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Star Wars: Knights of the Old Republic II - The Sith Lords - Xbox

Star Wars: Knights of the Old Republic II FAQ

(Version: 1.3)
PRINT FRIENDLY VERSION

by Dan Simpson 
                  __________________________________________
  ___________________________________________________________________________

                  Star Wars: Knights of the Old Republic II:
                                The Sith Lords

                                FAQ/Walkthrough
                                  (Xbox, PC)
  ___________________________________________________________________________
                  __________________________________________


                               March 11, 2005
                                 Version 1.3

                        Written by:  Dan Simpson
                             Email:  dsimpson.faqs@gmail.com

  If emailing me, use this subject:  Star Wars: Knights 2 v 1.3

  (Emails that don't use this subject will be deleted, avoid using all CAPS)


                                 Email Policy: (read before emailing me!)
          =================================================================
          Got a question? Check the Frequently Asked Questions section
          first (it's before the walkthrough) to see if your question is
          already answered.

          If you see any mistakes, or have anything that you want to add
          please email me! I will, of course, give you full credit for
          your addition, and be eternally grateful to you. Email addresses
          are not posted in the FAQ, unless you specifically state that
          you want it to be.


                                      Notes
-------------------------------------------------------------------------------
You will find the most up to date version of this FAQ at:

  http://www.gamefaqs.com/
  http://www.cheatcc.com/
  http://www.cheatplanet.com/
  http://www.game-revolution.com/

Just got the PC version of the game, and am going through the game again with
that, so this guide now covers both versions of the game.

Obviously this thing contains SPOILERS. Even looking at the contents might
give something away. So, be ye warned.

 .............................................................................
. This Document is Copyright 2005 by Dan Simpson.                             .
.                                                                             .
. Star Wars: Knights of the Old Republic II: The Sith Lords is a property of  .
. Lucasarts, Bioware and Obsidian, and all related marks are Trademarks,      .
. Registered Trademarks, or Copyrights owned by the respective companies. All .
. rights reserved.                                                            .
.                                                                             .
. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you    .
. EMAIL ME telling me that you are posting it.  You may not charge for, or in .
. any way profit from this FAQ.                                               .
 .............................................................................
-------------------------------------------------------------------------------


==================
What's New in 1.3:
==================

    Added the Dantooine Crystal Cave Kinrath cheat. Cleared up the walkthrough
    at the very end, corrected my MAJOR mistake there and added an ending
    spoiler for the curious. Added Mark Singer's Super-Uber-Ultra Sabre Cheat.
    Added a question to the FAQ about returning to Dantooine and not getting
    that to work. Added a note on buggy Swoop racing in the Glitches section.
    Created a new section on creatable items. Added tinytroll's T3 trick in
    the prologue section. Added Danijel's note on Force regen in the Cave on
    Korriban. Added Andrew C. Blevins note on B-4D4. Added Kevin Scully's PC
    Bugs information in its own section. Added the Kreia/Hanharr upgrade from
    Gary Smith. Added the Heal/Attack at the same time glitch/cheat.

  For a complete Version History, check out the Final Words Section at the end
  of the FAQ.



-------------------------------------------------------------------------------
                         ..:: Table of Contents ::..
-------------------------------------------------------------------------------

          i.   Before you Start Playing .................... :IBYSP:
          ii.  Creating your Exile > > > > > > > > > > > > > :IICYE:
           ... Classes ..................................... :DDDCL:
           ... Attributes & Stats > > > > > > > > > > > > >> :DDDST:
           ... Skills ...................................... :SKDDD:
           ... Feats > > > > > > > > > > > > > > > > > > > > :FTSFD:
          iii. Companions .................................. :IIICM:
          iv.  Developing your Characters > > > > > > > > >> :IVDYC:
           ... Powers ...................................... :DPDPW:
           ... Leveling Up > > > > > > > > > > > > > > > > > :DLVLD:
           ... Prestige Classes ............................ :DPRCD:
          v.   Power Playing Strategies > > > > > > > > > >> :PWPLS:

          Puzzle Solutions ................................. :PUZLE:
          Frequently Asked Questions > > > > > > > > > > > > :FRAQU:

          Walkthrough ...................................... :WLKTH:

          1.   The Prologue > > > > > > > > > > > > > > > >> :T3PRL:
          2.   Peragus ..................................... :PRAGS:
          3.   Telos - Citadel Station > > > > > > > > > > > :TLOSC:
          4.   Telos - Planetside .......................... :TLOSP:
          5.   Telos - Hidden Base > > > > > > > > > > > > > :TLOSH:
          6.   The Ebon Hawk ............................... :TEBHK:
          7.   Dantooine > > > > > > > > > > > > > > > > > > :DNTIN:
          8.   Nar Shaddaa ................................. :NRSHD:
          9.   Post Nar Shaddaa Ebon Hawk > > > > > > > > >> :PNRSD:
          10.  Onderon / Dxun .............................. :ONDXN:
          11.  Korriban > > > > > > > > > > > > > > > > > >> :KRRBN:
          12.  Onderon Finale .............................. :ONDFN:
          13.  Dantooine Again > > > > > > > > > > > > > > > :DNAGN:
          14.  Telos - Hidden Base Again ................... :THBAA:
          15.  Telos - Citadel Station Again > > > > > > > > :TCSAN:
          16.  The Ravager ................................. :TRVGR:
          17.  Malachor V - Endgame > > > > > > > > > > > >> :MLCRV:

          Tweaks, Exploits and Outright Cheats ............. :CHTSS:

          Bugs, Glitches and Other Terrors > > > > > > > > > :FNBGS:
          PC Guide to Bugs, Flaws and Game Performance ..... :PCFGP:

          Creatable Items (Lab Station Only) ............... :CILSO:

          Final Words ...................................... :FNLWD:


   Quick Navigation:.......................................................
   .                                                                       .
   .  Double-click the code word (such as :TEXTO:) next to the section you .
   .  wish to view.                                                        .
   .                                                                       .
   .  Press CTRL-C (copy), CTRL-F (find), CTRL-V (paste), ENTER.           .
   .                                                                       .
    .......................................................................




-------------------------------------------------------------------------------
   i.   Before you Start Playing...                   :IBYSP:
-------------------------------------------------------------------------------

  Rule #1: Save often. In different slots.

  Rule #2: Never save over the first save when you get to a new planet.
           Especially Nar Shaddaa.

  Rule #3: If you hit a glitch, don't panic. The usual solution is to reload
           and try again.


  Warning #1: Under no circumstances do you destroy the Console outside the
              Bumani Exchange Corp. on Telos. LEAVE IT ALONE! If you destroy it
              and kill the guards, you will make your game unwinnable.

  Warning #2: Under no circumstances do you destroy ANY Utility Droids on
              Goto's Yacht. (Only possible if you change the Droid protocols)
              Leave them alone! In fact, don't ever use the Droid protocols.
              If you destroy the first utility droid there without getting the
              Shutdown code, you will make your game unwinnable.


  You do not need to play Knights of the Old Republic 1 to enjoy this game. It
  doesn't load up any of your old saves, or use the data from the first game in
  any way. That said, I would recommend playing the first game as it is quite
  an enjoyable game. (Although I like this one more) KotOR2 will ask you early
  on how your KotOR1 game went, and you can set Revan as male/female and
  light/dark.

    Note:  The game has gender confusion when Revan is a female. Many people,
           Vrook seemed the worst, will forget and call Revan "him". I haven't
           seen this happen in reverse. With Revan set to male, no one called
           him a "her." (Although I've been told that happens too)

  After a point, you can head to different planets in different orders. I
  picked one that I liked the best and used it for the walkthrough. Feel free
  to disagree and go to the others in any order you want. Bear in mind that the
  difficulty of the fights (from numbers of opponents, to Vitality levels of
  Bosses) is determined by your level. So, regardless, the game should stay
  challenging enough no matter which way you go.

Quick Definitions:

  KotOR2 - this game

  STR - Strength
  DEX - Dexterity
  CON - Constitution
  INT - Intelligence
  WIS - Wisdom
  CHA - Charisma

  XP - Experience Point. The basic economic unit of the RPG is these bad boys,
       not "credits."

  LSP - Light Side Point. Any action that moves you towards the light side is
       said to give you a Light Side Point. I use the abbreviation LSP. For
       larger LSPs, I sometimes use the term 2xLSP (or even 3xLSP). This means
       that you get more Light Side Points out of it.

  DSP - Dark Side Point. Same.

  INF - Influence. In the game you can influence your companions. It has two
       effects, first, there alignment gets closer to yours; and second, they
       will reveal more information about themselves and even give you bonuses.
       In my conversatin trees, I use +INF+ to note gains in Influence, and
       -INF- to note losses in Influence.

  DC - Difficulty Class. Basically a number you have to reach to do something.
       A lock might be a DC 15 lock, so your security skill has to be able to
       hit a 15. (All skill rolls get a +1-20 + your skill level to beat a
       DC)  Also used for saving throws.

       If you aren't in combat, you get the full 20+Skill Level on your DC
       checks, so a DC 40 Recover Mine operation will require that you have a
       total bonus of +20 yourself to recover that mine.

  DEF - Defense, or how hard you are to hit. Starts at 10. You are hit when 
       they "roll" higher than your defense. (Attacks are on the same 1-20 
       random chance, plus they add their attack modifier, if they get over 
       your DEF, they hit) Armor and Dexterity improve this.

  Max Dex Bonus - in armor, how much of your Dex bonus will stack with the
       armor. An armor with a Max Dex bonus of +3 will allow only that. If you
       have an 18 DEX (+4), then only +3 is used, the rest is wasted. Note,
       however, that you still get your DEX for attack rolls (ranged and
       finesse only) and for Reflex saves.

  Critical Hit - in the "d20" system, attack rolls are figured by a 1 to 20
       chance. If you get a "20" you get a critical hit. This usually does
       double damage (x2). However, Critical Hit chances can be changed, both
       by items and feats. Some weapons might have a Critical line that reads:
       17-20 / x3. This means you critical on a 17 to 20 (a 20% chance), and
       do triple damage.

  Swag - another name for treasures, items, booty, shinies, junk, and other
       things that you'll pick up. Since most of the items you'll find are
       randomly determined by the game, and you'll get different things every
       time you play, I can't really say what you'll get (except in some
       specific instances). So, I use the old pirate terms. Arrh.



-------------------------------------------------------------------------------
   ii.  Creating your Exile                           :IICYE:
-------------------------------------------------------------------------------

  The "Exile" is your character, in addition to whatever you name him/her.

  There are 3 main "classes" you can take, each with a male/female option.
  Jedi Sentinel makes for a good solid choice, good offense, lots of skills
  and lots of feats and average power selection. Jedi Guardian gets more
  vitality, but less skills and one more feat, while Jedi Consulars get only
  Force Powers in any great amount. Now, for more details...

Male/Female:

  In many games, this is largely an aesthetic choice. What would you rather 
  look at for a few dozen hours. However, in KoTOR2, there is one major effect 
  of this choice, the difference in whether you can pick up the Handmaiden
  character or the Disciple character. If you are a male, you get Handmaiden,
  if you are female you get Disciple. There is no other particular change,
  besides who flirts with you, and Kreia's reactions to you, however.

    Note:  There is one more companion option like this, but unlike this one,
           you can affect who you get after you start. You get Mira if you are
           Light/Neutral and Hanharr if you are Dark Side.


-------------------------------------------------------------------------------
    ... Classes                                       :DDDCL:
-------------------------------------------------------------------------------

  Note: All classes have the same ability "To Hit" (Base Attack Bonus). From
        Tech Specialist, to Jedi Guardian, they all gain 1 point per level.

  Jedi Guardian

    10 Vitality / Level
    1 skill point / level
    4 force points / level
    Bonus Feats:

      Armor Proficiency (Light)
      Armor Proficiency (Medium)
      Critical Strike
      Flurry
      Power Attack
      Power Blast
      Rapid Shot
      Sniper Shot
      Weapon Proficiency (Blaster Pistol)
      Weapon Proficiency (Blaster Rifle)
      Weapon Proficiency (Lightsaber)
      Weapon Proficiency (Melee Weapon)
      Jedi Defense
      Force Jump
      Jedi Sense
      War Veteran

    Class Skills:

      Awareness
      Demolitions
      Persuade
      Treat Injury

      Level:     Saves:      DEF Bonus:   Feats:   Powers:
                 F   R   W
      1          2   2   1       2          1         2
      2          3   3   2       2          1         1
      3          3   3   2       2          1         1
      4          4   4   2       2          0         1
      5          4   4   3       2          1         1
      6          5   5   3       4          0         1
      7          5   5   4       4          1         1
      8          6   6   4       4          0         1
      9          6   6   4       4          1         1
      10         7   7   5       4          0         1
      11         7   7   5       4          1         1
      12         8   8   6       6          0         1
      13         8   8   6       6          1         1
      14         9   9   6       6          0         1
      15         9   9   7       6          1         1
      16        10  10   7       6          0         1
      17        10  10   8       6          1         1
      18        11  11   8       8          0         1
      19        11  11   8       8          1         1
      20        12  12   9       8          0         1
      ...etc.                              ===
                                  11 feats by level 20 * Possibly wrong, need
                                                         comfirmation
  Jedi Sentinel

    8 Vitality / Level
    3 skill points / level
    6 force points / level
    Bonus Feats:

      Armor Proficiency (Light)
      Critical Strike
      Flurry
      Power Attack
      Power Blast
      Rapid Shot
      Sniper Shot
      Weapon Proficiency (Blaster Pistol)
      Weapon Proficiency (Blaster Rifle)
      Weapon Proficiency (Lightsaber)
      Weapon Proficiency (Melee Weapon)
      Jedi Defense
      Force Immunity (Fear)
      Jedi Sense
      War Veteran

    Class Skills:

      Awareness
      Computer Use
      Persuade
      Security
      Stealth
      Treat Injury

      Level:     Saves:      DEF Bonus:   Feats:   Powers:
                 F   R   W
      1          2   2   1       2          1         2
      2          3   3   2       2          0         1
      3          3   3   2       2          1         1
      4          4   4   2       2          0         1
      5          4   4   3       2          0         1
      6          5   5   3       4          1         1
      7          5   5   4       4          1         1
      8          6   6   4       4          0         1
      9          6   6   4       4          1         1
      10         7   7   5       4          0         1
      11         7   7   5       4          0         1
      12         8   8   6       6          1         1
      13         8   8   6       6          1         1
      14         9   9   6       6          0         1
      15         9   9   7       6          1         1
      16        10  10   7       6          0         1
      17        10  10   8       6          0         1
      18        11  11   8       8          1         1
      19        11  11   8       8          1         1
      20        12  12   9       8          0         1
      ...etc.                              ===
                                   10 feats by level 20

  Jedi Consular

    6 Vitality / Level
    2 skill points / level
    8 force points / level
    Bonus Feats:

      Armor Proficiency (Light)
      Critical Strike
      Flurry
      Power Attack
      Power Blast
      Rapid Shot
      Sniper Shot
      Weapon Proficiency (Blaster Pistol)
      Weapon Proficiency (Blaster Rifle)
      Weapon Proficiency (Lightsaber)
      Weapon Proficiency (Melee Weapon)
      Jedi Defense
      Force Focus
      Jedi Sense
      War Veteran

    Class Skills:

      Awareness
      Persuade
      Repair
      Treat Injury

      Level:     Saves:      DEF Bonus:   Feats:   Powers:
                 F   R   W
      1          2   1   2       2          1         2
      2          3   2   3       2          0         1
      3          3   2   3       2          1         2
      4          4   2   4       2          0         1
      5          4   3   4       2          0         1
      6          5   3   5       4          1         2
      7          5   4   5       4          0         1
      8          6   4   6       4          0         1
      9          6   4   6       4          1         2
      10         7   5   7       4          0         1
      11         7   5   7       4          0         1
      12         8   6   8       6          1         2
      13         8   6   8       6          0         1
      14         9   6   9       6          0         1
      15         9   7   9       6          1         2
      16        10   7  10       6          0         1
      17        10   8  10       6          0         1
      18        11   8  11       8          1         2
      19        11   8  11       8          0         1
      20        12   9  12       8          0         1
      ...etc.                              ===
                                    7 feats by level 20



-------------------------------------------------------------------------------
    ... Attributes & Stats                             :DDDST:
-------------------------------------------------------------------------------

   The physical and mental abilities of your character. There are two numbers
   for each stat, the raw score and the modifier. The raw score starts at 8
   for each stat, which means the modifier for each stat begins at -1.

     modifier = (raw stat - 10) / 2

   The modifier is what we really care about, as that gets added to everything.
   Your stats at the beginning of the game are just that, the beginning. They
   get raised by you every 4 levels starting at level 4. Equipable items can
   also raise your stats, and items/force powers can boost your stats
   temporarily. Also, your companions can help you raise your stats, especially
   HK-47.

   When you get a "bonus" from a stat, it uses the modifier. So, someone with
   an 18 DEX gets a +4 to his stealth.

   You get 30 points to spend on stats. However, as your stat gets higher, it
   takes more points to raise the stat as indicated below.  18 is the limit at
   level 1.

   Stat Costs:

     8 - 14 - 1 point  = 1 stat point increase
     15- 16 - 2 points = 1 stat point increase
     17- 18 - 3 points = 1 stat point increase

     Note: Stat increases from level ups (at level 4, 8, 12, etc.) are not
           weighted. You can raise from 17 to 18 with one point then. But you
           must spend all your points at the beginning of the game. No saving
           them for the better rates later.

     Because higher raw scores are really point intensive, it isn't recommended
     that you go higher than 16 at level one. And if I did take a 16 (and I do)
     I would only take one, and keep the points for other things. You'll have
     higher total stats if you avoid really high numbers in any one thing.

   Here are the stats:

     Strength

       Affects only melee/lightsaber damage as well as ability to hit with
       same. That is all it affects. A must-have for light-side characters as
       they have very few damaging force powers (none if you aren't fighting
       droids). I'd recommend starting with 15. Then at level 4 put another
       point here.

       If you use Two Weapon fighting, your full STR modifier is used to
       determine damage on your main hand, but only half your STR modifier
       is used for the offhand attack. However, if you use a Double-bladed
       weapon, you get one and a half times your STR modifier on the main hand
       and half on the offhand.

     Dexterity

       Increases your Defense, ability to hit with ranged weapons (you can use
       your Dexterity in melee/lightsaber if you take a Feat to do so) and
       bonus to Reflex saves. Finally adds a bonus to your Stealth skill.
       Dexterity is useful, yes, but you don't need it. You're going to take
       hits, and a +1 or +2 bonus to defense isn't worth putting the points
       here. Besides, the best defense of all is killing them before they
       even hit you. I'd go with a 10 here.

         Note: If you want to play a "Total Defensive" character, check out the
               Power Strategies section below for a good idea on this type of
               character.

     Constitution

       Gives a bonus to Vitality for every level you have, as well as a
       bonus to your Fortitude save. Also, new in KoTOR2, Constitution,
       rather than feats, determine what type of Implants you can get. To get
       the best implants you need an 18 Constitution. I'd start with a 14.
       You should get this to 18 by the end, by you can get most of the
       increase through companion dialogues.

         Note: If your Constitution is boosted by an item to 18 or more, you
               are still limited by your ACTUAL Constitution score with
               regard to what implants you can get. Oh well.

     Intelligence

       Bonus to many skills: Computer Use, Demolitions, Repair, Security as
       well as a bonus to the number of skill points you start with and get
       at each level. Also, there are dialogue options in the game that will
       only trigger with a higher intelligence. Unlike Constitution, you don't
       gain skill points retroactively when your Intelligence goes up, giving
       you more of an incentive to take Intelligence early. Finally there are
       fewer items that raise Intelligence than any other stat, thus, I would
       take a 16 here.

         Note: You do not gain more skill points/level with a BOOSTED INT, it
               only uses your ACTUAL INT.

               Dialogue options, however, will appear no matter how you got
               your smarts.

               No matter how low your INT, you will always gain 1 skill point
               per level

     Wisdom

       Bonus to Will Saves, Defense (if you get Handmaiden to train you),
       skills (Awareness, Treat Injury) and your Force Powers will be more
       difficult to resist. Additionally, there are dialogue options that only
       appear with a high Wisdom. At low levels, your Force Powers can really
       use the boost, however, at high levels, your Force Powers generally get
       more of a boost from levels than anything else. So, I'd skip it, and
       take a 10 here.

       Male characters can learn a special feat from the Handmaiden allowing
       them to add their WIS BONUS to their DEF.

     Charisma

       Bonus to Force Powers (the same as Wisdom, and they stack), improves
       abilities with opposite aligned force powers (reduces cost), bonus to
       skill (Persuasion) and probably dialogue options, but I can't prove it.
       Decent to have, but again, you don't need it as much as you need other
       things at level one. I'd take a 10 here as well.

       Counterpoint: Charisma also adds a significant bonus to your allies
       "To Hit" rating, about twice your Charisma modifier. Also it reduces the
       costs in casting Force Powers opposed to your own alignment. Useful if
       you want a Light Sided Consular who can use Force Lightning.

     In-Game Upgrades

       Throughout the course of the game, there are opportunities to get
       free increases to your Attributes:

         +1 WIS - T3's final upgrade
         +1 CON, +1 WIS - Hanharr's upgrades
         +2 STR, +1 CON - Kreia's post-Hanharr upgrades

     So, if you followed my advice, you now have:

       STR  >  15  >  +2
       DEX  >  10  >   0
       CON  >  14  >  +2
       INT  >  16  >  +3 (or 14 INT)
       WIS  >  10  >   0 (or 12 WIS)
       CHA  >  10  >   0 (or 12 CHA)

     A straight up fighter should do...

       STR  >  17  >  +3
       DEX  >  12  >  +1
       CON  >  17  >  +3
       INT  >   8  >  -1
       WIS  >   8  >  -1
       CHA  >   8  >  -1

       Put one point into CON early, then STR the rest of the way. Of course,
       you'll never be skilled, and your force powers will be easy to resist.
       With this character, I would avoid those Force Powers that are affected
       by armor, take the Armor Proficiency: Heavy, and just focus on hitting
       things with a Lightsaber.

     A Consular might try:                  Or:

       STR  >  12  >  +1                    STR  >   8  >  -1
       DEX  >  12  >  +1                    DEX  >  14  >  +2
       CON  >  14  >  +2                    CON  >  14  >  +2
       INT  >  14  >  +2                    INT  >  14  >  +2
       WIS  >  14  >  +2                    WIS  >  14  >  +2
       CHA  >  12  >  +1                    CHA  >  14  >  +2

       Consulars need WIS and CHA. These help their Force Powers, and add to
       their Force Points.


-------------------------------------------------------------------------------
    ... Skills                                        :SKDDD:
-------------------------------------------------------------------------------

   Basic abilities outside of combat. This involves using items like computer
   consoles, repairing droids and dialogue options. Even Repair can be a
   dialogue option.

   At level 1, you get (INT MOD x 4) + Class in skill points. So, our Jedi
   Sentinel with 16 INT gets 24 skill points, or enough to put the full 4
   points into each of his/her six class skills.

   Class Skills are taking at a point for point rate, while all other skills
   are taken at a 2 point for point rate. Obviously not terribly efficient to
   go cross class. There are feats you can take to add class skills. Also,
   prestige classes, listed later, have different class skills.

   The maximum amount you can put into a skill is your Level + 3, so at level 1
   you can only have 4 points in any one skill. For cross-class skills, the
   max is half that, or at level one, 2 points in any one skill.

   All skills except Persuade are useful in creating items from components or
   chemicals. The game uses the skills of whoever uses the workbench to decide
   what you can make.

   Repair is used to break down items into components, however, only the
   Exile (you) can do it. No matter who uses the workbench, it uses the Exile's
   abilities to determine how many components you get.

   In parenthesis, I put the stat involved with the skill. These stats boost
   your skill by the modifier.

   Computer Use (INT)

     The ability to "slice" computers, as well as diagnose problems relating
     to computers, and occasionally droids. Very nice to have, but you will
     usually have a droid or Bao-Dur around to handle this for you.  I'd still
     keep it up, but not a priority.

   Demolitions (INT)

     The ability to set, disable, or recover mines. Very useful to have. Some
     doors and containers can ONLY be opened by putting a mine on them. Also,
     recovering mines gives you a small amount of EXPERIENCE. A moderate need,
     but I wouldn't go much past 10 or 12 points in it ever. Anything more than
     that is probably pointless.

   Stealth (DEX)

     Really only useful to avoid combat, so I typically avoid it. There are a
     couple situations that require stealth, but those can be handled by
     anyone, and some of your companions start with stealth. I'd avoid it.

   Awareness (WIS)

     Ability to spot Mines, as well as used in dialogues to notice something
     out of the ordinary. I've noticed that even at a very small level,
     I found most mines and still got the dialogue options. A small need here,
     but keep up with it.

   Persuade (CHA)

     The one skill that only the Exile can do, and it is a MUST have, unless
     you don't like talking. Even if I played a dumb as dirt, kill-em-all
     type, I'd still take persuade. The one skill to always keep up on.
     Gives more dialogue options than any single other thing, improves
     relations with companions, gives better rewards, and gets people to see
     things your way.

   Repair (INT)

     Used to repair droids, computers, and similar. Occasionally comes up in
     dialogues. For droids (not you), affects how much vitality they recover
     from using Repair kits. Also, as noted above, affects how many components
     you recover from breaking down items. This is important, as only the
     Exile can break down items. Technically anyone can use a workbench to
     do this, but it uses the Exile's skills. This is ONLY the case when
     breaking down items. When creating items, the skill of whomever is using
     the workbench is used. But when breaking down, the Exile's Repair skill is
     used. Trust me, you can get more than 1 component for most items.

     Note: At 20 points of TOTAL Repair (Repair Ranks + INT modifier) you
           break down items with total efficiency, meaning you break down items
           to the exact amount of components it takes to make that item.

     SPOILER

     The only time someone else can break down items is when the Exile isn't in
     the party. Such as the raid on Freedon Nadd's tomb on Dxun, or when T3,
     Mira or Hanharr are all alone. Although T3 is never near a workbench
     when alone.

     Note: I have heard from others that they don't get this problem, that
           the skills of whomever uses the workbench are used. Your mileage
           may vary.

   Security (INT)

     Ability to open up locked doors and containers. You can use Security
     Tunnelers on doors to temporarily boost your skill here. Very nice.
     Also, you get EXPERIENCE by opening doors/containers with Security,
     while you DON'T get experience by bashing/using a lightsaber. You really
     need this, that or keep someone on hand who can do it for you.

   Treat Injury (WIS)

     Increases amount healed from Medpacs, as well as some dialogue options
     (though not too many). Not critical, but if you're dark side you might
     consider this more than light side, as dark siders can't Heal as
     efficiently with the Force.

     Also, as with Repair, the Exile's skill with Treat Injury is used when
     breaking down items regardless of who uses the lab station.

   So, I created a Jedi Sentinel with a 16 INT, and came up with these skills:

     Computer Use:  4 points
     Demolitions:   1 points (cross-class)
     Stealth:       0 points
     Awareness:     4 points
     Persuade:      4 points
     Repair:        1 points (cross-class)
     Security:      4 points
     Treat Injury:  4 points
                   ---------------
                   24 points total


-------------------------------------------------------------------------------
    ... Feats                                         :FTSFD:
-------------------------------------------------------------------------------

  The (mostly) combat abilities in the game. Although there are some that
  increase skill bonuses, some that make certain skills Class-skills, and
  some that just help out.

  Feat chains are feats that require that you take the first one to take the
  second to take the third. I list the second and third of these with a >
  underneath their original feat.

  I will *** the Feats that I would recommend that you get at level one.
  Several feats will be ***, however, you only get one feat. Choose depending
  on what you want your character to be. I'll list other good feats in the
  Developing Your Character section later.

  There are advanced feats that come from Prestige classes, and these will
  be listed in the Developing your Character section.

    Two Weapon Fighting - no requirements

      Reduces penalty to fighting with two weapons (melee, lightsaber or
      ranged, it doesn't matter) to -4/-6

    > Improved Two Weapon Fighting - Level 4 ***

      Reduces penalty to -2/-4

    > Master Two Weapon Fighting - Level 8

      Reduces penalty to 0/-2

    Armor Proficiency (Light) - no requirements

      Allows you to wear Light armors. The other feats allow the same.

    > Armor Proficiency (Medium)
    > Armor Proficiency (Heavy)

    Caution - no requirements

      Gives a +1 to both Demolitions and Stealth. To use a skill, you still
      need to put a point into that skill. Taking the next two feats in this
      chain increase the bonus to +2 and +3 respectively.

    > Improved Caution - Level 4
    > Master Caution - Level 8

    Critical Strike - Melee/Lightsaber only, no requirements

      When used, you take a -5 penalty to your DEFENSE, you get a doubled
      Critical Hit chance, and a chance to stun your opponent for 6 seconds
      (DC = Level + STR MOD).

    > Improved Critical Strike - Level 4

      Same as above, but with a tripled Critical Hit chance.

    > Master Critical Strike - Level 8

      Same as above, but with a quadrupled Critical Hit chance.

    Empathy - no requirements

      Gives a +1 to Persuade, Awareness and Treat Injury. The later feats in
      this chain increase this to a +2 and a +3 respectively.

    > Improved Empathy - Level 4
    > Master Empathy - Level 8

    Flurry - Melee/Lightsaber only, no requirements

      When used, grants an extra attack at a -2 penalty to Defense and a -4
      penalty to all attack rolls (not damage).

    > Improved Flurry - Level 4

      Same as above, but a -1 penalty to Defense and a -2 penalty to attacks.

    > Master Flurry - Level 8

      Same as above, but with no penalties

    Gearhead - no requirements

      Gives a +1 to Repair, Security and Computer Use. Later feats in this
      chain change this to a +2 and +3 respectively.

    > Improved Gearhead - Level 4
    > Master Gearhead - Level 8

    Conditioning - no requirements

      Gives a +1 bonus to all saving throws. Later feats in this chain
      change this to a +2 and a +3 respectively.

    > Improved Conditioning - Level 4
    > Master Conditioning - Level 8

    Power Attack - Melee/Lightsaber only

      When used, increases damage by +3 while decreasing the attack chance to
      hit by -3. Also increases the critical multiplier by +1, and gives a
      chance for a Knockback (DC = Level + 2 x STR MOD).

    > Improved Power Attack - Level 4

      As above, but increases damage to +7.

    > Master Power Attack - Level 8

      As above, but increases damage to +12

    Power Blast - Ranged only

      Exactly the same as Power Attack, but with ranged weapons (Blasters).

    > Improved Power Blast - Level 4
    > Master Power Blast - Level 8

    Rapid Shot - Ranged only

      Exactly the same as Flurry, but with ranged weapons (Blasters).

    > Improved Rapid Shot - Level 4
    > Master Rapid Shot - Level 8

    Sniper Shot - Ranged only

      Exactly the same as Critical Strike, but with ranged weapons (Blasters).

    > Improved Sniper Shot - Level 4
    > Master Sniper Shot - Level 8

    Weapon Proficiency (XYZ) - where XYZ is the weapon in question.

      Allows you to use that weapon.

    > Weapon Focus (XYZ)

      Gives a +1 attack bonus to hit with that weapon.

    > Weapon Specialization (XYZ) - Soldier, Jedi Guardian or Sith Marauder

      Gives a +2 damage bonus with that weapon.

    Jedi Defense - Jedi classes only

      Blaster Deflection becomes possible. Basically an opposed attack roll,
      where if you roll higher, you don't get hit by a blaster. If you beat
      their roll by 10 or more, you deflect the bolt back at them. Can only be
      done if you are holding a lightsaber.

    > Advanced Jedi Defense - Jedi classes only, level 4

      Adds a +3 bonus to deflection rolls.

    > Master Jedi Defense - Jedi classes only, level 8

      Adds a +6 bonus to deflection rolls. Replaces Advanced Jedi Defense.

    Toughness - no requirements ***

      Adds +1 vitality/level. Works retroactive too, so you can take this
      whenever and get the same benefit.

    > Improved Toughness - Level 4

      Reduces 10% of damage, whenever you get hit for 20 or more. Which will be
      often.

    > Master Toughness - Level 8

      Adds another +1 vitality/level.

    Force Immunity (Fear, Stun, Paralysis) - Jedi Sentinel ONLY, gained
      automatically at levels 6 and 12

    Jedi Sense - Jedi only, gained automatically at level 1

      Improves Defense by +2 every 6 levels. (7, 13, 19, 25, 31...)

    Prestige Sense - Jedi Master / Sith Lord automatic

      Improves Defense by +2 every 8 levels

    Greater Prestige Sense - Prestige Class, not Jedi Master or Sith Lord

      Improves Defense by +2 every 5 levels

    Dueling - no requirements

      Adds +1 to hit and +1 to defense when using only one weapon. Works with
      all weapons and forms of combat, including unarmed. The later feats in
      this chain increase the bonuses to +2 and +3 respectively.

    > Improved Dueling - Level 4
    > Master Dueling - Level 8

    Close Combat - Level 4

      With a ranged weapon, you get +1 to hit at short range, while enemies
      in melee with you only get a +4 instead of the +6 bonus to hit.

    > Improved Close Combat - Level 8

      You get a +2 to hit in close range, and reduce enemies chances to hit
      you in melee to a mere +2.

    Regenerate Force Points - Level 4, Jedi only

      Regain force points more rapidly.

    Regenerate Vitality Points - Level 4

      Regain vitality more rapidly

    Class Skill (XYZ) - no requirements ***

      Turns a non-class skill (XYZ) into a class skill.

    Dual Strike - no requirements

      You get a +2 bonus to attack an enemy that someone else in your party is
      also attacking. This increases to +4 and +6 when you take the next two
      feats in this chain.

    > Improved Dual Strike - Level 4
    > Master Dual Strike - Level 8

    Finesse:(either Lightsaber/Melee)

      Use your DEX rather than STR in giving a bonus to hit. This does not
      affect damage, which always comes from STR.

    Stealth Run - Level 4

      Run while stealthed. Beats walking.

    Precise Shot I - Level 4

      Each feat in this chain provides a bonus of +1 damage with ranged weapons
      and reduces enemy blaster bolt deflection by -2. By Precise Shot III
      the damage bonus increases to +2 per each feat on this chain.

    > Precise Shot II - Level 8
    > Precise Shot III - Level 12
    > Precise Shot IV - Level 16
    > Precise Shot V - Level 20

  So, my Jedi Sentinel would take Class Skill (Demolitions) at level 1, and
  take Class Skill (Repair) the next time he gets a feat. Why? Skills are
  important. And taking Class Skill early is also important.

  A Jedi Guardian would probably want Two Weapon Fighting, while a Consular
  should probably take Toughness. That vitality adds up.

  Bear in mind, that even with "Two Weapon Fighting," you probably shouldn't
  use two weapons until you get "Improved Two Weapon Fighting"... you just
  won't hit anything.

  I would also avoid using any of the combat feats (Flurry, Power Attack, etc.)
  until later levels as you need every + to hit that you can, and you have none
  to spare. They're very powerful later, but harder to manage at low levels.
  It is the same idea as why we avoid Two Weapon Fighting until the Improved
  version comes along.


-------------------------------------------------------------------------------
   iii. Companions                                    :IIICM:
-------------------------------------------------------------------------------

                               Quick Reference:
                              -================-

  Name         Location
  =============================================================================
  Kreia      - Peragus
  Atton Rand - Peragus
  T3-M4      - Prologue, Peragus
  Handmaiden - Telos, Hidden Base - Male characters ONLY
  Disciple   - Dantooine, Enclave Sublevel - Female characters ONLY
  Visas Marr - Ebon Hawk - after getting 1/4 to light or dark side, watch her
               movie with Darth Nihilous, then the next time you enter your
               ship, she'll be in the Starboard passenger compartment. Defeat
               her and she's yours.
  Mandalore  - Dxun/Onderon
  G0-T0      - Nar Shaddaa
  Mira       - Nar Shaddaa - requires that you be Light side or Neutral. If you
               get Mira, then you cannot get Hanharr.
  Hanharr    - Nar Shaddaa - requires that you be Dark Side. If you get Hanharr
               then you cannot get Mira.
  HK-47      - Ebon Hawk - requires that you find 4 missing HK components,
               then repair. (This doesn't require Skill)
  =============================================================================



  Jedi Notes: You can turn Atton, Bao-Dur, Disciple, Handmaiden and Mira to
              Jedi. This mostly just requires good Influence with them, but
              they have unique requirements as well:

              Atton      - Learn his secret at Nar Shaddaa, then talk to him
                           about his past.
              Bao-Dur    - Influence, then talk to him.
              Disciple   - Talk to him, say the right things.
              Handmaiden - Spar and win against her three times.
              Mira       - Influence, then take her to Nar Shaddaa, near the
                           Cantina.


                                  =---------=
                                   In-Depth:
                                  -=========-

  Kreia.......................................................................
  . Automatically joins at Peragus, after the Dormitory level.                .
  .                                                                           .
  . Jedi Consular -- Level 3                                                  .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  10   0    Vitality  36    Stealth       5    Burst of Speed        .
  .   DEX  16  +3    Force     49    Awareness     6    Energy Resistance     .
  .   CON  16  +3    Defense   16    Persuade      5*   Force Camouflage      .
  .   INT  14  +2    Fortitude  6    Treat Injury  6    Fear                  .
  .   WIS  16  +3    Reflex     5                       Force Push            .
  .   CHA  12  +1    Will       6                                             .
  .                                                                           .
  .   Feats: Dueling, Class Skill (Stealth), Finesse (Melee Weapons),         .
  .          Mentor**, Force Chain***                                         .
  .                                                                           .
  .   *   Kreia has Persuade, but it can't be raised                          .
  .   **  Mentor increases experience gained while she is in party            .
  .   *** Force Chain shares force powers with the Exile                      .
  .                                                                           .
  .   Kreia has better attributes than you can get, and is a powerful user of .
  .   the Force. With her Force Chain ability, every power she uses on        .
  .   herself, is used on your character as well. Because of this I typically .
  .   use her in a support role, placing her AI on "Jedi Support." She also   .
  .   does really well with other offensive Force Powers. She is always       .
  .   Neutral, and because of this she can use both Light and Dark side       .
  .   powers equally well. However, I typically only advance her up the       .
  .   "Insanity" chain, then keep working on the "buffing" type powers, like  .
  .   Speed, Aura, and Energy Resistance.                                     .
  .                                                                           .
  .   Altough Kreia is the only character immune to your Influence (that is   .
  .   her alignment stays Neutral), you can sometimes alter her alignment     .
  .   by having her initiate dialogue instead of your main character. I've    .
  .   heard that Jorran (Nar Shaddaa) in particular works.                    .
   ...........................................................................


  Atton.......................................................................
  . Automatically joins at Peragus, after the Dormitory level.                .
  .                                                                           .
  . Scoundrel -- Level 3                                                      .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  12  +1    Vitality  24    Computer Use  3     none                 .
  .   DEX  16  +3    Force      0    Demolitions   4                          .
  .   CON  14  +2    Defense   19    Stealth       4                          .
  .   INT  10   0    Fortitude  5*   Awareness     5                          .
  .   WIS  10   0    Reflex     8*   Security      5                          .
  .   CHA  12  +1    Will       3*                                            .
  .                                                                           .
  .   Feats: Sneak Attack I & II, Scoundrel's Luck**, Survival***, Spirit#    .
  .                                                                           .
  .   *   Saves listed here inclued Atton's bonus from his armor (+2)         .
  .   **  Defensive bonus, +2 at level 1, extra +2 at levels divisible by 6   .
  .   *** Increases Atton's saves as he loses Vitality                        .
  .   #   When knocked out, there is chance that Atton will get back up       .
  .                                                                           .
  .   Atton is a scoundrel now, with an option to become a Jedi Sentinal      .
  .   later. This brings up the point that the less scoundrel levels you add, .
  .   the more Jedi levels you can get later. This is the basic "Hold Levels" .
  .   tactic, since you don't have to level your people up at any time. You   .
  .   lose the Scoundrel abilities when you do this, such as Sneak Attack,    .
  .   but it isn't that big a deal.                                           .
  .                                                                           .
  .   Atton becomes a Jedi Sentinal only after you have visited Nar Shaddaa,  .
  .   and talked to the men who know his secret in the Refugee Sector. Then   .
  .   you talk to Atton about it, and if your Influence with him is high      .
  .   enough, you get the option to turn him to a Jedi.                       .
   ...........................................................................


  T3..........................................................................
  . Solo missions in the Prologue and early Peragus, joins after the          .
  . Harbinger events.                                                         .
  .                                                                           .
  . Expert Droid -- Level 3                                                   .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  10   0    Vitality  30    Computer Use  6     none                 .
  .   DEX  15  +2    Force      0    Demolitions   2                          .
  .   CON  14  +2    Defense   17    Awareness     2                          .
  .   INT  16  +3    Fortitude  3    Repair        6                          .
  .   WIS  10   0    Reflex     5    Security      6                          .
  .   CHA  10   0    Will       1                                             .
  .                                                                           .
  .   Feats: Gearhead, Caution                                                .
  .   Items: Whatever he had when you last saw him.                           .
  .                                                                           .
  .   T3 can make Computer Spikes forever, but will only make them if you     .
  .   have less than 11 in your inventory. T3 can also act as a workbench,    .
  .   but only to upgrade items, not to create or breakdown items.            .
   ...........................................................................


  Bao-Dur.....................................................................
  . Found after Telos Citadel Station                                         .
  .                                                                           .
  . Tech Specialist -- Level 6                                                .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  14  +2    Vitality  48    Computer Use  9     none                 .
  .   DEX  10   0    Force      0    Demolitions   9                          .
  .   CON  14  +2    Defense   10    Stealth       1                          .
  .   INT  15  +2    Fortitude  5    Awareness     8                          .
  .   WIS  14  +2    Reflex     4    Repair        9                          .
  .   CHA  10   0    Will       6    Security      9                          .
  .                                  Treat Injury  4                          .
  .                                                                           .
  .   Feats: Gearhead, Improved Gearhead, Conditioning, Shield Breaker*       .
  .   Items: Nothing                                                          .
  .                                                                           .
  .   * Shield Breaker works to remove shields around opponents, when using   .
  .     no weapon (hand to hand only).                                        .
  .                                                                           .
  .   Bao-Dur can make Energy Shields, up to a point. He will only make them  .
  .   if there aren't too many of (Energy + Mandalorian Melee) in inventory.  .
  .                                                                           .
  .   If you want to take Bao-Dur to a Jedi later, don't spend any skill      .
  .   points cross class, just save them up every level. They'll come in      .
  .   handy later. Also, don't take him much past level 12 as a Tech. You can .
  .   use the skills, but he'll survive better as a Jedi. If you really don't .
  .   need skills (either the Exile or T3 will do), then hold his level at    .
  .   SIX until he turns Jedi.                                                .
  .                                                                           .
  .   Turning Bao-Dur to a Jedi just takes Influence. Once you start getting  .
  .   some with him, keep talking to him until a dialogue appears that        .
  .   starts:                                                                 .
  .                                                                           .
  .     Having you here has an effect on me, General.                         .
  .                                                                           .
  .   Just follow the dialogue, the choices don't matter, until you get the   .
  .   offer to train him. Accept and he becomes a Jedi Guardian, which is     .
  .   good because Tech Specialists have no DEF bonus. You don't need to be   .
  .   Light Side to get him to become a Jedi, but most of his positive +INF+  .
  .   actions are Light Sided in nature.                                      .
  .                                                                           .
  .   Bao-Dur cannot wear Jedi Robes. Even if you want him to keep fighting   .
  .   Unarmed, he will be as many levels behind in that feat tree as he has   .
  .   Tech levels, the two won't stack in determining which Unarmed feat he   .
  .   gets.                                                                   .
  .                                                                           .
  .   Bao-Dur becomes a Jedi Guardian.                                        .
   ...........................................................................


  Handmaiden..................................................................
  . Found immediately after leaving Telos - Hidden Jedi Base                  .
  . --Male characters ONLY--                                                  .
  .                                                                           .
  . Soldier -- Level 6                                                        .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  14  +2    Vitality  78    Stealth       5     none                 .
  .   DEX  16  +3    Force      0    Awareness     8                          .
  .   CON  14  +2    Defense   16    Treat Injury  8                          .
  .   INT  10   0    Fortitude  8                                             .
  .   WIS  10   0    Reflex     6                                             .
  .   CHA  14  +2    Will       3                                             .
  .                                                                           .
  .   Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Improved      .
  .          Power Attack, Toughness, Improved Toughness, Conditioning,       .
  .          Echani Strike*                                                   .
  .   Items: Clothing                                                         .
  .                                                                           .
  .   * Echani Strike is Handmaiden's special feat. It adds 1-4 damage to her .
  .     unarmed melee attacks, plus a 10% knockdown chance (DC 15 + Level)    .
  .                                                                           .
  .   Handmaiden can become a Jedi Guardian later, with the proper influence, .
  .   so you may want to hold off on leveling her up until then. Soldiers and .
  .   Jedi Guardians are very similar, so you lose nothing by holding her     .
  .   levels. You turn her to a Jedi by getting her Influence up, sparring    .
  .   with her on three separate occasions, when you are at least level 10,   .
  .   14 and 18, and commenting on the clothes you make her put on after      .
  .   sparring to learn of her mother. Then learn more of her mother from     .
  .   Kreia, follow that up with Handmaiden and she'll accept your training.  .
  .                                                                           .
  .   Handmaiden becomes a Jedi Guardian.                                     .
   ...........................................................................


  Visas.......................................................................
  . Found after going light/dark when re-entering the Ebon Hawk               .
  .                                                                           .
  . Jedi Sentinal -- Level 6                                                  .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  12  +1    Vitality  30    Stealth       9    Energy Resistance     .
  .   DEX  18  +4    Force     24    Awareness     9    Wound                 .
  .   CON  12  +1    Defense   18    Treat Injury  9    Fear > Horror         .
  .   INT  10   0    Fortitude  6                       Shock                 .
  .   WIS  12  +1    Reflex     9                       Force Push            .
  .   CHA  15  +2    Will       4                                             .
  .                                                                           .
  .   Feats: Two Weapon Fighting, Improved Flurry, Weapon Focus (Lightsaber)  .
  .   Items: Clothing                                                         .
  .                                                                           .
  .   Visas is the second -- and final -- character you get who is already a  .
  .   Jedi when she joins. Her DEX is her best attribute, but you'll have to  .
  .   even out her CHA first. Give her Weapon Finesse: Lightsaber to take     .
  .   advantage of her vastly better DEX in combat. She does well with        .
  .   offensive force powers, and is already quite far along in the Dark      .
  .   Side. In order to really be effective in close combat, she'll need to   .
  .   pick up the Toughness feats, as she lacks Vitality.                     .
   ...........................................................................


  Disciple....................................................................
  . Found in the Dantooine Enclave Sublevel                                   .
  . --Female characters only--                                                .
  .                                                                           .
  . Soldier -- Level 6                                                        .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  14  +2    Vitality  78    Stealth       5     none                 .
  .   DEX  16  +3    Force      0    Awareness     8                          .
  .   CON  14  +2    Defense   15    Treat Injury  8                          .
  .   INT  10   0    Fortitude  8                                             .
  .   WIS  10   0    Reflex     6                                             .
  .   CHA  14  +2    Will       3                                             .
  .                                                                           .
  .   Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Close Combat, .
  .          Toughness, Improved Toughness                                    .
  .   Items: Clothing                                                         .
  .                                                                           .
  .   Disciple, who only joins female main characters, is almost a twin to    .
  .   the Handmaiden. However, unlike her, he goes from Soldier to Jedi       .
  .   Consular, while she becomes a Guardian. Disciple is the easiest to      .
  .   convert to a Jedi, and can be done at any time by simply talking to     .
  .   him and saying the "right" things. He is naive and generally good,      .
  .   and so long as you like the Republic, you'll get along fine.            .
  .                                                                           .
  .   Disciple becomes a Jedi Consular.                                       .
  .                                                                           .
  .   Disciple can act as a Lab Station at any time, and can also make        .
  .   Medpacs when you are on the Ebon Hawk.                                  .
   ...........................................................................


  Mira........................................................................
  . Found at Nar Shaddaa, just before meeting Visquis                         .
  . --only for Light/Neutral characters, Dark Siders get Hanharr instead)--   .
  .                                                                           .
  . Scout -- Level 6                                                          .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  10   0    Vitality  54    Computer Use  8     none                 .
  .   DEX  16  +3    Force      0    Demolitions   8                          .
  .   CON  12  +1    Defense   19    Awareness     8                          .
  .   INT  14  +2    Fortitude  6    Repair        8                          .
  .   WIS  11   0    Reflex     8    Security      2                          .
  .   CHA  10   0    Will       5    Treat Injury  5                          .
  .                                                                           .
  .   Feats: Caution, Uncanny Dodge I, Dueling, Evasion, Targeting I & II,    .
  .          Close Combat, Point Guard*, Precise Shot I                       .
  .   Items: Mira's Ballistic Mesh Jacket (+5 DEF, resist melee 5/-), Wrist   .
  .          Launcher                                                         .
  .                                                                           .
  .   * When Mira is in the lead, the party cannot set off mines              .
  .                                                                           .
  .   Mira is the final character who can become a Jedi. Like the others this .
  .   is largely a question of Influence. The absolute best way to gain       .
  .   Influence with Mira is through her "Why don't you kill" dialogue, IF    .
  .   YOU HAVE AT LEAST 11 AWARENESS, then you can follow that to some rich   .
  .   Influences. Outside of dialogue, most of her influencing actions are    .
  .   on Onderon, so you almost have to take her with you there (or at least  .
  .   to Dxun) to get Influence without Awareness. Then you have to take her  .
  .   back to Nar Shaddaa to show her the Force, in the same spot that Kreia  .
  .   offered you a vision.                                                  .
  .                                                                           .
  .   Mira becomes a Jedi Sentinal.                                           .
   ...........................................................................


  Hanharr.....................................................................
  . Found at Nar Shaddaa, just before meeting with Visquis                    .
  . --Dark Side ONLY, Light/Neutral characteres get Mira--                    .
  .                                                                           .
  . Scout -- Level 4                                                          .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  20  +5    Vitality  60    Demolitions   6                          .
  .   DEX  13  +1    Force      0    Awareness     6                          .
  .   CON  20  +5    Defense   11    Repair        4                          .
  .   INT  10   0    Fortitude  9    Treat Injury  5                          .
  .   WIS  12  +1    Reflex     5                                             .
  .   CHA   8  -1    Will       5                                             .
  .                                                                           .
  .   Feats: Armor Proficiency (Heavy)*, Improved Power Attack, Weapon Focus: .
  .          Melee, Uncanny Dodge I, Wookiee Toughness**, Targeting I,        .
  .          Precise Shot I, Close Combat, Wookiee Rage***                    .
  .   Items: Rykk Blade (2)                                                   .
  .                                                                           .
  .   *   Despite having proficiency in it, Hanharr cannot wear armor.        .
  .   **  Works like the Marauder/Weapon Master feat, reducing damage taken   .
  .   *** Works like the Marauder Fury ability, adding to STR and damage,     .
  .       with a penalty to DEF at the same time                              .
  .                                                                           .
  .   Hanharr, the evil wookiee, is the most powerful non-force user in the   .
  .   game. He is almost a Sith Marauder as it is. Keep him with melee        .
  .   weapons, develop some two weapon fighting, and watch him go to work.    .
  .   Makes a great contrast to Jedi, and will tear through opponents who     .
  .   foolishly think that an Energy Shield will protect them.                .
   ...........................................................................


  G0-T0.......................................................................
  . Joins automatically after Goto's yacht in Nar Shaddaa                     .
  .                                                                           .
  . Expert Droid -- Level 6                                                   .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  10   0    Vitality  66    Computer Use  9     none                 .
  .   DEX  19  +4    Force      0    Stealth       4                          .
  .   CON  16  +3    Defense   20    Awareness     5                          .
  .   INT  16  +3    Fortitude  5    Repair        5                          .
  .   WIS  10   0    Reflex     9    Security      9                          .
  .   CHA  10   0    Will       2    Treat Injury  5                          .
  .                                                                           .
  .   Feats: Two Weapon Fighting, Caution, Gearhead & Improved Gearhed,       .
  .          Improved Power Blast*, Improved Rapid Shot*, Improved Sniper     .
  .          Shot*, Close Combat, Personal Cloaking Shield**                  .
  .   Items: G0T0 Targeting Module, Droid Repulsor, Droid Defense Barrier,    .
  .          Aratech Droid Oxidizer                                           .
  .                                                                           .
  .   * These combat feats come from the G0T0 Targeting Module.               .
  .   ** Allows him to use Stealth without any items                          .
   ...........................................................................


  HK-47.......................................................................
  . Found in the Ebon Hawk, can be rebuilt after Nar Shaddaa                  .
  .                                                                           .
  . Combat Droid -- Level 6                                                   .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  16  +3    Vitality  72    Demolitions   5     none                 .
  .   DEX  16  +3    Force      0    Awareness     5                          .
  .   CON  10   0    Defense   19    Repair        6                          .
  .   INT  14  +2    Fortitude  5                                             .
  .   WIS  12  +1    Reflex     5                                             .
  .   CHA  10   0    Will       3                                             .
  .                                                                           .
  .   Feats: Power Blast, Weapon Focus: Blaster Rifle, Toughness, Assassin    .
  .          Protocols*                                                       .
  .   Items: Blaster Rifle                                                    .
  .                                                                           .
  .   * 20% chance for extra damage                                           .
   ...........................................................................


  Mandalore...................................................................
  . Automatically joins when you go from Dxun to Onderon.                     .
  .                                                                           .
  . Soldier -- Level 5                                                        .
  .   Stats                          Skills             Powers                .
  .   -------------------------------------------------------------------     .
  .   STR  15  +2    Vitality  65    Stealth       2     none                 .
  .   DEX  12   0*   Force      0    Awareness     5                          .
  .   CON  15  +2    Defense   23    Persuade      2**                        .
  .   INT  12  +1    Fortitude  6    Treat Injury  9                          .
  .   WIS  12  +1    Reflex     2                                             .
  .   CHA  12  +1    Will       2                                             .
  .                                                                           .
  .   Feats: Improved Power Blast, Weapon Focus & Specialization: Blaster     .
  .          Rifle, Toughness, Close Combat, Mandalorian Courage***, Impant   .
  .          Switching%                                                       .
  .   Items:                                                                  .
  .                                                                           .
  .   * Mandalore has a +1 DEX bonus, but can't use it for DEF due to his     .
  .     armor                                                                 .
  .   ** Mandalore has 2 in Persuade, but can't raise it further              .
  .   *** Extra +2 DEF every 6 levels, immune to Fear and Horror              .
  .   % Allows +4 STR, DEX or CON, also has a Regeneration Implant            .
  .                                                                           .
  .   Mandalore's Impant Switching is found in the same sub-menu as Jedi      .
  .   Force Powers, and will give one of the above bonuses, depending on which.
  .   one is selected.                                                        .
  .                                                                           .
  .   Mandalore cannot become a Jedi, and has no major upgrades available, so .
  .   there's no particular reason to gain Influence with him. Which is just  .
  .   as well since there aren't many places to Influence him anyway.         .
   ...........................................................................



-------------------------------------------------------------------------------
   iv.  Developing your Characters                    :IVDYC:
-------------------------------------------------------------------------------

    ... Powers                                        :DPDPW:
-------------------------------------------------------------------------------

  There are a number of thoughts about what Force Powers are useful. First, if
  you are a Jedi Guardian, with an 8 WIS and 8 CHA, don't even bother with
  offensive powers, like Force Lightning, Stun, or any other power that gives
  your opponent a save. Not worth your time. If you want to wear armor and
  not the Zeison Sha or similar, then avoid all powers that are restricted by
  armor. Simple things.

  Here are the best "non-offensive" powers in the game:

    Master Energy Resistance - A+

      This is a great power. It lasts a very long time, and works against all
      types of energy damage, blasters, lightsabers, electric, fire, cold, etc.
      It affects the entire party, and at Master level reduces each energy hit
      by 20. Beyond that its cost in force points is nil when you consider that
      you'll regenerate those force points before the effect ends.

    Master Speed - A+

      Best taken for Jedi Guardians who like to hit things, but works for
      everyone. I can't prove it, but people say that it is buggy (the DEF
      bonus doesn't work). Whatever. The real purpose to the "X" Speed effects
      is the extra attacks. This power is one of only four ways to gain an
      extra attack, the others being: Two Weapon Fighting, Flurry and Force
      Enlightenment (which technically uses Speed as well). Doesn't last too
      long, but you won't need it (or want it) for long anyway.

    Master Heal - A-

      If this were KotOR I, this gets an A+, but in KotOR II, you have an
      automatic regeneration outside of battle, and don't need this that much.
      In battle it still retains its usefulness, as it heals everyone in the
      party.

  Here are the best "offensive" powers in the game:

    Force Storm - A

      The final version of "Shock." No surprise that it's a Dark Side power,
      they get all the good attack powers. This does 1-6 damage per level,
      save for half. Thus you need decent WIS or CHA to do full damage all the
      time. Or just a high level. And speaking of high levels, if you get
      above level 20, this starts to knock out entire rooms in a single shot,
      and can often take down large groups of really tough enemies in two or
      three at most.

    Force Wave - B

      The ultimate in Force Push, the Wave always does damage, like Force
      Storm, even if it isn't much. It also has a chance to stun opponents and
      knock them over. This is probably the best power for Guardians with low
      WIS and CHA to take as it is generally effective and combines well with
      attacking. Run into combat, use this power first, then start whacking
      people with your lightsaber.

    Death Field - B

      Nice in a large group, you can heal yourself from near zero to fully
      healed almost instantly, but otherwise it does far, far less damage than
      Force Storm. Another very nice Dark Side Power. Also, your opponents
      get to Save for half again, so nice WIS, CHA or high levels help.

    Insantiy and Stasis Field - B-

      A good power to use in conjunction with a Lightsaber attack, as it holds
      your enemies helpless for a decent period of time.

    Force Crush - A-

      Nice power, doing 100 to 200 damage, guaranteed. With the added bonus
      of actually HOLDING your enemy while you do this, meaning they can't
      attack you at all. It gets an A-, rather than an A for two reasons. One,
      you get it too close to the end of the game for it to really help. And
      two, it is no good at all against groups of enemies. Use Force Storm.

      You get Force Crush after convening the Jedi Council on Dantooine, as a
      Dark Sided player.

    Kill - C-

      Unless the enemy saves, this power does half their vitality damage, no
      matter how much vitality they have. Sounds more useful than it is.
      Although you can easily chain two or three (or four) of these together
      to kill anything, it isn't very fast, efficient or powerful. If they
      make their Save, this power does almost no damage at all.

    Destroy Droid - C+

      Almost the same as Force Storm, but against Droids only, hence it not
      being that useful. Only really take this if you don't want Dark Powers,
      as Force Storm does more damage. This does have the nice effect of
      knocking the droid out for a round or two, if it fails its save.


  Take as a Novelty Only:

    Mind Trick / Force Confusion - C-

      Mind Trick allows you to go by enemies unnoticed (if you attack them,
      they notice), which is useless. When do we want to pass up that sweet,
      sweet experience? Force Confusion, at least, gives the satisfaction of
      letting your enemies kill each other.

    Throw Lightsaber - D+

      Three problems with this. First, it doesn't do enough damage, about half
      that of Force Storm. Second, you lose your lightsaber while it's spinning
      around out there, leaving you high and dry. Third, even upgraded you can
      hit only three enemies with it. Skip it.


    ... Leveling Up                                   :DLVLD:
-------------------------------------------------------------------------------

  Skills......................................................................

    If you can take a large amount of skills, take them all. Here's how I
    prioritize what is important.

      Persuade
      Repair
      Demolitions (stop taking at 10 ranks)
      Security (stop taking at 15 ranks)
      Awareness (used to find mines and in dialogues, stop taking at 15 ranks)
      Computer Use
      Treat Injury
      Stealth (Only take if you're going to be a Sith Assassin later)

      Note: I stop taking Demolitions, etc., because the difficulties of the
            tasks assigned to those skills don't go that high. Because of that
            I find that you can stop taking skill ranks there at these points
            and still recover all mines out there (or opening all Locked
            doors). There will still be the occasional thing that requires
            a higher Security, such as a metal box in the Onderon Vault, so you
            can either go to 20 ranks there, or keep someone else working on
            it.

            This way, when I play Jedi Sentinal, my favorite class, I have to
            take the Class Skill feats to get Repair and Demolitions. Then I
            follow the priority list to put points in that order. However,
            despite being a lower priority, both Computer Use and Treat Injury
            will end out higher than Demolitions/Security/Awareness because
            those stop.

            Also note, if you keep up on all your skills (really only possible
            with an 18 INT) the only particular benefit is when Creating Items,
            but you can do that with anyone. Repair is needed for breaking down
            items, as has been noted before, only the Exile's skill is used
            when breaking down items, regardless of who uses the workbench.

    Skills on your other characters, I almost always just give them their
    class skills. There's no need for all of them to be able to do everything.
    (Except Bao-Dur who can do everything if you get his INT up to 16)

  Feats.......................................................................

    Here's the priority I take on Feats:

    Class Skill (Repair, Demolitions or Security)
    Two Weapon Fighting (and its upgrades)
    Critical Strike (and its upgrades)
    Toughness (and its upgrades)
    Weapon Feats (Lightsaber)
    Regenerate Force Points (only helps at low levels)

      Note: Even though various characters can become Jedi, it is sometimes
            better to keep them as Ranged weapon specialists. There are some
            really good blasters out there, and the Precise Shot feat tree
            gives good damage bonuses.

    Feats to Skip:

    Armor Feats (the best Force Powers can't be used in armor)
    Weapon Feats (Melee, Ranged)
    Dueling (the bonus isn't that useful, unless you are fighting Unarmed)
    Dual Strike (again, not that useful)
    Regenerate Vitality Points (you regenerate out of combat anyway)

    Combat Feats:

    On the three major combat feat front (Power Attack, Critical Strike, and
    Flurry), the absolute best of these is Critical Strike. (Replace with the 
    Ranged versions if you are using blasters) Why? Let's do some comparisons.
    First, let's look at the two we aren't going to be using, Flurry and
    Power Attack. Winner goes on to compete against Critical Strike.

      Note: You can get "up to" 50 damage by upgrading fully just after
            Dantooine. That's one of the reasons I go there first, to get
            Lightsaber Crystals.

    This is an abstraction, not an actual damage comparison. This is just to
    demonstrate the differences between Flurry and Power Attack.

                            Flurry vs. Power Attack

      Master Flurry: (1 Lightsaber)      Master Power Attack: (1 Lightsaber)
      =============================      ===================================
      50 damage, hit one                 62 damage, hit one
      50 damage, flurry
      =============================      ===================================
      100 total damage                   62 total damage

      Master Flurry: (2 or Double)       Master Power Attack: (2 or Double)
      =============================      ===================================
      50 damage, hit one                 62 damage, hit one
      50 damage, offhand                 62 damage, offhand
      50 damage, flurry
      =============================      ===================================
      150 total damage                   124 total damage

      Master Flurry, 2 Weapons,          Master Power Attack, 2 Weapons,
      Master Speed                       Master Speed
      =============================      ===================================
      50 damage, hit one                 62 damage, hit one
      50 damage, offhand                 62 damage, offhand
      50 damage, flurry                  62 damage, speed one
      50 damage, speed one               62 damage, speed two
      50 damage, speed two
      =============================      ===================================
      250 total damage                   248 total damage

    You can see that in every situation, Flurry is better than Power Attack,
    even at the Master Level. Master Flurry has an unnamed -1 penalty to hit,
    and Master Power Attack gives you a -3 penalty to hit. So, Flurry is
    better. For another take on Power Attack, see the Power Strategies below.

      Note: Master Flurry claims in the game to have no penalty, but it still

            has a -1 to attack penalty.

    Critical Strike (and its upgrades) doesn't really strike me as worth it.
    It will increase the "threat range" and give a chance to stun enemies.
    First the stun is only useful at low levels. At high levels, my Master
    Flurry/2 Weapons/Master Speed setup kills almost all enemies in a single
    shot. As for the extra "threat range" it takes your weapon from getting a
    critical hit 10% the time (which is what the 19-20 means in the "Critical
    Threat" line), to 40% (or 50% with a "keen" weapon, upgrade).

    A normal "keen" weapon criticals 20% of the time. In a normal attacking
    situation, with two weapons, using Critical Strike, you will get one
    critical. If everything hits, you get, essentially a free extra attack from
    the doubled damage. Now, with Master Speed you get 4 attacks, 2 of which
    should be criticals, giving you 6 "effective hits." Our Master Flurry setup
    gives you 5 attacks, and with the 20% critical chance, one of these is
    likely to be a critical for, yes, 6 "effective hits." Thus, they are fairly
    similar in power, but Flurry is guaranteed damage. Critical Strike
    sometimes does more damage, sometimes does less damage.

      Note: When you use Critical Strike + Keen, you do NOT get 80% criticals.
            When you put them together, their increased threat ranges are
            essentially added together, not multiplied.

            If you double a threat range, you take it from 19-20 to 17-20, if
            you triple it you take it to 15-20, and if you quadruple it you
            take it to 13-20. Remember that you have to count where you start.
            Keen can then take it to 11-20.

            You can check this yourself by going to the Journal screen, press
            (X), then (Y) over to Combat. Scroll up to your last critical to
            see your threat range.

    Critical hits typically do double damage, which is nothing to sneeze at,
    however, "double damage" is actually the same thing as an extra hit. With
    the maximum of four attacks you can get (2 weapons + Master Speed), and the
    maximum of 25% critical hit chance, you will critical hit once in there,
    for exactly the same damage you would have gotten with Flurry. And you take
    a -5 DEF penalty to do that.

    The Shien Lightsaber Style will increase criticals to x3, at which point
    Critical Strike becomes much more worth it.

    Here's how: the following chart is similar to the one above, assume that
    "Master Critical Strike" is using normal lightsabers, as Doublebladed
    doesn't work. Normal Lightsabers have a threat range of 19-20, while
    Doublebladed has 20-20. Then, keen both lightsabers with a Crystal or Lens.
    All of this together gets you a Critical rate of a 11-20, or 50%. Also,
    unlike before since criticals count, they count for both sides. The flurry
    side is also give a Keen weapon(s) and uses Shien at x3 as well, giving
    them a 20% critical rate.

                          Flurry vs. Critical Strike

      Master Flurry: 1 Lightsaber        Master Critical Strike: 1 Lightsaber
      =============================      ======================================
      50 damage, hit one                 50 damage
      50 damage, flurry                   (+50% at x3)
       (+20% at x3)
      =============================      ======================================
      110 average damage                 75 average damage

      Master Flurry: 2 Lightsabers       Master Critical Strike: 2 Lightsabers
      =============================      ======================================
      50 damage, hit one                 50 damage
      50 damage, offhand                 150 damage (at 50%, we get one here)
      50 damage, flurry
       (+20% at x3)
      =============================      ======================================
      190 average damage                 200 average damage

      Master Flurry, 2 Weapons,          Master Critical Strike, 2 Weapons,
      Master Speed                       Master Speed
      =============================      ======================================
      50 damage, hit one                 50 damage, hit one
      50 damage, offhand                 50 damage, offhand
      50 damage, flurry                  150 damage, speed one
      50 damage, speed one               150 damage, speed two
      150 damage, speed two
       (flurry gets one critical)        (at 50% we can assume 2 critical hits)
      =============================      ======================================
      350 average damage                 400 average damage

    All things being equal, Critical Strike will win in the end. But as you can
    see, they are very, very close. It's still just random chance, in
    the end. You get more GUARANTEED damage by taking an extra attack with 
    Flurry, as Critical Strike is dependent on luck. And remember that if you 
    will never, ever see an all critical hit sequence (4 or 5 critical hits in 
    a row), as whatever you're fighting will be long dead before that. Even
    with a 50% chance of criticals, you'll still see many times when you don't 
    critical at all in a round.


    ... Prestige Classes                              :DPRCD:
-------------------------------------------------------------------------------

  Jedi Weapon Master

    10 Vitality / Level
    1 skill point / level
    6 force points / level
    Bonus Feats:

      Greater Prestige Sense
      Deflect
      Increase Melee Damage 1

    Class Skills:

      Awareness
      Demolitions
      Persuade
      Treat Injury

      Level:     Saves:      DEF Bonus:   Feats:   Powers:
                 F   R   W
      1          2   1   1       2          1         2
      2          3   2   2       2          1         1
      3          3   2   2       2          1         1
      4          4   2   2       2          0         1
      5          4   3   3       2          1         1
      6          5   3   3       4          0         1
      7          5   4   4       4          1         1
      8          6   4   4       4          0         1
      9          6   4   4       4          1         1
      10         7   5   5       4          0         1
      11         7   5   5       4          1         1
      12         8   6   6       6          0         1
      13         8   6   6       6          1         1
      14         9   6   6       6          0         1
      15         9   7   7       6          1         1
      ...etc.

    Notes:

      The Jedi Weapon Master has access to all the advanced combat feats, such
      as Superior Weapon Focus Lightsaber (3 feats), Superior Two Weapon
      Fighting, as well as access to the Specialization feats for all other
      weapon proficiencies, whether you had access to them before or not.

      On their automatic progression, you get both Increase Melee Damage, which
      adds to your Lightsaber and Melee attacks, as well as an ability to
      shrug off a small percentage of all damage later. The Deflect ability
      goes up in ability as you go up in levels, giving an extra +1 to deflect
      blasters on every odd level (1,3,5,7...etc.).

      Like the Jedi Watchman (and the Sith Marauder/Assassin) the Weapon Master
      has the best Defense bonus in the game, with Greater Prestige Sense,
      giving a +2 DEF bonus every 5 levels.


  Jedi Watchman

    8 Vitality / Level
    3 skill points / level
    8 force points / level
    Bonus Feats:

      Sneak Attack I
      Greater Prestige Sense

    Class Skills:

      Awareness
      Computer Use
      Persuade
      Security
      Stealth
      Treat Injury

    Bonus Powers:

      Force Camouflage

      Level:     Saves:      DEF Bonus:   Feats:   Powers:
                 F   R   W
      1          2   2   2       2          1         2
      2          3   3   3       2          0         1
      3          3   3   3       2          1         1
      4          4   4   4       2          0         1
      5          4   4   4       2          0         1
      6          5   5   5       4          1         1
      7          5   5   5       4          1         1
      8          6   6   6       4          0         1
      9          6   6   6       4          1         1
      10         7   7   7       4          0         1
      11         7   7   7       4          0         1
      12         8   8   8       6          1         1
      13         8   8   8       6          1         1
      14         9   9   9       6          0         1
      15         9   9   9       6          0         1
      ...etc.

    Notes:

      The Jedi Watchmen are nearly identical to the Jedi Sentinal, and don't
      add too much in terms of high level ability. What you do get is the
      Sneak Attack ability. If you attack while in Stealth mode, you do the
      extra damage as indicated by the Sneak Attack feat. (1-6 per level of
      the feat, so Sneak Attack 6 gives an extra 6-36 damage) Added together
      with the Force Camouflage, you can now enter Stealth any time, whether
      you wear a Stealth Field Generator or not.

      Watchmen, unlike their Sith counterpart the Assassin, get the best
      Saves in the game.

      Jedi Watchmen also get access to Greater Prestige Sense, giving them the
      best DEF progression in the game.


  Jedi Master

    6 Vitality / Level
    2 skill points / level
    10 force points / level
    Bonus Feats:

      Prestige Sense
      Regenerate Force Points
      Light Side Enlightenment

    Class Skills:

      Awareness
      Persuade
      Repair
      Treat Injury

    Bonus Powers:

      Inspire Followers 1

      Level:     Saves:      DEF Bonus:   Feats:   Powers:
                 F   R   W
      1          0   0   2       2          1         2
      2          0   0   3       2          0         1
      3          1   1   3       2          1         2
      4          1   1   4       2          0         1
      5          1   1   4       2          0         1
      6          2   2   5       2          1         2
      7          2   2   5       2          0         1
      8          2   2   6       2          0         1
      9          3   3   6       4          1         2
      10         3   3   7       4          0         1
      11         3   3   7       4          0         1
      12         4   4   8       4          1         2
      13         4   4   8       4          0         1
      14         4   4   9       4          0         1
      15         5   5   9       4          1         2
      etc...

    Notes:

      There are some good points in becoming a Jedi Master, but I think you
      were better off as a Consular. Your DEF bonus slows to a crawl. As a
      Consular you gained +2 DEF every 6 levels. As a Master it slows to
      every 8 levels. (see chart above) The only major bonus you get as a Jedi
      Master is the Light Side Enlightenment, which affects the alignments of
      your companions and pushes them out to the extremes. Good companions who
      are close to Light Side Mastery will get there quicker. Evil as well.
      The power Inspire Followers (and its followups) give a minor bonus to
      Hit and to Damage for everyone, which is nice.

      Jedi Masters also have the worst saves of any class in the game.


  Sith Marauder

    10 Vitality / Level
    1 skill point / level
    6 force points / level
    Bonus Feats:

      Weapon Focus: Lightsaber
      Greater Prestige Sense
      Increase Combat Damage

    Class Skills:

      Awareness
      Demolitions
      Persuade
      Treat Injury

    Bonus Powers:

      Fury - bonuses to STR, FORT, WILL and adds to damage for each kill

      Level:     Saves:      DEF Bonus:   Feats:   Powers:
                 F   R   W
      1          2   1   0       2          1         1
      2          3   2   0       2          1         1
      3          3   2   1       2          1         1
      4          4   2   1       2          0         1
      5          4   3   1       2          1         1
      6          5   3   2       4          0         1
      7          5   4   2       4          1         1
      8          6   4   2       4          0         1
      9          7   4   3       4          1         1
      10         7   5   3       4          0         1
      11         8   5   3       6          1         1
      12         8   6   4       6          0         1
      13         9   6   4       6          1         1
      14         9   6   4       6          0         1
      15        10   7   5       6          1         1
      etc...

    Notes:

      (See the Notes on Jedi Weapon Master, they are almost the same)

      The bonus power "Fury" is broken. At high levels it is supposed to give
      extra attacks, but doesn't. Which means that you need to use Master
      Speed still if you want the extra attacks.


  Sith Assassin

    8 Vitality / Level
    3 skill points / level
    8 force points / level
    Bonus Feats:

      Weapon Focus: Lightsaber
      Sneak Attack I
      Greater Prestige Sense

    Class Skills:

      Awareness
      Computer Use
      Persuade
      Security
      Stealth
      Treat Injury

    Bonus Powers:

      Force Camouflage - use Stealth without a Generator

      Level:     Saves:      DEF Bonus:   Feats:   Powers:
                 F   R   W
      1          1   2   0       2          1         1
      2          2   3   0       2          0         1
      3          2   3   1       2          0         1
      4          2   4   1       2          1         1
      5          3   4   1       2          0         1
      6          3   5   2       4          0         1
      7          4   5   2       4          1         1
      8          4   6   2       4          0         1
      9          4   6   3       4          0         1
      10         5   7   3       4          1         1
      11         5   7   3       6          0         1
      12         6   8   4       6          0         1
      13         6   8   4       6          1         1
      14         6   9   4       6          0         1
      15         7   9   5       6          0         1
      etc...

    Notes:

      (see the Notes on Jedi Watchman, as they are almost the same)


  Sith Lord

    6 Vitality / Level
    2 skill points / level
    10 force points / level
    Bonus Feats:

      Weapon Focus: Lightsaber
      Prestige Sense
      Regenerate Force Points
      Dark Side Corruption - Changes companion alignments

    Class Skills:

      Awareness
      Persuade
      Repair
      Treat Injury

    Bonus Powers:

      Crush Opposition - gives enemies negatives to hit and Will saves

      Level:     Saves:      DEF Bonus:   Feats:   Powers:
                 F   R   W
        1        0   0   2       2          1        2
        2        0   0   3       2          0        1
        3        1   1   3       2          1        1
        4        1   1   4       2          0        2
        5        1   1   4       2          0        1
        6        2   2   5       2          1        1
        7        2   2   5       2          0        1
        8        2   2   6       2          0        2
        9        3   3   6       4          1        1
        10       3   3   7       4          0        1
        11       3   3   7       4          0        1
        12       4   4   8       4          1        2
        13       4   4   8       4          0        1
        14       4   4   9       4          0        1
        15       5   5   9       4          1        1
        etc...

      Notes:

        (see the Notes on Jedi Masters, as they are almost the same)


-------------------------------------------------------------------------------
   v.   Power Playing Strategies                      :PWPLS:
-------------------------------------------------------------------------------

  Random Item Strategies
  -----------------------------------------------------------------------------

    This game uses Random Item lists to determine not only what treasures you
    find in containers, but also in stores. If you don't like the item you got,
    what can you do?

    In Containers - Items in containers (such as Plasteel Cylinders) is
                    decided on randomly when you first enter the area. (Load
                    screen area) If you want to get a different item, you will
                    have to load to a save from before entering that area.

    In Shops - Save it before talking to the shopkeeper. Check what items they
               have. If they don't have what you are after, or you just
               want to see it again, reload and try again. Random items are
               decided when you TALK to them, not when you check their shop.

    Rewards - Save before getting the reward. If you get something that you
              don't want (for instance, on the Lightsaber drops), reload
              and try it again.

  Workbenches and Creating Items
  -----------------------------------------------------------------------------

    Perhaps the single best way to get items and improve the items you find,
    is by creating the upgradeables yourself. This is wholly dependent on
    skills, and the game uses every skill for this except Persuade. This gives
    you a good reason to have skills for the Exile, but you don't need it
    (although I'd still take Repair, as noted above). With Bao-Dur/T3 giving
    you the tech skills, Atton for Stealth and Kreia for Treat Injury you
    have all the skills covered. Every time you come across a workbench, get in
    the habit of checking out what items you can upgrade at that time, then
    go through the list of createable items to see what's good.

    A very good time to hit the workbench is right after creating your
    Lightsaber. In addition to the 3 crystals that can be outfitted on it, you
    can add Emitters, Lenses and Power Cells as well. So, get your Lightsaber,
    hit a workbench and make those 3 to place in it. It makes a huge
    difference.

  Use the Shields!
  -----------------------------------------------------------------------------

    You will get a lot of Energy Shields (and their upgraded versions, such as
    Arkanian Energy Shield) in this game. Use them. Not only on your character,
    but have your companions use them as well, as they won't do that on their
    own. Typcially you want to match the Shield to the job, if taking on a
    group of blaster wielders, or Jedi, energy shields work well. If you see
    monsters or vibroblade wielders, Mandalorian Melee shields are the order.

    Bao-Dur will make infinite shields for you, so long as you don't have too
    many in your inventory. He stops doing this once he asks about your
    Lightsaber.

  Use Lots of Items in Battle:
  -----------------------------------------------------------------------------

    When you have a cut scene or dialog that you know is about to end in
    violence, if you're fast enough you can press  before the combat
    engine triggers. If you are in inventory and not in combat, then this means
    that you aren't bound by the turn-based system and can use any items you
    like (but not force powers). Stim up, and have everyone activate their
    shields. (from David Pidcock)

    In the basic sense you can use any number of items you want when you aren't
    in battle, so any way you can get the game to believe that you aren't in
    battle will work.

  Breaking Down Shields at the Workbench
  -----------------------------------------------------------------------------

    It seems that items which have a limited set of charges can be broken down
    to the same number of components, whether they're fully charged or not. So,
    you can have your cake and eat it too. Use that shield 4 out of 5 times, 
    break it down and use the components for another shield ! As long as 
    there's at least 1 use left, you can get the full number of components.
    (from David P.)

    At a skill of 20 Repair, your ability to break down items becomes 100%
    efficient, so you can use this idea to simply break down a Shield, then
    build it again to regain your charges. Not entirely necessary, and you
    can't do it for the better shields, but with this you can use Shields more
    freely.

  Energy Resistance ALL THE TIME
  -----------------------------------------------------------------------------

    Force Powers such as Energy Resistance and Force Barrier provide a damage
    reduction to a damage type, such as energy attacks. Better still, these
    powers last a very long time, can be used in armor, and aren't that
    expensive to use. You will have recovered your Force Power spent long
    before the effect wears off. So, simply keep turning it on whenever you see
    a battle coming. Better to be safe than dead.

  Force Power: Energy Resistance + Mandalorian Melee Shield
  -----------------------------------------------------------------------------

    You can't use two different types of shields at the same time, so you can
    either be protected from energy attacks or physical attacks. However, you
    can stack force powers and shields. So, take the Force Power of Energy
    Resistance and use that, then use the Mandalorian Melee Shield and you
    are protected from just about every form of attack out there.

    This works the other way as well, using an Energy Shield + Force Barrier.
    You can also stack the same type as well, such as an Energy Shield and
    Energy Resistance.

  Extra Items: Sell Vs. Breakdown
  -----------------------------------------------------------------------------

    There are two ways to deal with clutter in this game, sell them or break
    them down. Unless you see something you want to buy, you will want to
    break these items down. Breaking down items depends on the Repair skill of
    the main character, so if you have no skill in it, all your breakdowns will
    give you 1 component. With a high repair, you can sometimes get hundreds,
    or even thousands of components for breaking down an item.

      Note: Be careful when using the workbench, it doesn't prompt you if you
            are sure you want to break something down, and does it right away.
            It would not be fun to lose a great item because you accidentally
            select the wrong one.

    However, I would only break down items when I know that there is something
    good and needed that I can make and that I need the components. This way
    you can save your items and decide whether to sell or break them down
    later, depending on what you need.

  Demolitions as a Door/Container Opener (from Eric Stroeh)
  -----------------------------------------------------------------------------

    Just a tip for those who choose Jedi Guardian for their main class [and who
    carry it on to Jedi Watchman/Sith Marauder]... If you're not going to
    invest in the feat for Security, and don't want to keep switching to
    another character for their security skills, invest in some points in
    Demolitions. Don't break down equipment that gives bonuses to that skill
    either, if you're just going to put one point into the skill. Having gone
    through the game as both a Sith Assassin and a Jedi Watchman, I've found
    very little use for medpacs, so break them down and use their components to
    make mines. Just make Minor Frag Mines as they only require a three for
    Demolitions. Plant the mines on the lock for locked containers. If you do
    this, you don't have to switch to a character with a decent Security skill,
    and most importantly, *you don't get broken items* the way you would if you
    bashed the container.

      Note: Don't use "Flash" mines, these only stun, and can't open locked
            doors/containers.

  The Total Defensive Character Build (from Happywalrus)
  -----------------------------------------------------------------------------

    You're a bit odd on the way you throw up your reccommendations for Dex /
    Wis.  IF you upgrade your character to the point where he has all the stuff
    he needs, he can become a master at defending himself.  Meaning that even
    Kreia's light sabers aren't that tough.  I built a character with mainly
    dex / wis (sentinel -> weaponmaster) and hitting him became _Very_ tough.
    As in I was using the 'whack-a-mole-master' stance all the way through the
    end of the game and things still had a hard time hitting me.

    Thing is, if you use the light side and get the light side mastery, and 
    then throw the modifiers for both wis and dex in the mix, your character 
    can have up do something like 50-60 def.  This requires you be using one of 
    the robe sets which doesn't cap your dex bonus, but it's still a HUGE 
    advantage.

    Your FAQ covers how easy damage can be to do - high enough wis and str and
    five or six attacks a round mean you deal some damage every time.  But if
    you have all that defense from force powers (battle meditation, master 
    speed increase, and the third....) ON TOP OF a defense bonus for both dex 
    and wis as combined with a deflection emitter or two, you can watch sith 
    commandos shoot themselves to death all day long.  And still deal out all 
    the damage you want with your force powers. (which don't go up too high 
    because your design puts more emphasis on the CHA bonus)

    A defensive build requires that you use two light sabers built for
    defense - one that adds lots of wis and con and deflection - but when it
    comes down to it you can only kill one or two enemies a round with sabers
    no matter the build.  Using your guide to leveling, I would have ended up
    with an offense only mildly stronger - force powers might have done an
    extra 20-30% tops.  But I wouldn't be able to defend myself.

    The beginning and all the 'no weapons for you, punk' fights were mildly
    annoying, but once I had a light saber and finesse, everything went peachy.

    Note that yes, this build DID rely on having a lot of feats later on.  And
    I DID end up at about 35 total due to the exploit in the cave. (and had all
    the lenses / power cells / emitters I wanted - Total ~2.5k components,
    which is pretty easy to throw together by the end.)  However, since
    everything's scaled and with a better plan (let's not get force lightning
    or force drain, 'cause they're only good for one thing) I could have made
    it through the whole game EASIER due to having everything I needed.

  Power Attack, Another Look (from Userunfriendly)
  -----------------------------------------------------------------------------

    If you build two lightsabers, with  "Keen" properties, using master power
    attack with master speed, your total attack rating should be almost the 
    same as for flurry, however, you have a threat range of 17-20, or one 
    chance in five of making a natural critical hit, with TRIPLE the base 
    damage of the lightsaber...

    And a chance to knock back the enemy, destroying initiative for that
    combat round.  In fact, with Shien lightsaber stance, which adds one to
    the critical hit multiplier, you can do quadruple the damage.

    Since the table shows that the damage rating for both are pretty similar,
    its obvious that the additional one chance in five of doing monster
    damage will skew the numbers back in favor of power attack.

    In fact, using two YOURNAME crystals, (see the Cheats section) solari 
    crystals, and a improved beam gem lens, expert dueling emitter and the
    ultimate diatanium power cell, and a strength boosted consular watchman, 
    (sneak attack bonus) I've been able to score 214 damage IN A SINGLE HIT.  
    If by some chance it doesn't kill outright, they're tossed away...

    Critical hits double/triple/(with shien lightsaber stance) quadruple the
    base damage of the lightsabre, any damage bonuses that are constants, any
    strength damage bonus, weapon specialization, and bonuses confirred by
    stims.  Not quite the total multiple times the damage rating of the
    lightsaber, but close.  To improve damage, you need to understand what I
    mean by constant.  The telgorn jolt cell III adds 1-12 points of extra
    damage.  But the ultimate ditanium power cell adds 5 points.  The 5
    points is multiplied, but the range of damage from the jolt cell is not.
    Since with some experiments I've concluded that the constant damage
    enhancements of lightsaber components is near or greater than the average
    damage confirred by other components of the same class, it does not cost
    a player much in terms of damage potential to use constant damage
    enhancements.

    Now the same principle happens with ranged weapons as well.  Using twin
    mandalorian disintegrators, I've hit for over 170 damage in a single
    shot.  Sniper shot and Power blast do not stack with speed powers, unlike
    the rapid shot feat.  But using power blast, in dxun or malacor, you
    often get the knockback effect, making powerblast often more useful than
    rapid fire...also, precise shot which adds damage bonuses do triple in
    the case of a critical hit while using power blast.  I used the pinpoint
    scope Mark IV, power pulsator V or pure rylath power cell, and
    mandalorian chamber III.

    Now some things I completely agree with.  Strength is paramont in
    building combat classes, and dex is completely irrelevant.  That's
    because you can now add overlays and underlays that add 30% resistance to
    energy.  With the right overlay and underlay, a combat jedi can now make
    himself/herself immune to 60% of all energy based attacks.  With the
    right equipment, visors and gloves, and the damage resistance of the jedi
    weapon master prestige class, its obvious that using armor is the way to
    go.  And at the difficult setting, I've seen my dexterity based jedi with
    AC 68 get hit with hundreds of points of damage at level 50 in malachor.
    Energy damage from lightsabers...hmmm...the conclusion is rather obvious.
    Put as little points into dexterity as possible, especially since
    dexterity enhancing items are incredibly common.  Pump up strength, and
    make lots of armor enhancements.  At high levels, and with difficult
    settings, AC is no longer a factor.



-------------------------------------------------------------------------------
   Puzzle Solutions                                   :PUZLE:
-------------------------------------------------------------------------------

  This game likes its number puzzles. Here are the solutions to them.

  Peragus Dormitory Puzzle:

      ...   --> 3
      -X..  --> 17
      -..   --> 13
      X     --> 5
      X..   --> 7

    But to get the lift to work, you must enter the code in reverse:
    7, 5, 13, 17, 3

  Onderon Palace, Storeroom:

    Twice first key number exceeds value of its half by 99 ---> 66

    Reversing second key's digits increases value by 1/5   ---> 45

    Third key differs from the reverse of its digits by    ---> 39
    twice the product of its digits

  Nar Shaddaa, Vogga's Warehouse:

    3 E 1 D   must become   1 E 7 T
    L 7 T 3                 3 L 3 D

    1. Turn center counterclockwise.
    2. Turn left counterclockwise.
    3. Turn right clockwise.

  Freedon Nadd's Tomb, Vault 1:

    One of the sectors is faulty, all six show different "faulty" circuits.

    The answer is C.

  Freedon Nadd's Tomb, Vault 2:

    (6 _ 2) _ 8 _ 9 _ 1 = 13

    Fill in the missing operators:

    Now, both

      (6 * 2) - 8 + 9 / 1 = 13

      and

      (6 * 2) - 8 + 9 * 1 = 13

      work. However, when you play the game will decide that it will take only
      ONE of these answers. It could be either. So, SAVE it before you try it,
      then do one. If it doesn't work, reload and try the other.

  Korriban, Sith Written Test:

    ID # 3401726-B853S5O0X001

    Sith Lord not on Korriban                 --> Freedon Nadd
    Present LEAST appropriate for a Sith Lord --> Gizka
    If at 6 and opposite 16, how many         --> 20
    Sith Code                                 --> ...victory
    NOT a Paradox                             --> I always lie


-------------------------------------------------------------------------------
   Frequently Asked Questions                         :FRAQU:
-------------------------------------------------------------------------------

A full walkthrough can be found below, but if you just need one quick answer,
here's where to look:


General

  Q - How do I stop party members from running into mines when they spot an
      enemy?

  A - Set them to the "Stationary" AI and they'll plant themselves. If you
      see a mine near enemies, you can always send a Stealthed character to
      Disable/Recover the mine safely. That or use an Energy Shield and work
      fast.

      Also, if Mira is in the lead, then no one in your party will set off
      mines. This only happens if she is the current leader, not just if she's
      in your group.


  Q - Where is the option to turn on "Feedback" so I can see what the rolls
      are in battle? It certainly wasn't in the "Feedback" menu!

  A - This is buried in the Journal tab of the START menu. Go to the Journal
      tab and press (X) to bring up the Messages console. You can read back
      old dialogues here, check all the messages given to you (such as Light
      Side gained and XP), Combat, which shows both to hit rolls as well as
      enemy defenses and effects currently on the party.


  Q - What do you do with "Broken Parts"? The game tells me I can do something
      with them.

  A - When you find a workbench, you can use the "Create/Breakdown" items
      option. Press (X) to enter the Breakdown screen, and from there you can
      turn the broken parts into Components. Press (X) to look at the Item
      Creation screen. Everything there requires components to be built. The
      higher your skill, the better things you can make.

      You get more components from items if the Exile has a high repair. (Or
      your leader on Dxun, or Mira/Hanharr later)


  Q - Where do I find the XYZ weapon/armor/lightsaber?

  A - In many cases, these great items are randomly determined by the game.
      Thus, one game you might get a dozen Double Bladed Lightsabers, and in
      the next, nothing but Short Lightsabers. Some items, however, are
      specific, and will be indicated as such in the walkthrough below.


  Q - How do I open this (Locked/Sealed) door?

  A - Either Security, Lightsaber/Plasma torch, Mines or bashing. Also, if you
      get the *Impossible* message, give up, you ain't getting through. Many
      doors will give a dialogue box that tells you that you need to find 
      another way to open that door.

      Using Security gives experience. There's no set amount, you get more XP
      as you gain levels.


  Q - How do I gain influence with XYZ without gaining Light/Dark side points?

  A - Most times, you just have to grin and bear it, and try to figure out
      how to get back what you lost later. For instance, most influence gains
      give you Light Side. Why? Because you're being nice to them! So, if you
      want to be a Sith Marauder, you can't have that, it'll delay your
      prestige class later. Put off all conversations with companions until
      after your prestige class, if you're that paranoid about it. And SAVE
      before talking to anyone.


  Q - Where can I get Pazaak cards? And who can I play?

  A - Pazaak cards are bought and won.  You can buy them on Telos, from the
      first Duros merchant, and Mebla Dule, the woman in the cantina. You can
      buy them on Dantooine from the Ithorian at the dock. You can also buy
      them from the Twi'lek woman in the Pazaak Den on Nar Shaddaa. You can
      play Pazaak with Atton, Mebla Dule at Telos, Nikko a man in the cantina
      on Onderon, the four players in the Pazaak den and the Ithorian at
      Dantooine. As far as I know, that's it. All the players who bet will
      eventually stop once you win a certain amount of credits from them.
      However, they only keep track of your WINNINGS, not your LOSINGS. Thus,
      if you lose 4500 to someone, but win a certain amount, even though you
      came out behind, they'll claim to be out of money and stop playing.
      Once they stop, they may still play for fun, but never for credits.

      You can win the Double card from Mebla Dule, the woman in the Telos
      cantina, and the Tiebreaker +1 card from the Champ in the Pazaak Den on
      Nar Shaddaa.

      Note, due to a bug, you can play Mebla Dule in the Telos cantina forever
      for money. Simply ask her some "questions" and she'll reset back to
      a playing mode. However, she'll stop after one hand and bug you about
      it again. I hate to do this, for one thing it's only 40 credits. Sure,
      it's an easy win, but you can't use (A) to skip her dialogue like you can
      with everyone else.


  Q - Is treasure really random? How can I get something else?

  A - Random treasure is, indeed, in the game. In fact, almost everything is
      randomly determined. One game I never got a normal or double lightsaber
      (besides the one I made, of course) but had a half dozen short
      lightsabers. So, you might get something you really want and can use,
      or you might get a lot of Light Combat Armors.

      The randomization table is set upon ENTERING AN AREA. So, reloading
      before opening a locker won't help, but reloading BEFORE entering the
      area will. Of course, is it worth it to reload an entire area to get
      one better item? Also remember that ALL the items in that area will be
      randomized.


  Q - What are the requirements for Prestige Classes? When can I get them?
      Which ones can I take?

  A - You must be:

        Level 15
        Far to the Light or Dark Side
        Have Visas

      Then talk to Kreia on the Ebon Hawk, she'll instantly talk to you about
      it being time to get more power, and you pick a class. You choose which
      of the prestige classes you want. So, although a Jedi Weapon Master is
      really just a Jedi Guardian with extra feats, even a Consular could
      become a Weapon Master. Kreia will only offer Light classes if you're
      light sided and Sith classes if you're Dark.

      However, after becoming your prestige class, you don't lose it if you
      change your alignment. Although some of your powers might not work.


  Q - What are the perks for getting Light Side, or Dark Side Mastery?

  A - Mastery occurs when you are PERFECTLY in the Light or Dark. You get a
      bonus:

        Jedi Sentinal/Watchmen           > +3 CON
        Jedi Guardian/Jedi Weapon Master > +3 STR
        Jedi Consular/Jedi Master        > +3 WIS
        Sith Marauder                    > +1 to 8 extra damage
        Sith Assassin                    > +3 DEX
        Sith Lord                        > +50 Force Points

      Bonuses from original classes stick around after you get your prestige
      class. So, a Guardian > Weapon Master has a +6 STR bonus. It won't SHOW
      that you get a +6, you still see "+3 STR", but you get the full +6. You
      can test this by stripping your character of all items and looking at
      your Character screen. Your stats with the bonuses will highlight in
      yellow, and then you can compare those numbers with the numbers you see
      at level up (which are your "real" numbers).


  Q - What is the highest level you can get in KoTOR II?

  A - The game limits you to 50, but you'll beat the game long before then.
      Typically people win it around levels 23 to 28.

      The only way to get t