 6-16
Attack +2
Balanced
UPgradable
Micro-Pulse Blaster
Damage 4-18
Attack +2
Balanced
Upgradable
Zabrak Blaster Pistol
Damage 4-11
Attack +3
Balanced
Not Upgradable
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. 4.05 Rifles
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Better than a single pistol, and not near as many feats
to use as two single pistols
Mandalorian Heavy Ripper
Damage 3-24
Upgradable
Droid Assassin's Rifle (Hk-47 only)
Damage 1-10
Upgradable
Attack +5
Bonus Feats: Sniper SHot
Improved Sniper Shot
Master Sniper Shot
Zersium Rifle
Damage 3-25
Attack +1
Upgradable
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. 4.06 Armor
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Personally I dont use that much armor myself.
My main party people are usually Jedi, Wookies or Droids,
so I dont really have a use for it.
I break all of mine down into components so that I
can make upgrades to all my other stuff.
Ill list a couple of the better pieces
Humans
Krath Holy Battle SUit
Defense 9
Max Dex Bonus +2
Upgradable
Verpine Fiber Ultramesh
Defense 10
Max Dex Bonus +3
Upgradable
Sith Battle SUit
Defense 7
Max Dex Bonus +7
Upgradable
Not as good of protection as the others, but
a nice bonus to Dexterity
Droids
Droid Durasteel Plating Mark II
Defense 10
Droid DIatium Plating
Defense 13
Dex +2
Immunity 90% vs bludgeoning, stabbing,piercing
Jedi
There is a good chance that you will have a mix
of Jedi Consulars, Guardians and or Sentinals.
I've listed the best armor for Consulars and Guardians
(Sentinals and Guardians benefit from the same stuff).
Go back up there for Jedi armor suggestions. Give
whatever your player isnt using to others.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV 4.07 Other Stuff
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Ok, all the gloves, headbands, implants and belts are too
numerous to name. DUring the game, you are going to
collect heaps of this stuff. My advice, dont get rid of
any of it.
Save it all, and equip it depending on what the situation is.
Just remember, Strength bonus is good for melee, Dexterity
bonus is good for ranged and Wisdom bonus is good for Force
powers.
Just take into account of what kind of character you have
and equip him/her accordingly. You will really get so
much of this stuff you wont know what to do with it all,
but I guarantee you will be able to tell what is the best.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. 4.08 Shields
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
The basic rule of shields is that some shield is better than
no shield. You get to wear 2 at a time. So its suggested
that you have one shield that takes care of Energy types
of attacks and one shield that takes care of melee types
of attacks like stabbing, bludgeoning, piercing
Mandalorian Power Shield
Best Shield against Melee attacks
Verpine Prototype Shield
Best shield against all other types of attacks
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Section V. LEGAL STUFF
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V. 1. Why you shouldn't plagerize me
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YOu shouldn't plagerize me because its morally, ethically, ecumenically,
politically, legally, and gramatically wrong. Plus its kind of creepy, and
a little sad... but mostly its illegal.
I put my time and effort into this (I never claimed to have any form of a
life), so I deserve my credit. If you want to use any portion of my FAQ on
your own sites or anything, go ahead. However, attribute anything you use
to SirCerberus (thats me!!!!!) If you use something I have written and
attribute it to me, thats cool... we'll still be buddies.
To plagerize me is to use something of mine on your own site and pretend
its your own.
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V. 2. What I will do to you if you do plagerize me
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Dont worry, Im really not going to hunt you down and destroy you or anything.
But, I will send an Email to the good people at Game Faq (or anywhere else
you post my work) and inform them that its my work and have them take it off.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
V. 3. A description of how uneventful my life is to prove that I have
nothing better to do than what I said I was going to do in the
event that you do plagerize me.
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Thank you for reading my FAQ... this is the end. IF you liked it, thought
it was useful, hated it, can think of any improvements, please send your
emails to [email protected] I'd love to hear from you.