Star Wars: Knights of the Old Republic Walkthrough :
This walkthrough for Star Wars: Knights of the Old Republic [PC] has been posted at 25 Jul 2010 by pads and is called "Scoundrel Guide Final". If walkthrough is usable don't forgot thumbs up pads and share this with your freinds. And most important we have 9 other walkthroughs for Star Wars: Knights of the Old Republic, read them all!
|
pads |
Walkthrough - Scoundrel Guide Final______ / ____/ _ |¯| |¯| | |___ _| |_ __ _ _ __ | |/\| | __ _ _ __ ____ \___ \ |_ _| / _' || '_/ | / \ | / _' || '_// __/ _____| | | | | (_| || | \ /\ /| (_| || | \__ \ /______/ |_| \__,_||_| \/ \/ \__,_||_| /___/ _ __ _ | | / / | | | |/ / O ____ | |__ _|¯|_ ____ | | |¯'¯¯\ |¯| / _ \ | _ \ |_ _| / __/ | |\ \ | || | | | | (_) | | | | | | | \__ \ |_| \_\ |_||_| |_| \_ / |_| |_| |_| /___/ / /__ \___ \ __ \ \ \ \ | | \ \_____/ / \_______/ of T H E O L D R E P U B L I C Scoundrel Solo Guide by Sword Laker Last Updated at 12:03 AM 2/17/2008 ====================================================== Game Information ------------------------------------------------------ Title : Star Wars - Knights of the Old Republic Publisher : Lucas Arts Developer : BioWare Corp Genre : Role-Playing Game Universe : Star Wars - Old Republic Era Release : September 2003 Platform : XBox, PC Guide : Playing as a Scoundrel Started : June 8, 2006 Version : 1.72d (Final) Author : Sword Laker E-mail : sword_laker@hotmail.com ====================================================== Table of Content 01. Introduction [itr] 02. Why a Scoundrel [wsc] 03. Multiclass [mtc] 03a. Which class to choose [wcc] 03b. Time to switch [tts] 04. Making up your Scoundrel [mys] 04a. Attributes [atb] 04b. Feats [fts] 04c. Force Powers [fpw] 04d. Skills [skl] 05. Lightsaber [lsb] 06. Equipments [eqp] 06a. Weapon [wpn] 06b. Armor [amr] 06c. Gloves, Belts and others [gbi] 07. Playing Solo [slo] 07a. Solo and Party [sap] 07b. Solo Scoundrel [ssc] 07c. Several things about solo [tas] 07d. Ultimate Scoundrel [usc] 08. Frenquently Asked Question [faq] 09. Contact and Feedback [caf] 10. Version History & Credits [vnc] So let's get start ;) /-----------------------------------------/ / 01. Introduction [itr] / /-----------------------------------------/ So welcome to my first FAQ. Just for the first time I write down something so special like this to help others who got into troubles like me for the first time with this game. Just a little experiences that I think should be shared. This ultra-nice made-by-BioWare game set in the universe of Star Wars four thousands years before the Rise of the Empire (the title that was once chosen for Episode 3) in a time when the war between the Sith and the Jedi had just about to begun. After the victory with Exar Kun, a fallen Jedi, the Old Republic was soon drawn into another conflict. The attacks of Maldalorians to the Republic, for the sake of honor and glory with battles would be remembered, was answered by two great Jedi Knights with many other were rallied to their noble cause: Revan and Malak. With the flawless tactics of Revan and unmatched fury of headstrong Malak, victories over victories were brought the Republic and the entire galaxy. As Maldalorian Wars ended, Revan and Malak and the the fleets under their control disappeared into the unexplored space. Several years later, Revan and Malak returned as the head of the Sith massive invasion armada. Revan became the Dark Lord of the Sith as Darth Revan as Malak assumed the role of the Dark Lord's apprentice, Darth Malak. Fortunately for the Republic and the Jedi, a slim hope shined within their desperate effort: Bastila Shan, a young Jedi, who has mastered the art of Battle Meditation, which can turn the tide of the battlefield. The young Shan's Battle Meditation had been a key in many victories of the Jedi in the war against the their fallen brethrens Revan and Malak. One of them was a important success in neutralizing Darth Revan on his own flagship. However, Malak seized the chance to become the Dark Lord as he continued his Master's incomplete work: conquer the galaxy. And you, a recruit under Bastila Shan's command in the Republic ship Endar Spire, which is under attack by a Sith battle fleet, need to find someway to escape and survive the attack for a greater goal: stop Malak and the Sith in their never-end conquest (and continue their incomplete work once again?). And here ... your adventure begins. Sorry so much for straying too far from the main subject. So this guide's going to help you in the way to make a *correct* scoundrel in the video game Star Wars Knights of the Old Republic (KotOR for short, okay?), avoid stupid things you may do while being a scoundrel. And above all else, how to play solo with a scoundrel with the right stuff. The first time writing a FAQ, maybe it's not so nice and I hope to hear from you. All corrections, criticisms and suggestions are fully welcomed to my box. And perhaps like you have thought, I'm a Star Wars fan. Finally, English is not my native language. Don't be suprised if I make any stupid grammatical mistake. Sorry if this annoy you. These corrections are also always welcomed. Final Note: this guide contains some *minor* spoilers. I don't think it can spoil your fun. However, still read it at your own risk. You have been warned and don't blame me for anything, okay? AND THIS IS THE FINAL VERSION! Read section 09 for more infos. Seems no one read this anymore. /-----------------------------------------/ / 02. Why a Scoundrel [wsc] / /-----------------------------------------/ So here's a big question for many people. Why a Scoundrel? Why not a scout? Why not a soldier? Are scoundrels more powerful? A stealth, guile and persuasive rogue, scoundrel is. Scoundrel rarely confront foes directly. They strike quickly and swiftly from shadow (or somewhere you can't see). For anyone who have looked into Neverwinter Nights this is exactly your Rogue in another universe. So let's talk about the gameplay. How does Scoundrel affect your gameplay. First of all, combat is never a advantage of any scoundrel (if you want pure combat, go to the soldier). Scoundrel gets the most skill points, much like Rogues. However, skill in KotOR is not something so as vital as it is in NwN. Some people can play with mostly no skill point (Actually, I did once. A soldier with intelligence of 8). But having some extra skill points in your character is never a bad thing since you can do a lot more with them. Persuade is highly recommended. You'll get it as a class skill when you become a Jedi. However, the sooner the better. About stealth, this is the only way for you to get Stealth as a class skill. Sneak Attack with high Stealth skill is fairly awesome if used correctly. Scoundrel's Luck is also one of the main reason for me to choose Scoundrel, which make your Defense higher than any other class. Weak points of Scoundrels include low based attack bonus Will and Fortitude saving throws. But compared to strong points, they worth it. So here's the summary. Advantage _Many skill points to play with _Has Scoundrel's Luck to boost Defense up _Has Sneak Attack _The only class has Stealth as a class skill _Stealth matches the solo style so well Disadvantage _Low vitality takes you to hell sooner _Low Fortitude and Will saves _Not so high base attack bonus _Few feats Extra: The origin of the word *Scoundrel* comes from the Star Wars original trilogy itself. Both Han Solo and Lando Calrissian were called *scoudrels* by Leia and Han, respectively. They share many similarities with this class, thus WotC (Wizards of the Coast, the owner of D20) chose this name for Star Wars RPG. And now, we see Scoundrel here, as a non-Jedi class of KotOR. /-----------------------------------------/ / 03. Multiclass [mtc] / /-----------------------------------------/ In certain time of the game, you will lose Scoundrel and take a new Jedi class. They *forced* us so we have no way to avoid it (unless you somehow make it to level 20 before going to Dantooine, I don't know what will happen then). /-----------------------------------------/ / 03a. Which class to choose [wcc] / /-----------------------------------------/ Sorry for previous versions. Sorry for all Sentinel fans. I'll make this correctly right now. So well, you have another set of three choice. Jedi Guardian, Jedi Sentinel and Jedi Consular. We have a table to make this easier. ================================================================================ Class | Jedi Guardian | Jedi Sentinel | Jedi Consular | -------------------------------------------------------------------------------| Vitality point | 10 | 8 | 6 | per level | | | | -------------------------------------------------------------------------------| Force point | 6 | 6 | 8 | per level | | | | -------------------------------------------------------------------------------| Skill point | (Int Mod +2)/2 | (Int Mod +4)/2 | (Int Mod +2)/2 | per level | | | | -------------------------------------------------------------------------------| | Fort | High | High | High | Saving Throw | Ref | High | High | Low | | Will | Low | Low | High | -------------------------------------------------------------------------------| | -High base attack | -Force Immunities | -One extra Force | | bonus | (Level 1,6,12) | powers at level | Special | -Force Jump | | 1,5,9,13 | | (Level 1,6,12) | | -Force Focus | | | | (Level 1,6,12) | ================================================================================ As we can see, Jedi Guardian is the most suitable for combat situation due to high vitality, high base attack bonus and the nice Force Jump. Low Will save won't cause many troubles. Low skill progression is okay too since you won't need too many. Not a bad choice. Consular with many Force points and a few extra Force powers truly isn't worse. Force Focus increases roll in both defense and offense, which is fairly powerful. A few extra Force powers in a few every levels are not bad either. The only trouble is the low vitality of both Consular and Soundrel. Another not bad choice. The table is clear, the advantage of Sentinel is the *higher* skill progression, which Scoundrels' is good enough. You don't need too many skill points. Force Imminunities is good but can match neither Force Jump or Force Focus. The balance between the average vitality and the Force point is the main reason for many people to choose this class. Take this if you have some special reasons. With me it's the worst and not recommended for solo play. So you have three options and two of them are not bad. Just choose and take one. /-----------------------------------------/ / 03b. Time to switch [tts] / /-----------------------------------------/ Normally, if you don't do anything unusual, you will get eight levels for non-Jedi class and twelve for Jedi class. I have never made it to the ninth level of non-Jedi. However, an easier thing: you can slow down your level progress. For what? Jedi got something unique to themselves: Force powers. More Jedi class, more Force points and Force powers. But remember, slowing down your level will make you weaker to your enemies. So don't slow it down too much just to be a semi-pure Jedi. For Guardian, I don't see any real benefit in delaying your level. Just leave it be. Make it 8/12. Delay if you want to trade some skill points for a few Force points. For Consular, make it 7/13. Why? Consular gets 2x force at level 13, which will give you one extra force power at your final level. Since Scoundrel and Consular have the same vitality progress, you might consider make it as slow as you can. What we truly need most from scoundrel is Scoundrel's Luck and Sneak Attack. But don't do it too badly like 2/18 or 4/16 or you'll suffer, at that moment and later. /-----------------------------------------/ / 04. Making up your Scoundrel [mys] / /-----------------------------------------/ Okay, important things of this FAQ are here. You made it through. :) /-----------------------------------------/ / 04a. Attributes [atb] / /-----------------------------------------/ This is the life of a character. Maybe they are not so terribly powerful, but it can make a nice character or break one down. There are 6 attributes. STR Strength: Increase your damage with melee weapons and add its modifier to your To Hit. DEX Dexterity : Add its modifier to your Defense, Reflex, To Hit with ranged weapons. AND IMPORTANT. Also add its modifier to your To Hit with Lightsabers (they're not so heavy so you don't need to wield them with strength). This is the most important stat of a Scoundrel since they affect many class skills. CON Constitution : Increase your vitality points and add its modifier to your Fortitude. WIS Wisdom : Add its modifier to your Will and increase your Force point. CHA Charisma : Affect some Force powers and skills. Nothing more. Attributes affect skills with modifiers. As you can see above, Dexterity seems to be the most important thing so care more about it. You can see your To Hit at Equip Menu, your Saving Throws, Vitality, Force and some other things. Modifier = (Attribute - 10)/2 -> Round down Extra Vitality point with Constitution = CON modifier * current level Extra Force point with Wisdom = WIS modifier * current level You start with all attributes are 8 and 30 more points to increase them. Any point beyond 14 costs 2 points. Any points above 16 cost 3. And go on. Since you can add your points more later as you level up and cost only one point so at character creation, spread your points and don't focus on one. You need all of them. Don't be so stupid that make it strength of 18 and 10 for all the others. Here is a possible for Scoundrel/Guardian. No need to extra skill points but boost your Force for a little. STR 14 +2 DEX 14 +2 CON 14 +2 INT 10 +0 WIS 14 +2 CHA 12 +1 Scoundrel/Guardian gots lack of Force point so sink your points into Wisdom. If you don't like Force and want a pure combatant, put them in Strength and Constitution, that should be alright. For Scoundrel/Consular, who doesn't care much about melee damage can be dealt. Slightly differ. STR 10 +0 DEX 14 +2 CON 14 +2 INT 12 +1 WIS 14 +2 CHA 14 +2 For guys doesn't want to be hit by anything. Doesn't care much about melee damage. Rely on blasters and force powers. In progress, further increase Dexterity. However things sometime doesn't go the way you thought it will so adjust them on your self a bit. My style doesn't fit everyone. Just remember: _You shouldn't push anything beyond 14 since you can raise them later. _You shouldn't let Dexterity below 14 for the sake of Defense. _You shouldn't let Wisdom below 14 since Force is a really nice thing. _Charisma sometime can be unnecessary but Hardcore players want to role play a bit. _Scoundrel has a lot of skill points and they are mostly unnecessary to finish this game so you don't need raise your Intelligence too high. /-----------------------------------------/ / 04b. Feats [fts] / /-----------------------------------------/ Feats are also part of the power that make up your character. Soldier gets the most feats in the game (even more than Jedi Guardian, which make Canderous Ordo and Carth Onasi pretty powerful). You are a scoundrel, that mean you doesn't get many feats. So choose carefully. Feats only Scoundrel gets and get for free. _Scoundrel's Luck (Improved, Master) : Gained for free at level 1, 6 and 9. Increase your Defense by 2, 4 and 6. _Sneak Attack (Too many numbers): Gained for free and upgraded as you level up throughout the game. You deal extra damage againsts target cannot defend themselves properly (You are in stealth mode, they are stunned, paralyzed, etc). You must choose one of these two following. Get them as soon as you can as you are on Taris. For more suggestions, visit the "Lightsaber" section below. _Two-weapon Fighting (Improved, Master): Reduce penalty for using off-hand weapon. Must have if you use double-bladed Saber or Dual wield. _Duelling (Improved, Master): +1 (+2, +3) to your Defense and To Hit when wielding only a one-handed weapon. A couple of good feats. _Critical Strike (Improved, Master): Increase your critical rate and times of damage multiplied. Melee weapon only. An extremely nice for stealth action Jedi. Sneak up to foe with stealth skill, find somewhere he's alone and STRIKE! With right stuff you have up to 50% critical rate and x4 damage with master! Your foe will be dead! Or at least badly wounded with Sneak Attack. Using Improved version is also enough, but if you like, Master it for the best result. Note: be careful not to overuse this feat since some enemies are immune critical hit. Recommended feats. _Jedi Defense (Advanced, Master): Allow blaster shot deflection. An opposing roll is made against the blaster shot and if the roll is higher than the attack, the shot is deflected. If the roll is 10 points (or more) higher then the shot will be deflected back at the attacker. Advanced and Master levels grant +3 and +6 to this roll. _Implants Level 1 (2, 3): Allow you to equip implant level 1,2 and 3. Good if you're rich enough to buy some good ones. _Weapon Focus: Lightsaber: +1 attack bonus with Lightsaber. _Weapon Specialization: Lightsaber: +2 to damage with Lightsaber. Only Jedi Guardian can get this feat. Well... just think about that. Jedi Defense is what I often try to get - very nice. Implants are not necessary but shouldn't be ignored if you have some spare. Lightsaber Focus and Lightsaber Specialization is also what you should get all the time. And also take a look at these two: _Flurry (Improved, Master): Give you extra attack but -3, -2 and -1 to all attack and your Defense in that round. Melee weapon only. _Power Attack (Improved, Master): Increase your damage by 5, 8 and 10 and -3 to that attack roll. Melee weapon only. Avoid Blaster-related feat since this is not your kind of weapon. Also avoid Skill-related feat because you are a scoundrel, the class with the most skill points. No need to waste a feat in anyway above. /-----------------------------------------/ / 04c. Force Powers [fpw] / /-----------------------------------------/ The Force is that half of the power of a Jedi. A necessary thing of course. For anyone who doesn't care about the Force, just do once. Force powers you should *always* get. One defensive and one offensive. Both are universal and you don't get alignment penalty with them. Very nice and necessary for both the Dark and the Light Side. As for me, they are *must have* powers. _Burst of Speed, Knight Speed, Master Speed: Additional zero, one and two attacks per round and boost your defense by 2, 4 and 6. These powers will be refered as "Force Speed". _Force Push, Force Whirlwind, Force Wave: For damaging your enemies. Force Wave is area effect and handy when you're are over-crowded especially handy for a solo Scoundrel. For Light Sider. _Force Cure, Force Heal: Simple. Restore lost vitality. Affected by Wisdom. Force Heal neutralizes poison. This is the most frequently used power. _Stun Droid, Disable Droid, Destroy Droid: Stun and damage droids. Helpful against droids, a kind of enemy that you will encounter many of them throughout the game. _Force Aura, Force Shield, Force Armor: Boost Defense and all saves by 2, 4 and 6. Affect user only. Also should look into Force Stun, Force Stasis, Stasis Field for more Light Side offensive arsenals. Here is for Dark Sider. _Force Shock, Force Lightning, Force Storm: Damage enemies with electricity. Force Lightning and Force Storm are area effect. I will commonly refer these powers as "Force Lightning". _Force Wound, Force Choke, Force Kill: Immobilize and damage target overtime. These powers will be refered as "Force Grip". _Drain Life, Death Field: Damage enemies and heal user. Death Field is area effect. These powers will be refered as "Force Drain". Also something you should care about. This is universal. _Affect Mind, Dominate Mind: Extra dialogue options. They are tagged as [Force Persuade]. I will refer this as Mind Trick as its *official* name in the universe of Star Wars. Light powers are defensive while Dark powers are offensive. For the full talent exploitation, Consular should fall to the Dark Side while Guardian should resist it and remain at the Light Side. Sorry if you think this sounds so stupid. Special notes: Force Grip and Force Choke are different in the official Star Wars universe. Force Choke only strangles target while Force Grip can both strangle and immobilizing by levitating target in the air. Force Grip apparently is an advanced level of Force Choke in the official universe. Sorry it's just a bad habit of mine while playing the awesome Jedi Knight series for calling this "Force Grip" in this game. Let's make it simple: Telekenesis + Force Choke = Force Grip /-----------------------------------------/ / 04d. Skills [skl] / /-----------------------------------------/ Just what a scoundrel is supposed to do here. Focus on mentioned skills. Others are wrothless. _Persuade: Additional dialogue option. Very handy. SO NICE! _Stealth: Required Stealth Field Generator. Be hidden from enemy and strike swiftly! _Demolition: Disable Mine and Set Mine. Also handy if you face too-tough opponent. _Awareness: Perhaps only to detect mine, telling you places you shouldn't set foot on. _Security: Lock picking. Save you sometime. Can be ignored if you wish. Some doors also can be bashed with lightsaber anyway. _Treat Injury: Cross-class skill for scoundrel. Only need a few of these for less tough beginning. Increase to rank of 4 or 5 perhaps is enough. Treat Injury should only stop at 4 or 5 for Scoundrel. Once become a Jedi, you should focus completely focus Persuade. This is the best skill you can have. Sink your spare points into Treat Injury. You can't go wrong with that. Other skills are cross-class and also not worth your point. Note: if you use Mind Trick, Persuade can be ignored and you may take something else you like. /-----------------------------------------/ / 05. Lightsaber [lsb] / /-----------------------------------------/ Cut the chatter. Lightsaber is the elegant main weapon of a Jedi and the symbol of Jedi Order. It's also what gather a bunch of people to theatre to watch Star Wars, including me. You will eventually get a Lightsaber for yourself. Others can be found on loot, dead enemies or other party members. You have three choices of style to wield your lightsaber. Single saber, classical style. Popular through games and movies. Use Duelling feat. Double-bladed, Darth Maul style (episode I for non-Star Wars-fan readers). Use Two-weapon Fighting feat. Dual wield, Anakin style. Use two separate sabers. Use Two-weapon Fighting feat, too. It's almost the same for a game called Star Wars Jedi Knight: Jedi Academy. And I think no one use Single Saber. The advantages of Double-bladed and Dual Wield are overwhelmed the single saber. But things isn't the same in a RPG game in the same universe. Everything has its price. Let's start with the Dual wield, this is my favorite style. With this you have two sabers in both hands and hack your enemy to dust. In aestheticism, I think this is the best (IMHO of course). You can equipped up to four crystals in your two lightsabers. That give you more powers. This style gives you the best blaster deflection with one Jenruax crystal in each of your saber. At the beginning, find a short Lightsaber first to reduce the penalty you get. When your level are high as well as your To Hit are followed, you might consider wielding two *long* Lightsabers to increase damage you deal. Note: off-hand weapon only receives half Strength modifier. Appearance in movies: Anakin fighting with Count Dooku in the hangar near the end of Episode II. Next with the Double-bladed, this seems to be the most favored style in every place (I mean also Jedi Academy). For some strange reasons, this appeared-only-once-in-life style has shocked the whole universe of Star Wars. People said this is more powerful than Dual Wield. Ahem ... I'll say my own opinions here. For general and theories, this is right. Yes it's so goddamn right. First thing you may realize here is the damage. To remain your To Hit unhurt, you need to wield a short Lightsaber in your off-hand, but things are not the same for Double-bladed: your To Hit just isn't damaged by any means and seems to be always higher than the Dual Wield's. And some fans of this say there are not many powerful crystals in the game, you equipped one to this lightstaff and you benefit in both hands. So right that is. Solari in this style with greatly bite Dark Jedi to dust - Like Darth Bandon and Darth Malak. So you'll have higher To Hit, bigger damage than Dual Wield and benefit in both hands. You have pretty many reasons to choose this one instead of Dual Wield. As for me I'll remain loyal to the Dual Wield since I'm quite a fan of bolt deflection with Jedi Defense. Note: you can have one pretty early by taking from Bastila, especially when you play solo and your companions don't need to ask you for a weapon. Appearance in movies: used only by Darth Maul in Episode I and nowhere else. The last one is the most simple, the least investment and the safest. Increase your Defense by 3 is nice. You'll stand longer against powerful enemies. And also more, you benefit a +3 to your To Hit. This somehow make your encounter against bosses little easier. This is a nice choice for anyone like safety and high defense. And huge Star Wars movies fan also, as most of the Jedi in the films use this one (Like DarthMuffin, if you do not know him, check out his NwN Ranger FAQ, Single Saber Guide for both KotOR 1 and 2). Appearance in movies: almost every scene involved lightsabers in the movies. First at the beginning, choose either feat: Two-Weapon Fighting or Duelling, then upgrade it to the next level as soon as possible everytime you level up so think a little careful about this, you have to decide from the beginning. If you still don't have any idea about what the heck I'm talking about, look two sections below, section 06a. /-----------------------------------------/ / 06. Equipments [eqp] / /-----------------------------------------/ Jedi and Scoundrel are powerful but you can do nothing with bare hands. Need something more to put on yourself. /-----------------------------------------/ / 06a. Weapon [wpn] / /-----------------------------------------/ Do what you see in the movies. Make this "Star Wars". Grab one or two lightsabers as soon as you can. Somehow, it's so silly and strange. You even still want to use Vibroblades with a whole bunch of blasters on your back. I have no the heck idea why in Star Wars, melee weapons are always overpowered like that. This game is a typical and you can see that in many others. All lightsaber has three slots of crystal. One is for color and two others for extra power. With the right combinations, you can make a powerful swords for purposes which are more than hack'n slash. A Lightsaber with only a color crystal is also okay but you shouldn't leave two others unused. Here's some nice combinations. Overpowered offense - Solari + Krayt Dragon Pearl: +6 attack bonus +5 energy damage +1d8 physical damage vs Dark Side (Light Side only) Alternative offense 1 - Krayt Dragon Pearl + Damind: +6 attack bonus +2 energy damage Alternative offense 2 - Krayt Dragon Pearl + Upari: +6 attack bonus +3d10 energy damage Alternative offense 3 - Krayt Dragon Pearl + Sapith: +5 attack bonus +5 energy damage Alternative offense 4 - Upari + Sapith: +5 attack bonus +4d11 energy damage Defensive shield - Jenruax + Bondar: 25% stun for 6 secs with DC10 +5 bolt deflection +2 energy damage Droidslayer - Firkann + Luxum: +4 attack bonus +3d12 Ion damage Okay, this one is for critical-lovers. Increase almost everything. Using this is highly recommended to make Critical Strike more more powerful and happen more frequently. Critical strike - Opila + Nextor: +1 attack bonus +3 energy damage Keen (x2 crictical range) +1d6 massive critical Here's what I often use (for Dual Wield style only). Greatly power-up bolt deflection. Main saber - Jenruax + Solari: +3 attack bonus +5 energy damage +1d8 physical damage vs Dark Side +5 bolt deflection (Light Side only) Off-hand saber - Jenruax + Krayt Dragon Pearl: +3 attack bonus +4 energy damage +5 bolt deflection Hmmm... Did I make any calculating mistake above? As you can see there, Jenruax is my favorite crystal due to bolt deflection bonus. Solari is a special one that deal extra damage against the Dark Side and restricted to the Light Side only. Sapith and Upari are very powerful crystals but you can't get them until late of the game so Krayt Dragon Pearl, Solari, Damind and Jenruax seems to be the only choice during the half-first of the game. Before going to the Unknown World and after getting the fifth Star Map, you can buy two special color crystals by going to Yavin Station and kill some Trasdoshans there. Then just buy it from Suvam. They're really expensive and luxury, I admit. The special thing is that those two crystals can enhance or alter the effect of other crystals of the Lightsaber they were equipped with. Some can make incredible powerful effects. You may use them with combinations above to become even more over-powered. For the detail of what these two crystals do, visit this link: http://www.gamebanshee.com/starwarskotor/sabercrystalsguide.php Here's my ultimate pair I used after leaving the Unknown World. Main saber - Sapith + Mantle of the Force + Solari: +7 attack bonus +5d12 energy damage +2d12 physical damage vs Dark Side (Light Side only) Off-hand saber - Sapith + Heart of the Guardian + Upari:+7 attack bonus (*Long* Lightsaber) +6d10 energy damage After getting these two *ultimate swords*, all I have left is a few credits. ;( Krayt Dragon Pearl is only on Tatooine. You get it after you help Komad to kill that dragon. You can have another extra Krayt Dragon Pearl by killing Komad and gain some Dark Side points. You can find Jenruax on some places in Manaan (I don't remember exactly) and Shyrack Cave, Korriban (Kill the renegade Sith, I have done this only once due to the Dark Side point I have to take). Solari is unique and can only be found in Korriban, tomb of Naga Sadow, the corpse where you have to face two Terentateks at the same time. Upari can be found on Sith Master corpse, Unknown World, after you get into the temple. Sapith can also be found in Unknown World, in the temple, in the rune pillars. Be careful, there are some huge mines around. There's rumor about Darth Bandon's lightsaber. Some say it is obtained on Manaan (then it must be your third Star Map). It is said to be making certain crystals equipped in that lightsaber better or worse. Oh yes, it is a Double-bladed Lightsaber. A brain-hurt section. /-----------------------------------------/ / 06b. Armor [amr] / /-----------------------------------------/ This one is more simple and not so complicated as above. So breathe. Since you can't wear medium or heavy armor, your only choice will be light armor. The best thing you can find on Taris is the Echani Fiber Armor, which is upgradable. Don't waste a feat on armors. Echani Fiber Armor Type: Light Armor Defense Bonus: 5 Max Dexterity Bonus: 5 Upgrade Armor Reinforcement: +2 Defense Mesh Underlay: Damage Resistance (20/- vs Fire) Damage Resistance (20/- vs Cold) That should be okay for now. But soon after leaving Taris, you'll become a Jedi and this armor will no longer be a nice idea. So let's say robe, robe and robe .... QUADRILLIONS of times: ROBE!! Or should it be zillions of times? ;)) Let's ask why. Why do you have to wear robe when armor (even light armor) can give you a much better Defense bonus? Because some Force powers are armor restricted as some of them are *vital* such as Force Speed. You are a Jedi, don't leave your Force behind, that's half of your power and this reason is even bigger for Consulars. And this is Star Wars, do something in a *Jedi-ish* and *Star Wars* way. As soon as you accomplish the third task of the Jedi Trial, you will *officially* become a Jedi and be given a robe. That robe is only temporary since there are many better. There are three kinds of the robe: Jedi Robe, Jedi Knight Robe and Jedi Master Robe. They give you +1/+2/+3 Defense bonus. There are some unique robes that I will mention later. There are four colors of the robe: brown, red, blue, black and there is no difference. Just wear the color you like. Note that most black robes are Dark Jedi Robes. However, there is no restriction. Light Jedi can wear them with no problem. Jedi Robe: no need to find, you'll get it as soon as you become a Jedi. There's only one of this kind in the whole game and it is brown (unless you use cheat code). Jedi Knight Robe: several corpses. An easy one to get is a red one from Juhani (If you turn her to the Light Side). Another blue one which is also easy is on Nemo's corpse on Dantooine Ruins where you have to investigate with Bastila. You'll get it even before you get the red one from Juhani. A Dark Jedi Knight Robe can be get easily right in the footlocker beside you after joining the Sith Academy on Korriban. Jedi Master Robe: Some of them can be obtained from corpses in the underwater station on Manaan. There's a brown one but I'm not sure if there is any blue or red master robe down there. And I don't remember how did I get red and blue master robes. A Dark Jedi Master Robe can be retrieved by killing the Dark Jedi Master in the Training Room of the Sith Embassy on Manaan. You have to talk to a Selkath named Shaelas before infiltrating the Embassy. Agree to help him then you'll be able to enter that Training Room. Killing that Dark Jedi Master is also necessary to complete that side quest on the *Light path*. There are three unique robes you may find in the whole game. Qel-Droma's Robes Class: Jedi Robe Defense Bonus: 5 Max Dexterity Bonus: 8 Special +2 Wisdom Restricted to Light Side Feats required: Jedi Defense Star Forge Robes Class: Jedi Robe Defense Bonus: 5 Max Dexterity Bonus: 8 Special +5 Wisdom +2 All Saves Restricted to Light Side Restricted to Jedi Only Darth Revan's Robes Class: Jedi Robe Defense Bonus: 5 Max Dexterity Bonus: 8 Special +4 Strength Regeneration 1 Restricted to Light Side Restricted to Jedi Only Qel-Droma's Robes should be the ultimate armor to be used before going to the Star Forge (Can be found on Shyrack Cave, Korriban, after passing the bridge where the Terentatek stand, turn left and go straight ahead, it should be on a corpse somewhere nearby). For Dark Sider, since you have no choice, I guess you will have to be pleased with the Dark Jedi Master Robe (or Jedi Master Robe). On Star Forge, you can get another ultimate robe (Deck 2, room with computers, choose customize Jedi Robe, use some computer spikes here) before reaching the final place. What you get depends on what choice did you make before on Lehon (aka Unknown World) temple roof. If you're Dark Side, you get Darth Revan's Robe and you get Star Forge Robes for the Light Side. Those robes should be worn as soon as you have them. Note: there's a mod somewhere on FileFront that gives you those two ultimate robes at the beginning of the game as well as change their appearance. And more, this is not recommended for new players. You have been warned. /-----------------------------------------/ / 06c. Gloves, Belts, Implants [gbi] / /-----------------------------------------/ Beside robes and Lightsabers, your Scoundrel/Jedi also should have something more to aid him/her. They're important and powerful too. Headgear. Here are some choice. _Circlet of Saresh: +5 Wisdom -> Great _Demolitions Sensor: +8 Awareness, +4 Demolitions -> Also good and useful _Verpine Headband: +3 Will, +2 Awareness -> Looks cool, and not so bad All of them are nice and useful. Stick your head with Verpine Headband or Demolitions Sensor, keep both of them in your inventory. Circlet of Saresh is your ultimate head gear, so stick to it as soon as you have it, if you're on the Light Side. There are some others such as Tulak Hord's Mask could be interesting for the Dark Side. Sith Mask (in Uthar's room, Sith Academy, Korriban) may also interested you (but you look so stupid in that mask! Just try it and see if you can stand it). Finally does anyone where the heck can I find a headgear item called "Teta's Royal Band"? And what the heck does "Stealth Nullifier" (did I write it correctly?) mean? Next, gloves. Or Gauntlets. _Advanced Stabilizer Gloves: +3 Dexterity, +5 Bolt Deflection, 8500 credits cost -> Luxury, but good and handy _Dominator Gauntlets: +5 Strength -> Overpowered, don't remember exactly but very expensive _Marka Ragnos' Gauntlets: Bonus Lightsaber Focus and Lightsaber Specialization feats -> Good, especially for Dark Consulars Advanced Stabilizer Gloves are available for sale in Yavin Station as soon as you leave Dantooine so buy it as soon as possible. I'll tell you how to buy them later (not so easily, but beneficially). Dominator is available for sale from Mika Dorin on Korriban after leaving Leviathan. Take this and don't buy Advanced Stabilizer Gloves if you like hard strikes. However you can't buy them until pretty late of the game. Finally Marka Ragnos' Gauntlets (So notorious for Jedi Academy players. I didn't think his tomb is such so ... dissapointed for me after days venturing in that game. Anyway, you can find this in the Tomb of Marka Ragnos, Valley of the Dark Lords, Korriban) give you extra feats, so you save some of your feats for something else useful, especially for few-feats-owner Scoundrel/Consular. Using Advanced Stabilizer Gloves or Dominator Gauntlets might give you a reason to let your attributes be odd numbers. Belts. _Sound Dampening Stealth Unit: +2 Stealth, 200 credits cost -> Better than Stealth Field Generator, handy at the begenning _CNS Strength Enhancer: +2 Strength, +2 All Saves, can be bought in Dantooine -> Helpful and can be bought quite early in the game Implants. _Retinal Combat Implant: Immune to Critical, +1 Awareness, Level 2 -> So useful, so handy, so cheap and not so high requirement _Sith Regenerator: Regeneration 2 -> Save Force points for something else more useful in combat instead of Force Heal or Force Drain constantly and also quite luxury _Advanced Alacrity Implant: +5 Dexterity -> Good but too far expensive Implants mostly will only be used with Guardian, who may has some feats spare. You have to waste 3 feats for level 3 implant. Maybe something not for you but if you wish, go on. Retinal Combat Implant seems to be the most beneficial implant you may have. Can be obtain quite early and easily (can be bought from the Clinic on Taris for only 750 credits, even dropped by some enemies and left on some corpses) with critical immunity, this one help you stand against powerful bosses much more easier - especially the final boss, a crictial strike-lover. Energy Shields? Not those things I like but that's okay, might come in handy in some tough situations. The only worthy thing here is the Brejik's Arm Band that is worthy enough to be put on your arm. My recommendation: don't buy too many more from shops since those you collect from corpses and enemies are enough, unless you use too much. Oh, and there's also an unique Energy Shield in this game, I almost forgot. That's Yusanis' Dueling Shield on the Thalia May's corpse in Shyrack Cave, Korriban (You have to kill her for Dark Side points and she has a Jenruax crystal also). Guess that's all. /-----------------------------------------/ / 07. Playing Solo [slo] / /-----------------------------------------/ WARNING: FOLLOWING SECTION CONTAINS SPOILERS. READ AT YOUR OWN RISK. /-----------------------------------------/ / 07a. Solo and Party [sap] / /-----------------------------------------/ First of all, what is solo play? KotOR (1 and maybe also 2) has two styles you can play. Party play and solo play. So what are they and what's the difference? Party play means you adventure not only on your own but your party members, with other playable NPCs you encountered (Carth, Bastila, blah blah blah). This is the chosen for many players for the first time. Solo play is different, you rely on no one but your own. You take no party members with you all the time (unless you are forced to), exploring everywhere and doing everything with your own skills. No doubt solo playing is much more challenge and difficult. No have no extra firepower, no extra abilities, there's only you. With party members, if you die, you have your other party members to clear everything. Then you get up, recover, pack up everything and proceed what you were doing. But in solo, you die, you have no choice but to reload. Party members not only help you in combat but many other things. Such as slicing computers, picking locks, reparing broken droids. Even some NPC party members affect your dialogs and help you finish quests easier (Bastila can help you to "Force Persuade" to finish a quest quickly and easily on Taris, as far as I know. If there is anything else, I haven't discovered yet). That's a reason for you not to try playing solo for the time you experience this game (And maybe also not only this game). NPC party members also give you some extra subquests so play party several times if you wish to truly enjoy the game before taking some new challenges. This game, however, KotOR (1 and I'm not sure for 2), forces you to play in both style throughout your adventure. Where you have to play solo. _Endar Spire, after Trask leaves you. _Duelling arena, Taris. _Fighting against Juhani in the grove, Dantooine. _Tomb of Naga Sadow, Korriban. _Underwater station, Manaan. _Leviathan, rescuing yourself (But not with your character). _Fighting against final boss. Places you have to go with certain party members. _Endar Spire, beginning (with Trask before he leaves you). _Taris, Undercity sewers (with Mission). _Also Taris, Davik Kang's Estate (with Canderous). _Dantooine, Ruins (with Bastila). _Kashyyyk, Lower Shadowland (with Jolee). _Unknown World, Temple (with Jolee and maybe also Juhani). _Leviathan, escaping (with Carth and Bastila). _Star Forge, until you are close to the final boss (Dark Side only). Some tough encounters for solo players. _Vulkar Lieutenants in Vulkar Base, Taris. _Guardian Droid in Sith Base, also Taris. _Davik Kang + Calo Nord, once again Taris. _Calo Nord, various. _Darth Bandon, also various. _Terentatek in Shyrack Cave, Korriban. _Two Terentateks in Naga Sadow's tomb, also Korriban. _Dark Jedi Master in Sith Embassy, Manaan. _The whole of Star Forge, especially with solo Scoundrel/Consular. That's all I can think of for now. /-----------------------------------------/ / 07b. Solo Scoundrel [ssc] / /-----------------------------------------/ Like I said above, playing solo is hard and not for everyone. It could be a nightmare and sometimes makes you sleep not so well. But that is *general solo*. Solo with a scoundrel can be worse (or maybe the worst nightmare ever). So think carefully before taking a scoundrel for solo playing. You might think about playing with Soldier/Guardian solo first. You can look into solo role play guide by HCTwinJava if you feel this guide is not for you. There are good guidances about an effective solo way that you may find nice and useful for you. First about how that will be like to play a solo scoundrel. As I said before, very hard (perhaps hardest in all kinds of solo, but I made it through with a Scoundrel/Consular at last). The stealthy way of scoundrel seems to be the most suitable since you won't have to be bothered turning on/off solo mode button when activating/deactivating stealth field. Though scoundrel are not so capable of combats, being stealthy with deadly sneak attack from behind give you a feeling like an stealth-action game. Nice, huh? Being scoundrel on your own, you need all kind of firepower you can have, all protections possible and remember to be patient, try to strike when enemy is alone, you are some kind of stealthy spy after all. First let's start with what your scoundrel will be. STR 14 +2 DEX 14 +2 CON 14 +2 INT 10 +0 WIS 14 +2 CHA 12 +1 Strength, Dexterity and Constitution are vital so keep 'em high. Your skill progression is high enough so don't be bothered raising your Intelligence as your skills are not so important in this game. Also keep your Wisdom high to raise your Force points. Two points left should be put in Charisma for a little role play. For this build, raise your first extra point in Dexterity to take a good use of Advanced Stabilizer Gloves and the rest depend on what your Jedi class is (Constitution for Consular and Wisdom for Guardian, which will slightly help covering the disadvantages of your class). Another possible. STR 12 +2 DEX 14 +2 CON 14 +2 INT 10 +0 WIS 14 +2 CHA 14 +1 This one is more favored by Consulars. However, this seems to be the most suitable for solo purpose. STR 14 +2 DEX 14 +2 CON 14 +2 INT 08 -1 WIS 14 +2 CHA 14 +2 You have many, many skill points so high intelligence is unnecessary for that reason, that's right. But quite offended for me due to too low |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Star Wars: Knights of the Old Republic Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

