For cross-class skills, the limit is half of the limit for your class skills, rounded down, so that, at experience level 4, your upper limit for a cross-class skill would be rank three (experience level four + three equals seven, divided by two is three and a half, which is rounded down). Guess who gets to repair the explosive droids? Once they disengage their fancy cloaking technology, you'll have to go back to the menu, re-equip your party, then fight them off. After all of the trapped Jedi are destroyed, all you have to do is take off Malak's last health bar and you win. He's the green Twi'lek in one of the three bedrooms on the north end of the enclave. Fortunately, a high intelligence score can make combat skills almost irrelevant, since your intelligence modifier both increases the number of points you can spend on skills, and applies itself to those skills that are most useful for evading battle: repair, computer use, and demolitions. A saving throw is what represents your character's ability to escape harm, or, failing that, minimize it through defensive actions. This information is needed for the trial, but isn't quite enough to clear Sunry. 1 / 3. This especially holds true for soldier characters, who will gain more feats than either of the other two classes. Security is the euphemism used for that eternally useful skill in KOTOR; characters with at least one point in security can attempt to disable the many locks that you'll encounter throughout the game, with higher skill required for more difficult locks. She will, to no one's great surprise, attempt to run off to Uthar and gain the credit for herself. She will give you a job to visit the Docking Module and intercept the transfer of a droid in Shuttle Bay 2. If worst comes to worst, you might want to have whomever is using a melee weapon in your party activate the Mandalorian melee shield you found in this spot earlier to negate some of the damage Sherruk deals. The other doors here contain urns with a variety of lightsaber crystals inside of them. Not that harm is something the Republic necessarily seems to wish to avoid, here. Note that flurry is only good for one extra attack per turn; if you use two weapons at once, the weapon in your main hand will be granted the extra attack, so that you'd have a total of three attacks during a round. When given the option to erase B-4D4's purchase and association information from the Czerka mainframe, does it effect anything in-game. Star Wars Knights of the Old Republic II: The Sith Lords (Xbox) Walkthrough. Aside from the basics of using cure, heal, or a medpac when you run low on life, you'll want to boost your attacks per round, either through flurry or an upgraded speed power. If that fails, then believe it or not, T3-M4 may just wind up winning the battle for you (if he's in your party). When you successfully hit with a sneak attack, you add damage to the blow, but there are conditions. Even if he does, your energy shield should be enough to keep you alive. There are four droids in total, each with its own little logic or mathematical puzzle that you can use (in 'manual repair' mode) to attempt to bring it back to its proper functioning. Box 10307 Bandon will regularly use death field to recharge himself, and will keep using it until he runs out of Force points. Once you complete your Jedi training, you'll be able to find the body of Casus Sandral on the eastern side of the Matale grounds. You won't deal any extra damage, but you will last longer in battle and will be able to more easily strike your opponents. After all three of the targets are dead, head back to Hulas for your rewards: a Genoharadan stealth unit (+8 to Stealth), a Genoharadan visor (Reflex Saves +3, Awareness +4, Demolitions +2), and the true prize, a set of Genoharadan power gloves (+4 to Strength). More vitality is obviously important to characters that see a fair amount of battle, but keep in mind that the benefits of a high constitution can be emulated by the toughness feats. Although at the time of posting this news the patch announcement has not yet been posted on the official LucasArts website, the patch is available via auto-update. Equip him if he's in your party and begin exploring the Sewers. As such, your human character will be able to droidishly override the default programming of computers you encounter along your adventure, provided you have the skill necessary to use the computer 'spikes' which act as disposable hacking tools. Once you are finally able to communicate, you can either kick her off the ship immediately for a Dark side hit or bring her back to Dantooine, where the Twi'lek at the starport will take her home, giving you a Light side shift (yay!). It won't matter, since Chuundar will start a ruckus anyway, but you'll get a positive alignment adjustment. Note that doing so will prevent you from using the above trial walk-through without taking a shift to the Dark side, but if you're really interested in perverting justice, then it might be worth your while to hack the Republic database, because..he actually did do it. This area has the Cantina where you can enjoy some Pazaak or Swoop Racing, two merchant brothers for buying and selling goods and the TSF Office (Telos Security Force) where you can get your stuff back. Agree to take this mission if you are following the Dark Side. The Selkath target is your first priority, seeing as he lives elsewhere on Manaan. This isn't merely a cosmetic affectation, though: the game's design relies upon you making decisions based on how you think your character would respond to a situation. The top-most energy ring can be transferred between pillars freely. If you unlock his quest, you'll eventually meet someone who tells Carth that his son is alive and well--and training to become a Sith at the Academy on Korriban. When you land on Tatooine for the first time, a shipment of Gizka will be misallocated to your ship by the docking authorities there. Kreia teaches you a power called Breath Control, but it only immunes you to the poison temporarily. The party members that you don't directly control will tend to rush ahead recklessly, so you may need to switch control constantly in order to keep some semblance of order among your party. You can attempt to talk him out of the whole bounty idea with a high persuasion, or simply pay the whole 200 credits that he demands. The Sith, of course, spot you, and you find yourself in a fight before you know it. If you're having trouble surviving the mere journey to this corner, then that whole difficulty setting joke might not seem so funny to you. If Zaalbar is using a melee weapon, don't hesitate to heal him with one of your advanced medpacs; he'll be getting hit hard, and the regular medpacs won't be enough to outpace the damage that he'll be taking. This will become quite important when battling the Dark Jedi later on in the game, since they will quite often resort to these kinds of attacks when using the Force powers. He should crack after asking him about his fianc (but only if you don't threaten him or ask him about his companion), and give with the passcode to the base. If you possess a high dexterity, but a low strength stat, then you'll be able to go a bit longer in combat without having to resort to the cure power or medpacs, but will deal less damage on the whole than a character with high strength. If not, at least your friends won't be affected, and you'll be able to retreat behind them and hopefully not get killed. Youll come across them when you go down to the planet but you can lie to Lt. Grenn and say youve already killed them for your reward. When you wish to disarm a mine, you add five points to the DC of the task; if you want to both disarm the mine and recover it so that you can use it later, you'll need to add 10 to the DC. Leave the Cantina, fast travel to Residential 082 East and then take exit #11 to Residential 082 West. Seems there has been an update since the making of this post. Corrects a crash issue when transitioning between B-4D4 to the main character after Czerka Mainframe quest on Telos (light side) Corrects an art issue with NPCs that appear in the mine foreman's log on Peragus; First off, from your entrance point, take a right to speak to another survivor of the disaster; he'll say that he's heading out to the sea floor. One of the rooms to the northeast has some fairly decent items in it, including some heavy plating for HK-47. Note that there are no unique lightsabers; each lightsaber you find will have the same beginning stats as all the rest. If you're using a melee weapon, then power attack can greatly increase the damage a successful strike dishes out, but it unfortunately reduces your attack bonus, rendering said strikes more difficult to accomplish. Once you have the pass keys and have explored to your satisfaction, head to the elevator in the northern section of the base and proceed to the garage. No holy warriors this time, but you'll have to be careful that you don't overstress your Force powers in the first couple of fights; you'll need to save some to cure or heal your party. At low levels, you'll want to have your character pursue passive feats that are always active, but when you begin looking for a useful active feat, this is the one that you'll almost always want to max out. Although BioWare has done an admirable job in streamlining the d20 combat system for a console, and although you can always pause at any time you wish, combat can still become a bit hairy and complex with multiple combatants. How you deal with him affects your Force alignment, in much the same manner as your dealings with Nico on Tatooine. Like the other class-specific feats, this is a passive skill that is always working in the background. Reloading is annoying, so just pick these choices and get it right the first time. If you travel to Korriban and meet up with Dustil, you'll have to choose between killing him, or obtaining a datapad from Uthar's rooms and convincing Dustil of the error of his ways. Once you have bought HK, unequip one of your party members and add the droid to your party. Suggested builds suitable for all difficulties and DLCs: Early-game 'pointman' build. Check all of the bodies; Sherruk, especially, has some nice loot, including two lightsabers. Eventually, you'll run across a Republic soldier getting taken down by a couple of Sith. Light side Solution: Find the journals and return them to Rukil. While the many varieties of Jedi robes offer some light protection, and some Force powers themselves will boost your defense, your character will still generally lag far behind your other Jedi party members in terms of defense, since they will almost always join your party with two levels of the Jedi Sense feat in their belt. You can still pump your strength score at character creation, perhaps by under-boosting constitution and making the difference in vitality back later on with the toughness feat. Apparently a house droid that her husband created for her has wandered off/been stolen/disappeared/whatever. Malak will fall eventually. She'll make vague threats about killing Tanis, but the quest won't trigger--yet. Head to the Czerka office and ask about the possibility of obtaining a license. You'll need to find what info you can when you break into the Sith base during the main part of the quest. These guys are quite grenade-happy, unfortunately, so you might want to concentrate on taking down the two near the door before moving on to the Admiral and his Jedi cronies. ), but we won't spoil those for you. You can do a complete 180 from your initial class, if you wish, or continue along the path that you've been working on since the game began.). Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. If you experience a crash when patching the game in Windows 98 or Windows ME, please make sure that you reboot your system before attempting to repatch the game. Even if you refuse his reward, he'll push it on you (1,000 credits), but, of course, you can pressure him for more if you wish to obtain more Dark side points. The O.J. One last area of interest here, while not quest-related, is the Dueling Room in the southeastern corner of the academy. B-4D4-GE3 was a GE3-series protocol droid working for Czerka Corporation and a secretary of Jana Lorso, the Czerka representative on Citadel Station. Develop a line from booster pad to booster pad and stick with it. Demand more of a reward for an extra Dark side hit. This is an automatic feat that scoundrels gain for free upon hitting the appropriate level. K-X12D Droid: Select the third of the four sequences. 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