The treat injury skill simply adds itself to the amount of vitality you would normally gain from a medpac; this amount can be further increased by using advanced medpacs or life support packs. Run towards them a bit, to ensure that the reinforcements arrive, then throw a frag grenade at one of the soldiers in the middle of the group; this should take out most of them and severely weaken the survivors. (This can come in fairly handy towards the *cough* end of the game.) Residential 082 West Speak with the Ithorian leader, Chodo Habat. Now for the semi-tricky part. This article documents the common and notorious glitches that you are likely to encounter when playing the game of KOTOR. Youll need to head to Ithorian Hangar Bay in the Dock Module. HK-47 harbors a deep distrust for all organic lifeforms, but reserves most of his frustration for his dealings with those of the pacifist variety. Which is where this Star Wars: Knights of the Old Republic 2 lightsaber guide comes in. These generally allow you to perform an attack that is enhanced in some way, although they will also carry a temporary penalty. Another place of interest is the swoop registration office, where you can speak to Motta the Hutt to pick up the Signing Nico side quest, or sign up for some races of your own. And yes, it's an actual choice. Luckily, you'll have a few options for dealing with the situation, roughly corresponding to the different character classes: you can simply assault the base if you think you'll live through some major battles; you can attempt to hack a passcard into the base if you have decent (real-world) math skills; or you can interrogate a Sith prisoner that's being held inside the Republic embassy, if you are decent at persuasion. But assuming you have made decent choices when leveling up and choose useful teammates, few fights should give you trouble. You'll be facing a fairly tough fight with three Gamorrean elites and a Gamorrean chief, though, so it'd be worth your while to at least activate the droid, repair its weaponry, and send it on its patrol route; it should distract the Gamorreans long enough to let your party take them all down without getting harmed. When you go through the door at the end of the ramp, you'll meet up with the rogue assassin droid and five of his closest friends. In order to complete this quest, you'll need to wander around the Lower Shadowlands with your weapons unequipped until the Mandalorians decide to make a sneak attack. Two-weapon fighting gives you the opportunity to wield a weapon in each of your hands with a reduction to the normal penalty. Transfer from injector to container. Grab your equipment from the footlocker nearby and head out into the hallway. You'll eventually reach the bridge, where Trask will prevent you from opening the door unless you equip a melee weapon. He'll instruct you as to the meaning of the different colors of the blade, and eventually ask you what Jedi class you'd like to proceed as. Hell tell you to ask Jana Lorso in the Cerka Offices. You may need to use the security terminal in the garage head's office to unlock the door; the garage head's key pass doesn't seem to work on it. Even if you can't deter the other enemies from attacking, your best bet is still to try to stun Sherruk somehow and concentrate your attacks on him while he's incapable of fighting back. Between the cantina bartender on Tatooine and the shady Rodian in East Central Ahto on Manaan, you should be able to compile a deck consisting almost completely of +/-2, 3, and 4 cards; these are the cards that are, given the odds, going to be useful in the most number of situations. Once you arrive back on the Great Walkway, you'll encounter another Wookiee who'll warp you directly to Chuundar's hut. No need to be fancy, just an overview. Don't worry; these guys aren't anywhere near as difficult as the fight with Juhani may have led you to anticipate. If you can't bust through the Rakghouls, wait until you find Zaalbar and come back. Unfortunately, even the correct launch codes won't protect you from the Sith starfighters that are intent on shooting down the Hawk, so you'll have to jump into the gunner's seat and use your quad-laser cannons to blow some Sith out of the sky. These things have shielding that prevents most damage, so you'll have to either ionize them (use any grenades you have) or use stun droid or disable droid to hopefully allow your teammates a bit of uninterrupted time to drop the shields. Once you get your party into the east end of the southern hallway, you'll probably need to switch over to Solo Mode to prevent them from attacking the enemies that are following you, at least until they retreat far enough from the middle entrance so that the enemies stop endlessly coming at you. He's got one of those, too. Make a party, but don't bother outfitting them yet. Once you're done fiddling around, head to the sewers. Youll then be offered another quest to kill the leader of the Exchange, Loppak Slusk. Heal up your party before entering the hangar, and make sure you don't have any areas of the estate that you still want to explore. Ask about the healing and hell give you a +5 gain to your maximium force points. Star Wars Knights of the Old Republic II: The Sith Lords ; Star Wars: General Discussion ; Stuck on the Czerka Mainframe Quest Stuck on the Czerka Mainframe Quest. After the third grenade, he'll whip out his trusty blaster pistol and use his +18 attack with master rapid shot and master power blast to pelt you with attacks both powerful and numerous; if you're going to exchange blaster fire with him, now would be a good time to activate an energy shield. Zaalbar is in the room off to the side of the Gamorrean hide-out. To the east of this hallway, you'll come across one of the Sith barracks, with some lone survivors of the robot rampage hiding away inside. Down below is another section called [Graphics Options] there is another line that says Fullscreen=1. You'll want to try and ensure that you have something in your hand when you get to match point; hoping for a natural 20 is rarely a viable game strategy. The exception to this rule is for NPC party members; if you're the kind of player who tends to micromanage your PC and lets the other party members act on their own, you may want to give them more of these passive skills instead of loading them up on active combat feats that require you to manually switch over to the character and queue up an action. If you don't have a character with a high security rank, you'll have trouble with some of the doors here; there are quite a few DC 30 and 35 locks here. You'll run into some Wookiees on a hunt; help them kill the Kinraths. At any rate, once the ritual is complete, you'll enter the Temple, along with Jolee and Juhani, but not before a rather disturbing freakish cutscene involving Malak and one of his subordinates. You see, once you become a Jedi Padawan on Dantooine, the game automatically grants you a level-up; you'll now leave your old class behind, and become a level one Jedi, of whichever class you've chosen. It's preferably a build for the impossible ironman difficulty. This prisoner can be easily killed by flipping T3-M4 into your party and letting it access the terminal next to the prison cell; set it to fry the prisoner and your job is done. Unfortunately, they're guarded by undetectable poison mines. Lightsabers are not balanced; you'll need to use a short lightsaber in the off-hand if you want to reduce your main-hand penalty. The choice is obvious: side with Bastila, and accept her offer to join together as the new Sith rulers of the galaxy. This is the perfect time to upgrade your weaponry; you should've been finding plenty of items around the Vulkar Base. Bounty on Batu Rem This is the man pretending to be Batu Rem, who tried to assassinate you when you first arrived. Also, whatever B4-D4 decides to do doesn't affect your alignment. 3) Samhan Dobo Sells weapons and armor as well as engaging smuggling and the black market. Residential 082 West. Facing Uthar and Yuthara together is obviously going to be difficult for any but the brawniest of Jedi guardians. It can help to actually go as slow as possible for a couple of the runs, to see how the booster pads are laid out and where the obstacles are placed. Once you're done questioning them, you can either leave them alone or slaughter them--if you do kill them, you get the experience, plus a Sith energy shield and a very handy set of motion detection goggles that you can give to Mission, or yourself, if you're a scoundrel, to boost awareness, demolition, and security. As in the Upper City, there are plenty of places to go and see down here, but in order to progress in your quest to find Bastila, you'll need to hook up with the 'nice' gang leader, Gadon Thek of the Hidden Beks. Go back to left room #1, then hit the flow control panel on the wall again. Apparently a house droid that her husband created for her has wandered off/been stolen/disappeared/whatever. Taking advantage of this, B-4D4 was sent by Habat back to the Czerka offices where he persuaded Lorso to grant him access to the mainframe, saying that he had found inaccuracies in corporate accounts and intended to correct them in Czerka's favor. Once you have learned the Code, return to Zhar to attempt the first test. At any rate, you'll need to be precise with the questioning if you don't want the prisoner to go into brain-freeze. A piece of body armor cannot be used by a character unless they have a proficiency for armor of that weight class. Apparently, it transforms a normal, healthy human into a ghoulish monster, interested only in killing. He says that if you kill Gadon Thek, he'll pay you 500 credits and give you Bastila, without requiring you to win the swoop race. Your character takes a Dark side hit, sure, but Juhani immediately changes her mind about the morality of her action. Unfortunately, the Sith bombardment throws a kink into his plans. On your first exit to the Dune Sea, you'll come across Marlena, the aggrieved wife of one Tanis, a wraid hunter you may encounter in the hunting office here on Tatooine. One of the Security Rooms in the southwestern corner of the estate contains the Prison Key you'll need to rescue Shen. While passive feats remain working in the background of the game all of the time, active feats require player input during a battle before they'll be used. Activating stealth requires a personal camouflage unit, which is provided to a scoundrel at the beginning of the game; more advanced units, which lend a positive modifier to your stealth rank, can be purchased or found later on. If you defend the Sullustan youll get Light Side points or Dark Side points if you dont. HK begins his little quest inside a droid technician's office. Proceeding south from Elise, you'll run into a few of the previously mentioned Kath hounds. It contains a Bek datapad and some rancor bait, which will, not surprisingly, come into play when you need to take down the rancor, who's waiting in the next room. If you have extra skill points hanging around, computer use might be useful as a last resort, but even the weakest characters will rarely find it necessary to resort to hacking to get through an area. Espaol - Latinoamrica (Spanish - Latin America). Follow him to his hut to the southeast, where he'll ask you to remove some Czerka poachers that are camping to the northwest. Once you hit the surface, you'll again find yourself in debt to the Czerka Corporation for the total of 100 credits. Some feats simply add bonus points to skills. After a few phone calls youll be given free access to the rest of the station. Affect mind, especially at its second rank, will almost always succeed, but even it has its limits, and if your subject is asked to do something that it would normally find repulsive or endangering, then you're likely to fail in your attempt. There are a couple of off-duty Sith there named Yun Genda (the man) and Sarna (the woman). If you do this long enough, you should gain enough Force points for a few emergency cures, though you may have to run for an even longer period of time afterward for another complete Force point recharge before taking on Malak again. If you Repair the droid, he will lead you straight to where Zaalbar is; if you don't have the required parts, just look in the nearby nest of rooms and you'll find him easily enough. Since combat is such a core aspect of the KOTOR gameplay, every character will want to pick a weapon type (if not two) and advance its proficiency to its second rank. Also note that if you plan to become a Jedi guardian, you'll be able to use the lightsaber specialization feat. Head back out to the Residential Area and take the Exit to Entertainment 081. This guy somehow manages to say 'Less talk, more Pazaak' with only two syllables; an impressive Feat. If you killed Calo Nord earlier, you may run into Darth Bandon here (see the Galaxy Side Quests section for more on Darth Bandon). Go ahead and accept the quest; you'll immediately be granted a license, with the understanding that the Czerka will pay a bounty for each gaffi stick you bring back to them. ', 'I trust you enough to leave myself open to your attack, Bastila.'. Dark side players might be disappointed to know that if you tell Juhani to kill the man, she doesn't actually move any closer to the Dark side. Hell, since your Force points recover so quickly outside of battle, you'll be able to use your powers in every fight along the way. When the cut-scenes are over, you have a few objectives. Every time Malak hits you, he gets an automatic +14 to damage. Notes: A small update: I've made some minor updates to the green buttons on the desk texture. The O.J. The third rule of Pazaak is: the first game is important, but less important than the last. If you follow the advice from the datapad, you'll learn that the correct route is to follow an H pattern, and thus you'll find the solution to be, from the perspective of the door that you came through: After passing through the puzzle room, you'll gain access to a Rakata computer, which can unlock the doors to the upper level for you. You will encounter a group of guards seemingly intent on bringing you to trial for causing such a ruckus. If you've obtained Bastila's side quest, you'll find her father's holocron next to the Star Map. Jedi are renowned for their ability to recognize and adapt to the various threats that surround them in a battle situation, and are thus generally much more adept at defending themselves in a fight. These are located on Kashyyyk; you'll need to grab some from one of the bins near the poachers in the Upper Shadowlands and return it to Griff to complete the quest. Perhaps uncoincidentally, these are the three skills that T3-M4 is most adept at, so you may want it to abuse this feat a bit in order to become your party's Swiss Army knife. You'll need to fight your way to the interior of the enclave in order to achieve your objective. This is of minor use against powerful opponents, against whom you will need as high a chance to hit as possible, but against less significant foes, the extra damage can end skirmishes quickly. I kind of wish Steam would stop selling these games then. The droid will open the door to the locker room so you can retrieve your things. The priest's butler has a short temper, so if you don't want to take 1,000 points of damage, you'd be wise not to get him upset. The reason you'd want to do it over and over again is that the game erroneously awards you experience each time you do it, thus creating an experience well that's limited only by your available computer spikes, or by the game's experience cap, if you do manage to hack for free. The Dark side's conversation options are often glaringly obvious; if you consistently choose to be avaricious, insulting, and downright violent, then you'll find yourself feeling the hate flow through you soon enough. Note that these feats are definitely not cumulative; the bonuses you gain from the second rank replaces the bonus from the first rank, instead of adding to it, as does the bonus from the third rank. You can set a mine that you have bought or found by making a check against the DC of the mine, which is either DC 15, DC 20, or DC 25, with the higher difficulties being, of course, the most powerful mines (which are usually used to guard the most valuable locations and items). For the same reason, and also to gain more vitality, the scout and scoundrel may want to reach level five before they stop leveling; they each gain one more feat this way, and the extra life will make the harder fights in the latter stages of Taris a bit easier to manage. Once you find the suit, head to the Lower City elevator to the west of the apartments, equip the armor, and head down below. The reason for this is that no matter what your time is, another racer will usually beat it after the first run, forcing you to race again; if you have a great first run, you might not be able to beat your own score, let alone the one set by your competitor. Proceed farther south from this point to find the Sith trooper's body with the Rakghoul serum on it. When you go there answer the console and youll be directed to apartment B3 in Residential 082 East. Through the door to the north is the Sith Governor; he's the first truly difficult boss fight you'll encounter. He'll lock you in regardless, then activate the machinery here, which will produce eight droids right away, each of which will be replaced automatically when you destroy it. Take out everyone in the bridge, then head out to the starboard side of the Endar Spire. This path leads to the Dark side, obviously, but you can still choose to double-cross The One by listening to what the Elder Councilor has to say on the subject. You'll regain your teammates once you reach the Academy's interior, though, so this shouldn't be too hard for you; if you're looking for extra experience, or if you just want to be the king of the hill, this is the way to go. It s a dark time, as the unsteady Republic attempts to hold itself together in the wake of a civil war and domestic unrest. The assassination mission will net you a lot of loot from the Hidden Bek base, though.) Jedi sentinels are reliant on their personality to resolve conflicts, and to bring together parties in discord so that resolution to their problems can be achieved. Head to the far end of the factory, where Malak will appear; your choices in the resulting conversation will get you either a Light side or Dark side shift. Could someone please help me with this, I sure would appreciate it. Once you grab the datapad from the Dark Jedi Master, and (hopefully) free Sasha, return to Shaelas and break the news. Due to its alphabetical preeminence, and because Wookiees are cool, we'll head to Kashyykk first. You'll know you're there when you arrive, because you'll be facing off against a group of seven or eight Vulkars, which includes the lieutenants who will activate energy shields as soon as combat begins. Use the mainframe and download the incriminating data. If this article is un-readable please report it so that we may fix it. The third option is to kill them both together but youll need to fight everyone at once if you choose that path. Before you leave the village, you should head to Woorwill's Home to pick up the A Wookiee Lost side quest. Uthar and Yuthura wait for you, and this is where all the scheming in the Double-Cross quest will pay off. Speak with Chodo and hell give you a key to Batonos apartment in Residential 082 East #7 on the map. In between each round of investigation, you'll need to question both men and the information droid to unlock the proper comments to Bolook. Not that harm is something the Republic necessarily seems to wish to avoid, here. The Jedi classes aren't something you'll need to worry about for some time after the start of the game; you'll have to find a way off of the first planet before you become a Jedi anyhow, and all of your Jedi teammates will come with a Jedi class already chosen. Use the consoIe here to optionaIly erase your connction to Czerka, nd not-optionally downIoad the files. Tell him to follow you and take him back to the Ithorian Compound. Method #1: The first, and perhaps most obscure method of obtaining the required Sith uniform, is found in the Cantina, which is located directly north of the exit from the South Apartments. Fights against droids alone are even more ridiculous; just queue up three destroy droids and almost any droid in the game will be dead by the time you need to queue anything else, since there's significant direct damage on top of the stunning effect. 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