How to get influence in kotor 2. Influence on characters in SW KotOR II (part 2). Numerous minor improvements

And I ... And I ... But I'll beat you all in the face!

Dark jedi

After the thunderous success of "Knights of the Old Republic", few doubted that the second part of the game, if not surpassed it, then at least re-take the high bar set by BioWare.

The team took over the development Obsidian famous for hosting an unforgettable Black isle studios(remember Planescape: Torment). And nothing seemed to bode well. But then something happened ...

Either the developers overstrained themselves, or the publishers from LucasArts, who by all means wanted to coincide with the release of the XBox version of the game for the Christmas holidays. Against the background of the first part SW: KotOR 2 - The Sith Lords looks pale. “Medal” - yes. “Order” or “crown” is no longer there.

And it's not just minor bugs and glitches that populated the release and almost completely moved to the PC version. Sudden falls - it does not happen to anyone. “Broken” races, in which it is impossible to win, we will endure. Cutting video inserts are a trifle, they can be viewed from the main menu. A bad AI of a character who can't walk around the closet is forgiven. It's still a role-playing game, not a shooter. You should not throw thunder and lightning, even when the character, in the midst of the battle, does not react to an unambiguous command or even stops stupidly. In the end, you can click again with the mouse button - your hands will not fall off.

The unevenness, the roughness of the game - that's what upsets. We do not require KotOR 2 the ocean beauty of Manaan or the persuasiveness of the heat-breathing Tatooine. But why are Telos and Nar Shaddaa drawn convincingly, while Dxan and Malachor are nightmarish? Why are there a lot of good quests on Telos, and on Korriban - empty caves, translated into a carbon copy from the first part of the game?

The further you go through the plot, the more distinct the feeling that the game was thrown into the sale unfinished. The dampness of the game is visible to the naked eye, the fringe from quests, places, planets torn out with meat (!), plot lines and characters. Some quests cannot be completed at all. The maps show points of transition to places that we will never see. The scripts are confused, threatening fatal errors for the plot. NPCs say strange things and act inexplicably. Quests are gradually giving way to endless battles with the Sith - all in empty boxes of crudely fashioned rooms.

What is there - at the end of the game the plot remained unsolved; everything is on the level: “He is a Sith, he is bad, we will kill him. I am also a Sith, I am good, but you kill me anyway, and before I die I will make a speech full of vague hints. " Planescape: Torment hiccupped, but there is nothing like a solid and graceful plot SW: KotOR.

Who knows - maybe if the developers were given more time, they would have pulled out the game. And we would see the planet of robots, and the raison d'être of the droid G0-T0, and alternative branches of character development. No, I'm not saying that The sith lords- bad game. She is good. Its shortcomings can be ignored ... if you do not compare it with the first part of the game.

This is a bug: if the game starts unexpectedly in windowed mode, don't panic. Switch it to fullscreen with your hands.

Role system

Everything is very simple here. D&D, third edition, modified for the Star Wars universe. The maximum level has increased to the fiftieth. Three classes of "Jedi", three - ordinary. After the fifteenth level, a character who is well-defined with the side of strength can receive a prestige class.

You immediately start the game as a Jedi. Choose a class: Battle Guard, Magic Consul and Mixed Sentinel. I advise you to choose the Guardian class - this way you will have much fewer problems in the future.

Distribute the attributes.

Force: determines the damage in hand-to-hand combat.

Agility: defense and shooting depend on it.

Body type: determines the ability to wear implants and the number of health units that a Jedi receives with an increase in level.

Intelligence: affects the number of skill points that you get with the level. The skills of the Demoman, Hacker and Master depend on him.

Wisdom: saving throws and the effectiveness of combat spells depend on wisdom.

Charm: allows you to persuade people, enables the light Jedi to use the magic of the dark and vice versa. Increase the effect of spells.

How do I allocate points? Set it up unambiguously strength, intelligence and physique... The rest is to your taste.

There are six skills in the game. You invest points in skills with an increase in level (their number depends on intelligence). The real increase depends on the corresponding characteristics of the protagonist.

Computers (intelligence). Hacking computers. Everything is simple here.

Minesweeper (intelligence). Clearing mines and “theft” of installed explosive devices. Each such action gives the character experience.

Stealth (agility). The higher the stealth, the less often you will be noticed if you activate the invisibility belt. A completely useless thing.

Caution (wisdom). The ability to spot mines (not needed) and open new lines in dialogs (needed!)

Persuasion (charm). Absolutely necessary for the protagonist, as only he can talk to other NPCs. Opens new lines in the dialogue, increases the reward, and so on.

Repair (intelligence). Repair of computers and especially droids. For a droid - the number of units of health that the "droid" first-aid kit restores. In the game, it became possible to disassemble items into basic parts (parts, reagents) in order to then make first-aid kits and other useful things. The skill increases the amount of "detail" that the team receives when unscrewing an item.

Security (intelligence). Unlocking locks and locked boxes (character gains experience). A pick will help open a complex lock. If the drawer refuses to open flatly, you can simply hack it with brute force (bash). However, some of the content may disappear. Almost all the loot from the crates (and often even the quest reward) is determined by a random number generator.

Treatment (wisdom). Determines the amount of HP that the first aid kit restores.

Beliefs aside, most often the skill of opening locks, working with computers and defusing mines comes in handy in the game. But pay attention: you will have a good technician Bao-Dur for mines and computers. True, in battle he is not very strong.

Skills “profile” the character, strengthening him in some area. Jedi tricks like healing or deadly lightning are also skills. In combat, the most useful are toughness, the skill of fighting with two swords at the same time, and flurry. A power shot is best for a character with a blaster.

I advise Jedi to develop energy resistance (acts like armor) and healing first.

The best, in my opinion, prestige classes - Jedi weapon master for light and Sith marauder- for the dark. Simply because military skills are unambiguously decisive in battle, and for support you always have an extra Jedi in stock. But don't forget about the fighters: the blasters in the game are enhanced, and I can't even decide for myself which is more effective: two Jedi with laser swords plus one soldier with a blaster, or two soldiers plus one Jedi. For the sake of experiment, I even went to one of the last levels in the game with a group of three "blaster bearers". Everything went perfectly. Even the Sith who managed to reach my group died, breaking off the laser stings on the armor.

Characters (edit)

You can take from one to three characters per level. In total, by the end of the game, you will collect ten characters on board the Ebon Hawk, not counting the main character. The developers have inserted a system of "influence" into the game. The impact on specific regatta participants changes with your actions and dialogues. Having made an impression and carefully walking along the dialogue tree, having sustained the “rolls” of virtual dice for trust, you can turn a character into a Jedi (nun, Etton, Bao-Dur).

Unfortunately, there are no quests from teammates in the game. It's a shame.

Exile

The protagonist, alter ego and root cause of all troubles. Long ago, even before the Civil War, he (or she) joined the renegade Jedi who decided to start a war against the impudent Mandalorians without the command of the Council. For this, the Council tore off the shoulder straps from the villain, took away the laser sword, cut off the connection with the Force and drove him out. True, later it turned out that he had deprived himself of the Force himself, and he was expelled from the Jedi not because of the Mandalorian adventure, but for a completely different reason: a Jedi with the makings of a leader posed a danger to the rest. True, the expulsion of the hero did not help the Council later - the Sith dispersed everyone anyway and forced the valiant Jedi to scatter in corners and crevices.

Despite the fact that the hero (or heroine) now poses no threat, the Sith still pursue him in hijacked Republic ships. Least of all they like the Exile, the stone-faced Zion and the tall Nicevok in a pretty theatrical mask.

It is after an unsuccessful battle with the dark lords that the unfinished "Ebony Hawk" with the main character on board will fall into our tenacious paws.

You can choose gender and a dozen face options for your character (the prettiest are Asians). Gender influences some of the scenes and the composition of the crew: men get a nun from Telos, women get a librarian from Dantooine.

Moral choice also matters: the light and neutral Jedi on Nar Shaddaa pick up the warlike Mira, the dark ones pick up the stupid Wookiee Hanharr.

Kreia

A blind, unpleasant old woman, it is not known how she ended up on our ship. As we will find out later, she is also a Sith, moreover with a full set of ugly Sith habits. Regularly communicating with the main character, Kreia will teach, warn, press and comment. True, only through it can the hero receive a prestige class (required: fifteenth level, a strong bias in the dark or light side) and several good additions to the characteristics of the character and his laser sword.

But despite this and the fact that it is possible to develop a good support Jedi from her and all her healing and strengthening spells echo on the main character ... I would not take her on campaigns. He does not wear armor, cannot use two swords for certain reasons. Leave her on the "Hawk", in the plot places she will appear herself to say her weighty "phi".

T3-M4

You will pick up this young man at the very beginning of the game in the colony near Perag. A simple guy, a Pazaak lover and a former Jedi fighter. Good for blasters, and when you make a Jedi out of it, it's also great for laser swords.

To turn Atton into a Padawan, you must, first, win his favor with kind conversations. It's easier for the Dark Jedi - he can commit atrocities that Atton likes. On Nar Shaddaa, don't take the guy with you on your team, and in the refugee sector, two Twileks will tell you his secret. The rest is a matter of technique, careful dialogue and cubes.

Bao Dur

During the Mandalorian Wars, this gallant technician served under your command. He lost an arm, but acquired a very useful prosthesis that allows him to knock out power doors and protective fields with one blow. In battle, Bao-Dur is rather weak, his strong point is technique. Neat conversation can turn a guy into a Jedi guard. It is a pity that with the acquisition of the Force, Bao-Dur becomes very laconic.

He will join the team on Telos. Having cajoled Bao-Dur, you can beg for energy shields from him. His little electronic assistant, a Christmas tree ball, always flies around Bao-Dur. In battle, he shoots enemies, but there is no great effect from him. However, it's still nice.

Nun

You will find this fair-haired girl on Telos, in the all-girls Jedi school, run by a strange abbess. But this will only happen if you play as a male character, otherwise a librarian from the Jedi enclave of Dantooine will join you. They are very similar in characteristics.

To turn a stupid nun into a Jedi, you must fight her three times in a duel and do not forget to talk to Kreia about the girl's past. But even in ordinary, non-Jedi guise, the girl is very good in battle. I made a specialist shooter out of her and did not regret it.

As for the librarian, he has the unique ability to work as a mobile chemical laboratory... You can craft first aid kits and antidotes right there. By polite conversation and "correct" answers, he can be made a Jedi Consul.

HK-47

The already familiar droid from the very beginning of the game stands motionless in one of the cabins aboard the Hawk. It is broken and your job is to fix it. Four parts are missing.

  • The first one you will pick up from the wreckage of the NK in the Peraga mines.
  • Buy the second from the merchant on Nar Shaddaa or pick it up from the droids that attacked you near the female Jedi school.
  • You will find the third in the same place, in the wreckage of the robots that attacked T3.
  • Buy the fourth on Onderon from the droid merchant.

Hurray, the droid is alive! If you stood up for a Twilek merchant on Nar Shaddaa, you can then purchase a unique behavior modifier for the robot from her.

You can make a good fighter out of the HK-47. Winning the favor of an assassin droid is easy if you are a Dark Jedi, and very difficult if you are a Light Jedi.

Visas Marr

A dyslexic Sith in a funny mask will send blind Visas to kill the protagonist. As soon as you see the cutscene, beware: the next time you return to the Hawk, she will be meditating in the cabin to the left of the entrance. It is not difficult to defeat her if you run along the corridors for the help of the team. Bao-Dur, who was engaged in repairs nearby, helped me to hammer it. After defeating and refusing to kill Visas, you will receive a powerful combat Jedi on your team. It is easy to win her favor if you carefully persuade her to leave her old master in favor of a new one (that is, you). Take her with you to Nar Shaddaa to the refugee sector and do a couple of good deeds - this will move Visas very much, she can even instantly turn from a dark one into a super-light Jedi.

However, this will not prevent her from reacting badly to your “kind” remarks on Onderon later. Who will understand these blind Sith ...

Of the world

You will pick up the Girl Scout Mira on Nar Shaddaa if you go along the light side (the dark side will get the Hanharr Wookiees, also a scout). She will make a good sniper shooter, and her unique wrist grenade launcher is a welcome addition. Ask her to make you a couple of pomegranates and she cannot refuse.

Gaining influence from Mira is not difficult. When she is on your ship, immediately invite her to settle in comfort. Take her with you on Dksan and when the tadpoles-thugs appear, tell her: "Mira is who the real bounty hunter is here." She's going to love the compliment.

To make a Jedi out of her, take Mira with you to Nar Shaddaa and walk with her around the club.

And what about Hanharr? He's an excellent melee fighter, but why do you need a Wookiee if you already have Jedi with laser swords? Plus, Wookiees can't wear armor and implants. You can win his favor with harshness in conversation. Silly monkey.

G0-T0

Perhaps the most “cut off” character on the team. This ball-shaped flying droid will join you after the battle on Goto's yacht. Knows how to make lockpicks and fly over mines. We will never know why he shocked Bao-Dur's little electronic assistant. We will never know why at the end of the game he suddenly “floated” into the wrecked ship, where the “Christmas tree ball” turned on the reactors.

You can achieve success with G0-T0 through dialogues. Spread compliments.

Mandalorian

An excellent soldier, the owner of excellent armor (tightly glued) and a powerful cannon. Will join you on Dxan and accompany you on Onderon. If you have a Mandalorian with you, then every time you see a group of Mandalorians (Dantooine, Nar Shaddaa), you can ask them to join the crusade.

The Mandalorian is a warrior and he respects war and strength. Consider this in your conversation with him.

Passing

The life of the distant galaxy is getting worse and worse. The evil Sith have finally unbelted and are openly destroying Jedi everywhere. The last of the surviving knights is lying unconscious aboard a well-beaten ship, which is slowly drifting towards the mining colony near the planet Perag. Without qualified medical care, he is doomed ...

Fortunately, there was a hero who can save him and the ship. And his name is T3-M4, "bucket" - vacuum cleaner.

This is a bug: the game sometimes crashes. Nothing can be done about this, the error is described even in the game documentation. And there is also a simple advice: save more often.

Prologue

Prologue is a common tutorial for those who haven't seen the first part of the game. You will be taught the most basic techniques: movement, interaction with objects, “communication” with computers, shooting. You can skip it if you want, but do not think that you will be so easily left behind. Training will continue at the station near Perag, but for now - grab the droid and start exploring the familiar (or not yet familiar) giblets of the "Ebon Hawk".

This is a bug: if the character models are distorted and take on surreal forms, do not be alarmed. Get used to it. It's even more fun this way.

It's unusual to start the game by controlling the vacuum cleaner, but what can you do ... Leave the wheelhouse and turn left to clean the plastic urn and use the resulting pin on the computer - you need to open the door to the main hall. There, collect the wreckage of another droid, knock down the door and clean out another room. The body of an unknown old woman lies on the floor. Search her and open the next door with a weak lock. In front of you is the emergency elevator shaft, but first go (drive) to the medical block and inject vitamins to your character so that he will live until the morning.

Now you can take the elevator and go out into the cold vacuum, to the surface of the Hawk. Take a few unnecessary parts from the holes in the case. By connecting the protruding wires and using the parts, you will open the door to the cockpit. It is not known who needed to mine the side of the Yastreb, but the fact remains: two mines are installed on it. Carefully remove them from the case and put them in your pocket. Search the stuck proton torpedo and quad laser.

This is a bug: carefully place all three mines on the hull. In a couple of seconds, the mine in the torpedo will “revive”. Take it and put it on the body too. Then one more time. After accumulating half a dozen mines, put them inside the ship in any box. Exit to the surface of the ship and repeat. Mines are never superfluous.

The only thing left to do is to fix the main engine. What a bad luck - the door is jammed. Use the mine. The droid will be able to attach to the case unnecessary parts collected on the ship (five pieces), and the engine will start working again. This means that you can go to Perag by selecting a target on the navigation screen in the wheelhouse. But if you want, find a 3C-FD droid in the cargo hold and repair it to shoot moving targets together. The rescue pistol is in one urn, sparkling Christmas balls are flying out of the other. Kill them and ransack all the urns in the room.

You can play jokes with your companion droid in the main computer in the central control room. Hack it and in solo mode take the other droid into the airlock (only one door opens). They will show you a workbench and tell you how to use it. Clean out the bedroom.

Now there really is nothing to do on the ship. We moor to one of the Perag asteroids.

This is a bug: if you do not, as usual, complete the Prologue, but skip it, having thoroughly ransacked the entire ship, then all the items accumulated by the robot will remain in the main character's pockets. Including the mines accumulated by dishonest means.

Perag

Someone took the protagonist out of the bedroom and instilled him in a medicinal "glass". However, just as suddenly, the hero, he is the Exile, found himself in the center of the room in a recumbent position on the floor among a round dance of small televisions. Corpses are floating around in "glasses", so we, one might say, were lucky. The game will inform you that you can climb into the healing tanks in order to fully restore health. Forget it right there - you won't need glasses.

You leave into the corridor, take the first-aid kit from the urn in the next room. Clean out the trash cans in the warehouse. Begin to get used to kleptomania, now you have to drag everything that lies badly, and what lies well - shift.

Look through the holographic magazines, open the door to the morgue. The old woman on the couch on the right is already familiar to us. And the corpse against the wall, the owner of the plasma torch - not quite. Catching the moment when the hero turns his back, the dead old woman wakes up and begins to say strange things. Here's your first choice: polite answers will add points to the bright side of the Force. If you are rude to an old man, grab the Darkness. After the dialogue, the woman will remain in the room to restore health after an unexpected resurrection, and you have been given a clear order: take care of the evacuation.

Plasma torch will help knock down the door in the hallway. See how the hero dashingly jumps in front of the castle, swinging a plasma sword. Take the vibroblade from the corpse, search the fallen droid and start moving through the rooms, exterminating the droids. Don't forget to pick up spare parts for them and listen to old Kreia's advice. Search the body in one of the rooms for a lockpick and open the computer with it. Gradually, you will learn that the asteroid station near Perag is a mining town, but not an ordinary one. By extracting fuel from asteroids in an open way, miners run the risk of blowing up not only themselves, but the entire asteroid field. And since the Ebon Hawk docked at the station, things have gone awry. The robots do not obey, strange explosions occur in key places, and the NK-class droid arriving on the ship, when they meet, removes the photoreceptors.

Explore nearby rooms with security cameras. Before the next door, Kreia will offer to save, and the Exile will have a new Jedi gadget - the feeling of "when it would be nice to save." Kill three robots outside the door. Congratulations on the next level.

Take the "invisibility" generator and use it to quietly carry out all the droids in the large hall outside the door. However, you can quietly walk up to the console and turn them all off. Search all the urns in the area, go up the long corridor to the upper rooms, rid them of droids and valuable things. Then turn left to the prison block. Hi Etton! Hello Exile!

It is interesting: in the dialogue, you can specify the gender and side of Revan's power from the first part of the game. I advise you to make him angry, so you can see Bastila's monologue about Revan.

Replenishment is in your ranks. Once you reach the console in the center of the hall, call your T3 from the hangar. Need help from a bucket.

Take control of T3. Open two doors, search all rooms and fight two droids. The easiest way to do this is with min.

Go down the corridor and find the fuel compartment. When you find yourself in a dead end, ransack everything you get to. Re-arm T3 with the ion cannon - useful in the fight with the mining droids on the way back. Use a mine to blow up the locked door to the hangar, search the room and use the good found to repair the control console in the next room.

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You need emergency control commands, with their help you will open the locked door. Fight three more droids and two more - outside the door. A useful implant awaits you in the locker - don't miss it. Step into the elevator.

At the end of a long corridor, a control panel is waiting for you. Open the emergency passage to the administrative level for your Jedi.

After talking with Atton through the emergency exit, go down into the mines. Your partner will want to radio you with helpful advice. Shut him up or let him talk - decide for yourself. In the next room, dress up and insert the implant into your head. Move on.

Collect spare parts from the droids lying on the floor and repair another droid - he will help you in battle. Prepare Ion Grenades and Shields. The fight will be easy. The Telos Mining Shield will help you through the overheated tunnel. Search the bodies and go out into the round room with droids. On the bridge you will get to the computer and here you can ease your lot. Open all the passages locked by the fields and, according to the number of pins, choose: order the droids to “get metal” from the doors, forbid them to “get” living people, blind them or order them to fight each other.

Many tunnels opened in the four corners of the room. When destroying droids, go over them and collect everything you can reach: pins, money, implants, mines (if you have the subversive skill).

Sooner or later, Etton will get in touch and say that the mines are about to explode - but not before you safely leave the territory (these are his own words!). Go out to the turbolift at a walking pace and watch the scene with the Exile flying out from behind the doors. There is a fight with miner droids and Christmas tree toys helping them. I advise you to hit the toys first - they explode and can cause trouble for their own comrades.

There is something familiar behind the door: the NK system droid greets you, calls you “master,” and says that he was forced to get rid of all the station personnel so that they would not harm the amiable owner. He has something to tell you, so in between looting, interrogate him.

But the robot does not want to open the door locked with a voice lock, although it can. He motivates him to wait for help. You have several options. Simply and primitively open it by breaking the control panel. You can take a sound sensor and trick the robot into saying “sim-sim, open up”. Do not forget to build an ion exchange rod (workbench) into your vibroblade.

New battles await you outside the door. In addition to spider droids, you will begin to meet humanoid bipedal comrades. There will be no problems with either one or the other. Deal with flying mines from a distance, destroy flying repair droids. The information console will help to uncover the veil of secrecy over the events at the base. Destroy it to open the gateway. Search the urn and go into outer space.

Carefully walk the plasma jet around the edge of the platform and watch the Sith ship dock towards the station. A door at the end of the bridges will lead you to the living quarters. Move along them, dealing with the droids with one left. If you notice automatic fire engines, carefully shoot them from a distance. On the left is a warehouse - a joy for a kleptomaniac. Exit through the door, deal with fire installations again.

Behind the door you will have another battle involving robots of different sizes. Repair the console and turn off the ventilation system to open the door. At the end of the corridor, get rid of two more "fire extinguishers".

Clear the dining room, find a gas mask in the next room, and search the bodies. Return to the corridors, go left and after meeting with a large robot, search the body. Watch the entry and open the door with a mine.

The rooms on the right will give you the opportunity to get hold of useful things and records. Smash the broken warehouse door with a mine.

In the rooms on the left, look at the entries, and you will recognize the first three numbers of the code to the door. Code: 3-17-13-5-7. If the hero has a developed intellect, he will guess himself. From the holographic recording, you learn that the cunning NK changed the code to the opposite. Enter: 7-5-13-17-3 and exit to the administration level. Before you is Kreia who has grown up in the level!

Atton is waiting for you in the control room, and the annoying NK is in front of the door. We'll have to get rid of him. Search the wreckage of the assassin droid - you will need its vocabulary generator, the first piece from the broken NK-47.

The plan is simple: get onto the Harbinger Sith ship through one airlock, walk through the entire ship, and exit to the hangar through another. The Harbinger's architecture is strikingly familiar. It was in these same walls that another Jedi (I think his name was Revan) studied the interface of the first part of the game.

We'll have to talk to friends. The credibility of your comrades depends on your answers. I advise you to agree with Atton - this will help you later make a Jedi out of him.

Turn right onto the bridge, open the navigation computer and download the maps of the asteroid field. Listen to the recordings and go out into a long row of rooms, where you will be graciously greeted by the Sith-assassins who have hidden for the time being. There are many of them, they will attack you at once with a bunch of cockroach energy and vitality.

Then everything is simple. Make your way around the ship, returning from dead ends. Search all rooms. Exterminate the Sith. One of the rooms will seem familiar to the Exile. Search it a little more thoroughly than the rest. In the medical bay, look at the records of the Sith suddenly revived by the Stoneface and repair the healing droid - he will follow the main character everywhere and provide first aid.

Atton is nervous, anticipating trouble. Since you already know that the guy is a potential Jedi, you should ask him about his feelings as carefully as possible.

At the entrance to the engine room, the same stone-faced Jedi will finally catch up with you. Kreia, even though she is old and blind, will volunteer to detain him in order to give odds to the rest of the regatta participants. Unfortunately, you won't get rid of her that easily, so just move on. When, obeying the unknown call of the Sith nature, the stone-faced chops off Kreia's hand (“Noooo !!!”), the hero associated with her will feel a slight discomfort. After talking about this with Atton, go to the asteroid.

Hello T3! You have grown in level and are ready to take a couple of pistols from the hero's pockets. The droid can be used as a mobile workbench and a source of free pins, so don't forget that. Give the droid a couple of compliments, defuse the mine and start good old fun: endless battles with droids.

The console will help you remove the energy field, behind which ... that's right, a few more droids. Turn right, switch to T3 and hack the console to open another door. Scatter the droids, clear the lockers, collect the mines. Open the next door with T3, clear the passage of harmful gases with pins. Finally you got to the Ebon Hawk. Before entering the ship, make sure that you have not forgotten anything in lockers, boxes, urns and droid wrecks.

Once you get on the ship, something very, very surreal will happen. At a deserted station, where there is no one but you, dozens of dead miners, the evil Stonemaker and his half-dead Sith in cloaks ... suddenly, from somewhere, dozens of stormtroopers in shiny armor, familiar to us from the first part of the game, will appear. They will run around the ship and carefully represent the targets from "Rambo". You control the ship's cannon, and your task is kill none!

Let me explain the thought: you will not get experience for killed attack aircraft from the cannon. Generally. The survivors will find themselves on the Hawk and you will have to fight them in the usual way. And then just have time to row the XP with a shovel. More than three thousand XP units are not lying on the road. Simply and without haste, charge up with stimulants, check your weapons and head to the main hall.

After the fight, a waving Kreia stump will suddenly appear in the corner. You can blow up asteroids or leave everything as it is - they will explode anyway. Going out into hyperspace, insert the first part into the broken NK - a dictionary generator. Kreia in the bedroom ponders new fighting styles that don't require a right hand. Talk to her about the mysterious connection between you. Chat with Atton. The guy pretends to be working on the remote control, but you and I can see perfectly well that he hits his fingers in the air. Tell him about your exile and your old laser sword. Mention its color and shape. Whichever sword you describe is what it will be in the holographic recordings. Don't forget to talk to T3 and tweak the insides a bit.

The next stop after boring Perag is the planet Telos, home of snails.

Telos

The planet Telos was badly damaged during the war - orbital bombardment completely destroyed its ecosystem, where the peaceful Ithorians lived. Now you can live only on a giant orbital station that “covers” the damaged area. A program has begun to restore the ecology of the planet, but the opinion of the aborigines is of little interest to the directors of the Zerka corporation, who dream of turning the planet into a galactic resort.

Upon arrival on the planet, our entire team will be arrested on suspicion of organizing the explosion of the asteroid belt. While you are sitting in the power cylinders, a hired hunter “Baty Rem” dressed in security uniform will enter and try to kill the team. Naturally, extremism will not work. The guards who came running to the noise, at first, without understanding, will begin to complain about you, but then they will realize that the “killed” guard is on leave and is now getting drunk in one of the city bars.

After that, the measure of restraint will be mitigated until house arrest in a hotel. But you don't have to just sit and meditate. The phone rings: the snail Khodo Khabat wants to hire you to fight the Zerka corporation, which is taking over the program to restore the living world of the planet. The second call is from Czerka: they want to hire you to fight intelligent snails. It is not hard to guess that the snails (they are Ithorians) will give you the opportunity to pump "light", and Zerka - the choice of the Dark Jedi.

Finally, for lack of evidence, you will be released. Get comfortable in the building corridors. All of your property was taken away at the time of arrest, so it's worth going out and getting it. Roll up to entertainment module. Admire the three soldiers who are pointlessly huddling in the corner, colliding with each other. Walk past the club (cantina) to the local Telos Security Office, TSF. On the way, you will meet a Cheburashka covered with metal paint, which is unfriendly run over by Czerka mercenaries. Protect the poor eared man or kill him? The choice is yours. True, you will have to fight without weapons, but that does not matter.

See what the two tadpole brothers are selling in a nearby store. At the office, talk to the Eyes on Chin droid. Alas, your ship was hijacked by unknown persons from the orbital station to the surface of the planet. However, things remained. Nothing can be done; The droid will open the door to the locker room for you, where you grudgingly clean several lockers out of habit. Arm yourself and get dressed.

The detective Grenn, the one who arrested you, is standing nearby and sad. Take quests from him for an alternative source of fuel for the station and for catching several villains.

You will find an alternative source of fuel on Nar Shadaa by talking to the Hutt Vogga after returning from the yacht.

To find out how the killer was able to get to your team, talk to the tadpole at the third pier of Czerka. Tell him that there is nothing to fear - the killer is dead. Pay 25 credits and with the information received, return to the detective.

You will find the escaped criminals in the Czerka office. They are sent to the surface of the planet, away from the authorities, and you cannot stop them. But in any case, call them. To complete the quest, you do not have to eliminate them - you can try to trick Grenn by saying that you chased and killed them (first answer). The gullible opera will have no choice but to give you an award. An honest Jedi, meeting both on the surface later in the story, will kill them and return to Grenn with good news.

The last quest remains - Batono, a disappeared TSB agent working undercover for Zerka. Talk about him with the employee of the corporation, next to the tadpole at the third pier. Ask Lorso about Batono in Czerka's office and agree to look for him. At the snail complex, speak with Chief Ithorian Khodo Habat. Be more convincing. Threat with opera. You will be given a key to apartment C1. It remains only to decide what to do with Batono: return him to Grenn, rip off money from him for a “bad memory”, or simply kill him.

Before going through the story, let's see what quests and NPCs are in the area. In complex B, one of the locked apartments is inhabited by the story tadpole Opo Chano. Trades in droid parts. Harra's twilek lives in complex A, he lost his girlfriend in Pazaak to a certain Doton Heth. You will find him in the club (extremely nasty music), but he will not give you the girl just like that. You will have to play as a slave or redeem her. Find a woman who sells cards in the racing room and build a deck. If you beat her three times in a row, you will receive a rare card. Etton will help you get comfortable with the game.

Return the girl to her lover, or keep her as a slave. In the latter case, you can visit her club and requisition the proceeds.

An angry owner rushes into room A2 when you try to rob the box with valuables. Finally, at least someone noticed what unseemly deeds our main character is engaged in. After killing him, you will receive "darkness", but increase your rating at Etton (do not forget to send Kreia away so that the old woman does not get indignant). Apologizing won't get you anything. However, the stolen items will remain with you. As a moral compensation, it is worth putting out room A3.

At the club just outside the entrance, try to win races in a straight line against the clock. You need to switch speeds with the left mouse button in time, avoid collisions with red mines and accelerate on special platforms. Jump over obstacles. You can go for the first race for free, then you will have to lay out one hundred credits for each. The reward for the record is 500 credits, but you are unlikely to be able to win. Bug.

When, according to the story, you have a smuggled modified blaster in your hands, a new quest in the style of "Men in Black" will open. Show the opera blaster, and he will give you a task: to uncover the network of smugglers. Convince the merchant Samhan (one of the tadpole brothers in the shop next to the club) to take you into the gang. Listen to him and tell Grenna. He will give you dummy goods and order to set up Samhan. Escort him to the pier and shoot him (sorry, it happened!). However, without bringing the matter to a fatal end, the tadpole will surrender. The merchant will sit down and you will lose the opportunity to visit his shop, so make all the important purchases in advance.

What are the Dark Jedi to do? Offer Samhan to help with the smuggling, and he will offer to get some leaves of a "special" plant from the Ithorians. Go to them, convince the snail that Grenn needs the leaves, or turn off the alarm yourself. Pick off the leaves of the plant and return to the merchant.

The second task is to steal the experimental Ithorian energy shield. To get to the marinas, you need a pass (you will get it in the story). Go to the second pier, enter the warehouse and, after doing something with the watchman, take the shield. Return it to Samhan.

Third task: steal medicines from the clinic. It will not be difficult to do this: there is no medical compartment in the rooms nobody... Open the box from the terminal, take the medicines and the first aid kit. On the way back, you will have to fight with the representative of the law.

Finally, the delighted merchant will ask you for one last favor: to escort him to the berths. Easily. You will not be able to get out at a meeting with TSB - fight them and kill them all.

The bright path is working for snails. Talk to the Ithorian Khodo and get the first task: to protect the new droid from possible problems. At the entrance to the docks, you will be greeted by two representatives of Czerka and urged to change your mind. But the path of light has been chosen, and Zerka is sent to a known address.

The Ithorian at the dock entrance will let you through. But at the shuttle itself, an unpleasant surprise awaits you: the Czerka fighters will try to interfere with the delivery of the droid. Posthumously, one of them will drop the killer's weapon - smuggled goods (see the quest above). Return the droid to the Ithorians and accept the second assignment: to conduct diplomatic negotiations with a representative of the Exchange cartel named Loppak Slask.

Find Slask's secretary in the club, purple Luxa. The girl is in her mind, she will offer you to rid her of the boss in exchange for help with the ship. Find the entrance to the premises of the cartel and tell the cowardly eyeball that Luksa sent you. If you don't want to fight the pigs in the first room, trick the girl in the waiting room. Turn right and defeat Slask's fighters. Bribed Gamorreans are waiting for you outside the door, they will open the door. Kill two droids. After talking with Slask himself, go to the side of his secretary to make the fight easier. True, then you will have to kill her too, but it is better to fight them separately. Collect the loot in the room. The terminal will help you release the snail from the energy cell.

Return to Hodo and be shy - this way you will earn not only a reward, but also "bright" points of Strength.

Next assignment: find out what dark business the corporation is doing. This can be done in several ways. Find an overbought Czerka employee in the club. Ask him about Lorso, tell him that the case is secret, convince him that all this is not a joke. You can get into the system through the B-4D4 droid. But to get to the droid, you need a pass. It will be given to you by the droid merchant, Opo Chano from room B2. True, the comrade owes 2500 credits to the Exchange, and without this amount he cannot substitute Zerka, with whom he has a contract. The required amount will be given by Khodo without making a sound.

With the pass, go to the Czerka office, offer the droid to go with you. The Ithorians will reprogram him and you are now playing as B-4D4. Already disguised as a robot, enter the Czerka office, talk to Lorso. A funny dialogue with the "bucket" is coming. When the shots subside, copy all the data and erase your information. Return to the Ithorians.

You have completed all the tasks of the snails, and Khodo will tell you that only a certain Bao-Dur can help your trouble with the ship. But at the entrance to the docks, the snail Moza will suddenly call you and ask for help: Czerka militants burst into the room and threaten to kill Hodo. Go back and with your team carefully clean the room. First turn left to the vivarium: Moza will give you a key. Then save Hodo.

This is a bug: If you ask Moza for a reward for saving, you will receive Dark Side points. Want to become Lord Vader without leaving your room? Ask for a reward again. And again and again. And so, until the arrow on the indicator rests against the limiter.

Come out to the shuttle at the second pier and get down to the surface of the planet as a good knight.

But if you do not want good, if you are attracted by darkness, try to work for Zerka instead of communicating with snails. Lorso will give you the first task, a pass to the Ithorians and send you to the second dock.

Deceive the Ithorian at the entrance and run to the shuttle. After the battle with the mercenaries, the Ithorian will give you an old familiar blaster. Bring the droid Lorso.

The second task is to kill Slask. The solution sounds very familiar: talk to Luksa and kill the citizen with the tentacles on his lip. But first you have to work for her.

The purple citizen will ask you to participate in a dark deal. Go to the clinic, get your comrades out of sight. Answer the call and proceed to the safe house B3. Get ready for a fight. After receiving the money, return to Luksa and tell her everything. And again you will have to meet with the ill-fated Opo Chano. Kill him or supply him with money. The third task is to kill Slask. Unhappy comrade - everyone around him wants his death. Enter the Exchange office and do everything right.

Returning to the office, you will find that everyone around you is up in arms. We'll have to fight the population of the rooms to rescue Lorso from the clutches of the mercenaries. Take the reward and descend to the surface of the planet in the Czerka shuttle. The tadpole will give you a useful lightsaber part that you don't have yet.

On the surface of the planet, you will be greeted so unkindly that only the help of an unknown horned Zabrak character will save the team from browning in a burning shuttle. The guy's name is Bao-Dur, he once fought with the Exile, and now he is in the team.

Search the mined mercenary stash next to the fallen shuttle. Knock out the first group of mercenaries on the way, destroy the lone droid and take care of the next group of mercenaries (or criminals, if you took this quest earlier). Admire the extraordinary AI of your companions calmly running over the mines they find.

Once on the beach, turn left and search the skeleton. Talk to Bao-Dur and go around the group of mercenaries along the surf line. However, a few hundred experience points will not hurt.

Before you is a large minefield. Let Bao-Dur clear the way, and everyone else will arm themselves with blasters and carry out automatic cannons from a distance.

An unknown Twilek girl (we will never know who she is or where she is from) heads two droids at us. Ignoring the mines, hurry into battle and get rid of all three. Around the bend is the Czerka base, packed full of mercenaries. Move to the first group carefully and take out the main fighter last - he has a “hand-to-hand” shield. Then pay attention to the group of fighters on the left. When they all fall, it is very important for all three characters to run up the ramp to the platform and render the automatic cannons unusable. In no case should one separate, although the heroes strive to scatter in all four directions. Relax on the platform, find your ship using the information panel, and rush into battle again. When the base is completely empty, go down to its underground part.

The main problem is the incredible stupidity of the characters. Poisonous green gas escapes from the mesh-covered areas of the floor every now and then. It would seem, what is worth not stepping on the nets? But no - you definitely need to go over it and get poisoned. Nothing can be done about it until you disable the security system.

Bao-Dur can open force field barriers with his artificial hand. Using this useful quality, move forward along the long and winding, like gut, base. Destroy droids and automatic cannons. Collect everything you can reach along the way. Pay special attention to the bags lying next to someone's bleached bones. Sooner or later you will reach the shuttle. On it you can get to the polar regions (according to rumors, your "Hawk" is hidden there), but for a successful launch you need to unlock the hatch and have the start codes for the shuttle at hand. So move on.

For your information: going to the shuttle and activating the scene, you will completely heal your team. Why is unknown.

Around the corner, you can disable (finally!) The toxic security system. Move to the reactor, blow up several droids along the way, short-circuiting them charging device from the information panel.

The base is empty, but you will still meet one character here. Twilek got lost in three pines and asks to be escorted to the exit. The choice is yours. If you want to kill the Twilek, make sure Bao-Dur doesn't see it.

Note the door marked in blue on the map. This is a transition to the “sublevel” of the base. You cannot go there. Generally. No way. Never. Think about it. Keep thinking about it until your head explodes.

After the room with four cannons harmless for the time being, you will find yourself in the reactor control room. Turn on the reactor and go back, exterminating the four "revived" cannons. Do not forget in the room where you blew up the droids, open the locked door and take the start codes to the shuttle.

Be aware that a huge droid tank is now roaming around the shuttle. Only three of us can kill him, and just near the shuttle, the magnificent game AI made one of the characters lag behind the group. By the time I realized that the Exile was missing, one of my heroes was already “dead”.

Three heroes will cope with robots without any problems. Search the nook, from which the tank came out. The door opens in the room next to the shuttle. Onward to the North Pole.

Unfortunately, we were tracked down by NK robots and ambushed. The ship, as usual, was shot down, and the whole crew, as usual, flew out through the windshield. Before us are three cheeky NCs. Let's teach them good manners! True, Bao-Dur is slightly out of shape, but we also have Etton. Carefully collect the wreckage of the NK and pay special attention to the droid control system - the second part for your own robot resting on the Hawk.

Leave Bao-Dur to freeze in the snow and go to a small mound on the desert plateau. This is the door to the girls' Jedi school. At this point, the light Jedi will surrender immediately, the dark ones will break for a long time.

Kreia and Atton sit in cages and argue about the ghosts of the past. I had a funny bug - Etton was invisible and Kreia was talking to an empty cage. It turns out that Atton is involved in the expulsion of the protagonist from the Jedi Order, and Kreia blackmails him, threatening to reveal the secret.

And where is the Exile himself, the former Jedi, at this time? He talks to Atris, the discolored abbess. Answer carefully and intelligently to demonstrate your wisdom and earn "light."

Left alone with the nuns, talk to them. If your character is male, one of the Jedi will agree to join the team. You will find her later on your ship.

Find Etton, pick him up off the floor and shake him off. In one of the rooms, you will find Bao-Dur and Kreia. Talking to them affects your Force affiliation and reputation. In my case, I earned both light and dark Power points, as well as an increase and decrease in reputation with Bao-Dur.

Find T3, and now nothing keeps you in the monastery. Except, perhaps, the only funny quest - a few duels with sisters. Approach any of them and offer a battle. Your armor and weapons will be taken away in order to offer hand-to-hand combat with one of the sisters. You cannot use the Force. This is the first stage, it is easy to go through it. Rest and recuperate between contractions.

Second stage: swords can be used.

Third: Swords and Strength.

The fourth will be more difficult: two sisters will be put up against you at once. But if you have first-aid kits and Mandalorian shields for hand-to-hand combat at your fingertips, you will pass this task.

The last stage: a battle with five (!) Sisters at once. It would be very difficult to pass it if it were not for a funny bug. The fact is that according to the rules of the battle, it is forbidden to leave the site - a technical defeat is counted. All you have to do is get the sisters off the site. Turn on the Mandalorian shield and start running around the edge of the “tatami”. Chasing you, the sisters will collide with each other and one after another "lose", leaving the site. So I won without striking a single blow and escaping with only a slight fright with half my health. It's not fair, of course. And five to one - honestly?

Before leaving, make sure to empty all base warehouses to the last urn.

T3 managed to steal from the monastery the old records of the expulsion of our Jedi and information about the location of each of the Council of the Order. Review the entry. You can choose the lines, but nothing depends on you. A nun comes out of the darkness and starts a quarrel on the move. Calm her down. Chat with Bao-Dur about your new laser sword and let him modify the T3.

It remains only to talk with your companions and choose the next planet. I chose Dantooine because there is a unique laser sword crystal in the cave.

If you have already seen the video insert about a masked man with bad diction, then on the next planet, when you return to the "Hawk", there will be a girl in red - Visas. She will try to kill you with her stylish laser sword. She is a strong adversary, and she would certainly have finished me off if I had not escaped in time to the cargo hold, where at that time I was just picking at Bao-Dur's pieces of iron (I did not take him with me to the planet). With his four hands, we easily defeated Visas, broke her laser sword and took her into the team.

An extra Jedi wouldn't hurt.

THIRD PAGE

Dantooine

Good old Dantooine. After the war with the Sith, he got pretty sick. The Jedi enclave is destroyed, and treasure hunters roam the rubble. The abundance of mercenaries looking for work does not have a beneficial effect on the crime rate. Upon arrival, we are immediately mistaken for treasure hunters, and it is not yet necessary to admit our true Jedi identity.

This is a bug: if the character suddenly froze in one place with a raised leg or rushed into the blue distance, and the FPS dropped to one frame in five seconds - do not panic. Rotate the camera so that the vastness of the planet does not fall into the frame, and let the graphics engine clear its throat.

Chat with a woman. If they call you a Jedi, deny it. Do not remove the laser sword (if you already have one). Carefully go around the courtyard around the perimeter, clearing trash cans. Your first target is Hunda, the local government building.

Listen to the dialogue between the two chatters, talk to Suulru about the stolen vaporizers. Go around all the NPCs in the house, but pay special attention to Terena Adair - she will tell you about the Jedi Vrook. In addition, she will notice that it would be nice to work as a PR manager in favor of the Jedi and create a good opinion of them. Forget it. This is a blank for a quest that never showed up in the game.

Buy a crystal for a laser sword from the Rodian - note that in the locked urns around you will find other parts for assembling this useful unit. It remains to talk with Berun, Gerron and Zherevik.

Let's take a look at the side quests. The Ithorian seated in the “waiting room” next to your Hawk is another Pazaak player. He is ready to put on the line good parts to improve the armor.

In Hunde, the Suurlu farmer complains that treasure hunters “found” his vaporizers when he negligently left them in the ruins of the enclave. Talk to Treasure Hunter Horran inside the enclave. Kill him or convince him to give away the vaporizers.

Berun wants to set up his boss Jerron. To help him, you need to find incriminating evidence on Gerrone and provide them to Terena Adair. Find a soldier near the cave who will ask you to collect atmospheric sensors in the cave. The choice is yours - give the sensors to the soldier or show Terena.

Gerrone, in turn, wants to get rid of the kinrath uterus that has flooded the area. By pure coincidence, she took a fancy to the cave with crystals. Kill the uterus.

He will also mention a certain Zherevik, a treasure hunter who is suspected of murdering colleagues. We need evidence. The woman treasure hunter will offer you to search for corpses in the underground levels of the enclave. There you will find both corpses and proof of Zherevik's guilt - a will. It can be faked or left as it is. On the way back, you will be met by Zherevik himself in the company with several bandits. The violence will be short.

You can easily find a storyline cave with crystals if you go east of Hunda.

Sede militia is standing near the cave. He will ask you to find your lost atmospheric sensors and offer a reward. You will find them in a cave near the entrance, in a cache that looks like eggs. If you return them to the soldier, you will not be able to complete Berun's quest.

In the cave itself, a mercenary wanders, and the kinrats do not touch him. Ask him: it turns out that he found special anal glands of insects, and now they take him by smell for their comrade. It is possible to take away glands from a soldier only with obtaining Dark Side points.

In the same cave, you will find several urns, and at the very end of it are crystals. We'll have to kill many kinrats and their uterus. Everyone died in the battle except Etton. The guy fled from the kinrats for a long time, placing mines on the way. Imagine his surprise when he found the dead heroes hobbling towards him. True, they were immediately "killed" again, but the mines did their job - the uterus died.

Collect all the crystals you can reach. Pay special attention to the crystal in the center of the hall - it bears the name of the main character, and it is from it that you need to make the “main” laser sword.

And what about the eggs in the corners? Nothing. Break them down, or let them live.

It's time to visit the ruined enclave. On the way, you can try to talk to Deraala, she will offer you to find the bodies already mentioned above and return them to her for suspiciously big money. She can also sell several Jedi artifacts for a reasonable price. Stalker Ralon will offer you an inexpensive but unfortunately fake holocron. He was deceived, and now he wants to get rid of the counterfeit. The good will take pity on the poor fellow and buy a holocron from him. The evil ones will laugh and simply take it away.

We approach the enclave. There is a walking XP to the left of the bridge. Four treasure hunters will run out on the right - be polite with them. Release them on all four sides or kill them.

The dungeon is very simple. Just go counterclockwise, removing insects and valuables. To the left of the entrance, behind the door, the treasure hunter Horran is beating, the one who unscrewed the evaporators. He hid behind a door from insects. Release him or kill him. The Good Jedi will release Horran to visit the treasure hunter camp later and redeem a laser sword lens (1000 credits) and a part from the vaporizer (the price can be brought down to 250 credits).

If everything is done correctly, then now you have everything to make a laser sword. Call Bao-Dur and he will arrange everything. I chose the green color of the blade - eyes never get tired of it.

Move further along the corridor without missing a single room. Dealing with common insects is easy. Collect mines and put them in your pockets. You will not be able to miss two corpses (one with a will). The most dangerous for you is the distant corridor, there are ten large insects, and it would be better for you to "pull" them out of the common heap one by one. But there is an easier way. Walking counterclockwise down the hallway, you will find a room containing explosive protocol droids. Repair them and send them along the corridor towards the insects (you need six parts for each).

Remember, there is nothing wrong with blowing up information panels along the way. After the explosion, one of the panels will open a passage to the warehouse with valuable things. Until then, look into the library (the farthest part of the dungeon) and talk to a certain librarian - a scientist who studies the history of the republic. If your main character- male, the scientist will go to Hundu. If you play as a woman, he will join your team instead of a nun.

Be sure to find and ransack three mercenary corpses with traces of a laser sword. You will discover that Azkul, the head of the mercenaries, may have been involved in the disappearance of Jedi Vrook.

It's time to remember the abandoned camp in the cave with crystals. And rightly so - the Jedi is sitting in a cage, and a tired mercenary orders you to get out while you still can. The fight will be easy. First, kill the head of the mercenaries, then quickly deal with her minions.

Vruk grumbles - he is afraid that at this very moment the mercenaries in agreement with the Exchange are storming Hundu. If you are an evil Jedi, try to kill him. If he is kind, then repent and listen carefully.

Outside the cave, Azkul himself awaits you. He still hopes that you will change your mind and go over to his side. If you're bad, you probably will. If you are not sure which side to take, lie to him. Then there will be an opportunity to calmly decide what to do next.

I chose the truth and the Light, immediately regretting it. Six mercenaries are not a couple of cockroaches. My characters were taken out almost immediately. Defeated, as usual, game bugs. While Etton and Visas were dying under the blows of swords, the Exile briskly ran away and took one of the mercenaries with him. Having quickly dealt with him and recovered, he went for the second. At the same time, Etton was resurrected every now and then, managed to make a couple of shots and again fell dead. In the end, the Exile threw grenades at the whole bunch of mercenaries. With each throw, Etton jumped up from the ground to immediately collapse back. The serious fight turned into some kind of clown pandemonium.

Return to Hundu. Terena Adair has already been brought up to date by the Jedi. The mercenary attack is expected just now. Time is precious. You will be given a key to the locked rooms in the building and ordered to reinforce the defenses around the building. Talk to Gerron (if he hasn't lost his job because of you). He will give a clear order:

  • gather people who can handle the blaster;
  • repair turrets around the building;
  • jam a jumbled door;
  • repair a medical droid;
  • enable battle droids;
  • spread mines in front of the building.

And now - the funniest thing: to do nothing of this no need... If you just ransack all the rooms ... so what, even if you eliminate the mines and disable the turrets altogether, those whose side you choose will win! That is, in this case - Hunda. The only thing worth doing defense (or, conversely, sabotaging) is experience. It will come to a ridiculous point: if you agree to help to equip the base, but engage in sabotage on the sabotage, the Azkul burst into the building will be angry with you for the “surprises” that you allegedly arranged for him.

The fight will be very easy. Vruk, a powerful Jedi, is on your side. Save if you are on the side of the mercenaries (for the same reason). After the battle, you will be thanked and offered a reward of four thousand ("Do you want? Do you want? How do you want ..."). Vruk will answer your questions, teach you a defensive stance and give you another laser sword. It is worth noting that Azkul's reward can be twelve thousand.

You have nothing else to do on the planet. Hello again, Ebon Hawk.

Let me remind you once again that if you play a female character, a librarian will appear on the ship - almost an exact copy of a nun. Take him to the team.

Nar Shaddaa

The search for the Jedi Council led us to Nar Shaddaa, a satellite of the Hutt planet. Etton describes this place very eloquently: a haven for bandits, bounty hunters and smugglers, a refugee shelter, and indeed a hole. And at first glance, you would not think that the planet has earned such epithets: it looks up close as a respectable Coruscant.

After a scene in which the local authority Goto orders his bandits not to touch the Jedi, you will find yourself on the landing site. The Jedi argue, quarrel - the extreme, as always, was Visas, as the "darkest" of all. But then a long-nosed "Carlson" -toydarian flies onto the stage and with his trademark Odessa pronoun orders to remove the trough from the landing area. Do with him what you want: threaten, pay, persuade - but your place is already packed behind another ship, and you will later meet with his crew. It is difficult to find a Jedi on the planet, but the mafia knows everything, so you should go to the Exchange to find out at least something.

Just around the corner, two cheeky bandits press on a frightened gray-haired refugee. You know what to do. Ask the rescued person, and he will tell you an important thing: you cannot directly meet with the head of the Exchange. The meaning of adventures on Nar Shaddaa is to intervene in the affairs of the mafia, either helping her, or putting a spoke in the wheels. Only then will you be assigned an audience. If you cannot do this, you will have to find a bat-headed hobbit near the club - he will help piss off the Exchange, but for a decent amount.

Sensing a Jedi, another refugee will immediately ask for alms. Satisfy the request if you want to increase Kreia's influence. In the end, she will still give you a scolding - humbly agree with her.

Now we look at the door in front of us - here, in the racing workshop, lives a blind-eyed alien Tabb, who can interrupt your ship's numbers and replace them with others. You will need him a little later, but you can loot his workshop right now. His mechanical servant asks you to retrieve an old droid, Model 31, whose brains contain important blueprints. Buy, exchange or solicit the droid from the plaza merchant. Brains can be taken separately, but your T3 won't like that. Take the purchased droid to the workshop and take the well-deserved reward.

Behind the door to the left of the Yastreb is the main shopping area. Don't forget to buy the last, fourth part from HK-47 to get a useful assassin droid on your team. Here you can sell your T3 to the merchant, having well adjusted your finances. T3 will return to you anyway, but the old trust will no longer be there.

Immediately on the square, a certain citizen will come up to you and claim the rights to the "Ebon Hawk". Ask him about the hiding places in the ship. Do not quarrel with him, promise to give him the ship - this will pleasantly surprise your companions. Back on the ship, do not forget to search the Visas room (to the left of the entrance). Do not worry about the ship - the problem will be solved by itself later.

On one of the sections of the square, Kreia will contact you and give you an increase in magical energy. Thanks. Right there, bandits are demanding money from the refugee. In a panic, he will try to turn the conversation to the Exile. Do what your heart tells you to do.

Two traders in the square - Oondar and Gid's twilek - want to get rid of each other. The first to offer you a deal is Oondar (along with a discount card). Agree right away so you can quickly go over to Gide - her reward is better. Chat with the Guide and offer your help. Oondar doesn't like this - he says he will complain to the Exchange. Threats don't scare you. Talk to the Guide again. Buy everything you need from Oondar and tell him everything. Now, after each planet you visit, the assortment of Guides will grow.

An illegal deal is taking place in one of the rooms on the square. The appearance of the Jedi will be regarded by one of the parties as an ambush, and there is no peaceful solution to the problem. However, you still wanted to piss off Exchange, didn't you?

A purely dark quest awaits you at the bookmaker's office. Use the Force to trick the bookie Lupo and you'll get a good amount of money, complete with Dark Side Points.

In a bar where a drunken twilek is lying around to death, you will find a sad girl of the same race. Her name is Bourna Lis, and she grieves over the undefeated droid pilot. Offer her to reprogram the droid and get the access codes out of her. The droid is in the room next to it. Destroy it, tell the owner that the warranty has apparently expired. To Lupo himself, offer to sell the Bourne bar. The delighted girl will share with you two thousand credits. It is assumed that you will top up your budget by winning races, but a bug prevents you from doing so.

It's time to visit the club outside the brightly colored door. The club is on the right, the private gambling hall is on the left. If you want to play, buy a password right next to it. There are four players: droid, twilek, tadpole and chawk. The rate is one hundred credits (for Chavk - five hundred). Defeating Chavk will give you a rare card. The droid can be “repaired” from addiction to gambling.

And in the club itself, there is a screening for the position of a dancer for the local authority and the main competitor of the Exchange. The slug's name is Vogga the Hutt, and he's tired of the Twilek-looking dancers. It just so happens that we need to talk to Vogga if we want to piss off the Exchange. Offer your help, but first put on the invisibility belt and eavesdrop on the bandits' conversation right there nearby. Vogga is interested in Goto, the authority of the Exchange. Yeah. The dogs guarding the Hutt are euthanized with yuma juice. We will find out in the warehouses of the dock if we use the same belt. Juice can be bought at the club from the bartender.

Visas will immediately refuse to participate in the adventure. Offer to dance to the nun, or, if you are playing a female character, try your luck yourself. An exhausted entrepreneur will immediately agree to anything. Let's dance! Vogga is sleeping. Put the dogs to sleep by pouring juice and unlock the door to get the laser sword. Now it's worth waking up Vogga and offering all possible help in the fight against crime. Goto kidnaps Vogga's transport ships and takes them away as his own. Not good! Promise the Hutt to deal with Goto, but demand fuel for Telos in return. You outstripped a competitor who was hovering around Vogga's door while waiting for a contract. You can kill him.

You can keep the dance outfit (+2 to persuasion).

A visit to the slug is a great excuse to visit the docks and inspect them for quests and loot. Fassa is standing nearby, worried about the lack of energy at the launch sites. Offer your help. Optimize the energy schemes from the console, step to the second pylon and there from the console sort the ships: the first is the Silver Zephyr, the second is Alakandor, the third is Toorn's Profits. Get experience and reward from Fassa.

In the rooms next to Fassa, you will find three aliens from the Lunar Shadow Squad. They need a captain stuck in an alien club with toxic air. Find it in the Weakway room and return it to the team. At the same time, it is worth robbing all the rooms nearby. Take note of a group of Mandalorians - later, when the Mandalorian is on your team, they can be recruited for service.

Busy scientist Bit will send you to the third pylon to meet the courier. A cleaning droid wanders along the pylon (it doesn't look much like a vacuum cleaner), and in the corner lies the body of a courier. Search it and the robot will reveal its true nature. Kill him and return to Beat. The scientist was left with one hand, clutching a notebook. It looks like it was not without a droid. It's all. The quest is stuck, there are no more leads.

Around the corner, an Ithorian illegal will mistake you for a police officer. He is stuck on the planet and cannot fly away with a load of batteries. Talk to Fassa and he will agree to help you - for free or for a battery. Remember to return to the Ithorian for your reward.

Finally, at the end of the corridor, you will find Lutra, who has lost his spouse. The exchange wants to recruit him, and you can convince the unfortunate man to join the syndicate. However, if your goal is to piss off the Exchange, help him. His wife Aaida lives in the refugee sector. Help her, after exterminating the guards. Overjoyed, Loutra will share his lightsaber.

Once you have climbed into the refugee sector, go around it around the perimeter. It is not worth paying for the entrance to the bandits - there is always an alternative option. Clear all the rooms of valuable things, exterminate the furiously grunting Gamorreans. Free the girl named Adana by ransoming her or killing Sakvesh. Her mother Nadaa lives in the center of the sector, do not forget to talk to her. There is a second way to solve the quest: convince Nadaa to sell himself into slavery in order to save his daughter.

The sick old man Geriel complains about life. Offer him to kill himself (bad) or convince the authority of Sakvesh, behind the glass above, to improve the living conditions of the refugees (good).

A woman named Karanna cannot fly off the planet, as she was deceived with a ticket. The evil will deceive her, the good will help. Talk to the Ithorian or Fassa, then return to Karanna.

If you find yourself in a sector without Atton, you will see two Twileks discussing him. Ask them, and then talk to Atton. By choosing the right lines and gaining influence, you can turn him into a Jedi.

Hussef stands in the middle of the square between the containers, he asks you to convince the Exchange to improve the living conditions of the inhabitants of the sector. Playing as the Bad Jedi, you will persuade him to stop resisting. This will only work if you convince Jeriel to kill himself and Nadaa sell himself into slavery. To help Hussef, you can convince the leader of the Serokko gang and Sakvesh to understand the needs of ordinary refugees - or kill them all. In the case of Serokko, I advise you to first convince them to leave the refugees alone ... and then kill them anyway! Experience on the road is not lying around, and neither are laser swords.

A broken speeder is lying in Serokko's zone of influence. Having fixed it, you can quickly move around the city (like on Telos). Three details are missing. The interface is in Tabb's workshop, the flaps are on the third pylon, the Ithorian will give you a battery.

Sooner or later you will see a scene: Trandoshian slavers, whose place on the dock so imprudently took "Ebon Hawk", rude to the unfortunate "Carlson". Return to the ship quickly. The fun begins. The Trandoshians are weak. You will easily overcome the path to your ship. Save before entering the ship. It is crawling with slaver fighters! I advise you to kill them all - experience is never superfluous. The fight will be very simple if the team does not split up (and the local AI, I remind you, is very fond of doing this).

If violence disgusts you, quickly run to the captain's cabin and turn into a small room on the right, not reaching the bridge. Here the leader of the slave traders is imposingly located. By happy accident he solved our problem with a rogue claiming to be a ship. Agree with the leader or kill him. If he chooses life, you can then visit him at the club and demand money.

Whiskis, another tentacle lip subject, invites the Exile to the alien club (docks, third pylon). One. It looks like a trap, but there is nothing to do. After talking with Atton, you will be approached by Mira's girl or Hanharr Wookiees - depending on whether you are a light Jedi or a dark one.

You will be unobtrusively offered to rest while Mira (let it be Mira) goes on exploration by herself. Meanwhile, relaxing in a club (regular, human) Atton got into trouble. It was inhabited by two powerful Twilek bounty hunters. The chances of winning in a fair fight, frankly, are few. But there is an opportunity to cheat. As soon as the fight begins, immediately grab your feet in your hands and run behind the bar. The assassins' artificial intelligence won't be enough to get around the counter, and Atton will quickly shoot the defenseless girls. Tellingly, the bartender won't even blink an eye.

Once again, you play as the Exile. Mira has fallen into a trap designed for the Jedi - she must be rescued. A Jedi with a Zaporozhye mustache will tell you about this - the one we are looking for.

Go to an alien bar. Kreia will give the hero a breath hold spell, so that the poisonous air will not interfere with you. Destroy everyone in your path. The first room will be the hardest. Through the ranks of beetle-eyed aliens in other rooms, the Jedi will pass like a knife through butter. Whiskis is evacuated in panic, and in the VIP room you will only meet frightened dancers. Ask them about where Viskis went, and exit through the door in the corner.

You are trapped in a maze and the map is no longer working. You can easily pass it if you turn to one side each time. At the exit, you will again start the game as Mira (good Jedi) or Hanharr (evil Jedi).

It is not difficult to win a fight in the arena of an impromptu "circus". Hanharr has nothing to do there at all, and Mira can run over mines, luring Wookiees to them.

FOURTH PAGE

The next stage is the fight with dogs. At first glance, it may seem that the song has been sung. In fact, it is very easy to win here too. When running from dogs, carefully search the bodies of unlucky predecessors. Finding mines, place them and blow up the dogs on them. Gas mines work especially well. After coping with the dogs and picking up the key, get out to freedom. Mira / Harharra's task is to clear and loot the entire floor. I advise you to give your character an automatic carbine and, retreating in front of the Ubez hunters, fire in bursts. This is a very effective tactic, especially when you consider that the pursuers can fall behind if you turn the corner in time. However, if all else fails, you can sprint to the tunnel. The Ubez hunters don't care about running around, so you have a chance.

After making sure that there are no hunters or valuables left on the floor, exit through the rescue tunnel. And again in the main role - the Exile. The floor is empty, so get down to the arena. Here you will find a cunning Viskis, who decided to deceive his boss - Goto. Alas, alas - he did not succeed. But the Exile was captured by Goto and must be rescued.

Your next task is to make Goto, who disguised his yacht, reveal himself. Since Goto loves to steal the ships of the Hutt Vogga, we should get some bait. Now you know why we needed the blind mechanic Tubb. He will help fake the Hawk ID numbers so that Goto will mistake him for Vogga's ship. But we don't know the numbers. T3 will help us find out. He is now Vogga's property.

You are in control of T3-M4. Move through the warehouse, clearing it of valuables. Talk to the droid. Soon you will find yourself near the door - the droid at the remote control flatly refuses to let you through. Go back to the first droid and ask him to "neutralize" the second. Do this and you will be missed. This is a logical task. Here's the solution: turn the middle key counterclockwise, the left key counterclockwise, and the right key clockwise. In the droid's room you will get everything you need.

Get ready for battle and put on shields: three NK-50s are against you. After death, one of them will "drop" the last part to repair your NK-47 robot. After returning from the yacht, you can launch it immediately. Save before leaving the warehouse.

Choose two characters who will go to the yacht to rescue the Exile. I advise you to take Etton or Bao-Dur first and Visas second. The bottom line is that you need at least one character who is well versed in computers and explosives.

Goto took a bite and his yacht took over the Hawk. It will take a long and tedious way to run around the interior of the ship. Download the shutdown program from the first droid and smoothly start cleaning the premises from the droids. Ionic mines, anti-droid spells and weapons - all will be used.

Having found “vacuum cleaners”, download the programs. Upload them to the ship's computer. Over time, you will begin to come across access codes to the elements of the computer system. There are five of them: mines, droids, automatic cannons, cells and the energy system. Only the latter is important - by turning off the power, you will deprive the yacht of its disguise, and it will be quickly shot down. In general, turn off everything - you can't go wrong.

You will find the Exile in the eastern part of the ship, between two long corridors. Only in this room will you download the access codes to the energy system. It is possible to clear the ship of droids by the method of brute force (only a room with several automatic cannons is dangerous), but it is better, having found the access code, to neutralize the battle droids with “little blood”.

It will be difficult to get to the bridge: droids and rows of mines interfere. But nothing prevents you from putting Etton into solo mode, defusing mines and luring droids onto them. Also, nothing prevents you from blowing up mines from a distance with Jedi tricks. Make sure you have access to the power system, and on the bridge, use the two panels to disable cloaking. Enter the main power system and switch it over to the secondary. Then go into systems management and activate the shutdown program.

If something does not work out for you, then you missed some room on the ship. Go around the ship again in a circle, paying attention to the "buckets" and to the places where access codes may be.

If you are successful on the way back to the Hawk, you will be attacked by hired hunters who have come from nowhere. Just now the ship was empty, and here - on you. Only the first few tadpoles are dangerous. Two unfinished Twilek mercenaries will fall very quickly. You can ignore the beetle-eyed at all.

And again we are on Nar Shaddaa. After Goto's death, his personal droid G0-T0 has no choice but to ... join the team. Not a bad combat "ball", I advise you to take a closer look at it. Talk to the Mustached Jedi. He will teach you a new stance (if you are a good Jedi) or posthumously share magical energy (if you are bad)

Having settled the last affairs with Fassa, the slavers and the population of the refugee sector, hurry to the "Ebon Hawk".

If you already have level fifteen, talk to Kreia - you will receive a prestige class and several useful bonuses to characteristics.

Onderon

The reception is very cool. First, we arrived in the midst of a battle. Secondly, the local authorities have been warned of our arrival, and the fighters are trying to shoot down the Hawk. I wonder what they said about us?

Atton attempts to crash landing on Onderon's jungle-covered Dxan satellite. If you are tormented by nostalgia for the first part of the game, you can shoot a cannon at this time.

Atton remains to repair the ship, while we go out into the rain in search of civilization. It is very easy to complete Dxan - the plot is very straightforward. Do not forget to search all bodies on the way, collect money from the corpses of killed animals (!), Turn on or blow up ancient robots to kill a couple of harmful predators. Hired tadpoles, whose ship fell right there, exterminate, inviting them to measure their strength with Mira (if she is there at that moment). When you see the locked door to the underground storage, do not try to open it. Only thorium bombs will help, you will get them on Korriban.

It doesn't matter which road you take, you will sooner or later stumble upon a Mandalorian post. You will be brought to the head of the secret camp. Over time, he will join your team, but for now you need to earn the honor of using the Mandalorian shuttle and fly from Dxan to Onderon. It is very easy to do this - complete a few quests and return to it.

Before going into the jungle, make sure you have taken all the quests in the camp. Just go around the perimeter of the camp and talk to each character. Then go out into the jungle and go around them according to the maze rule - sticking to the left side. Come back, “turn in” the completed quests, and that's it - you can fly to Onderon. If for some reason you want to return to the "Hawk", contact the guide, and he will instantly take you to the ship, and then back.

Here's what you need to do.

Zuka, a Mandalorian near the gate, cannot repair the telemetry station - the phase converter has been eaten by predators. Twist the wires. You will find the converter (three parts) in the jungle - in the stomachs of wild animals. Back at camp, repair the station (building with parabolic antenna) and return to Zuka.

Right there, the captain of the guard complains about a large animal - Zakkeg, a tank-like turtle. Kill the beast. It is very easy to do this, if you lure him into the cave, - Zakkeg will get stuck and become an easy target. Take his ear and return for your reward.

Xarga complains about a missing scout named Kumus. Having found Kumus (he was engaged in blasting operations, but the predators drove him up the hill, and the cartridges ran out), save him. The villains will blow up the scout on his own bomb. Return for your reward. At the scout's request, don't tell Xarga exactly what happened. If you are angry - of course, tell me.

In the jungle, the Mandalorian Kelborn worries about the scouts from Onderon finding out about the camp. You need to go through the jungle and kill all the scouts. Return to Kelborn and turn in the quest. Destroying the scouts, you will most likely stumble upon a second weapons depot. The door can be blown up, inside you will find countless treasures, mines and motionless droids. They can be activated through the control panel of the main droid, detonated or struck. If you hit the droid, everyone will revive at once and rush at you. The fight will be easy and XP will come in handy.

At the far end of the camp, young Mandalorians are fighting each other. After talking with the sergeant, join the battle. There will be five battles in total, and winning them is much easier than fighting the nuns of Telos. If you find it difficult, take Kreia with you. You cannot use the Force, but you can use it.

Return to the main Mandalorian, he will give you a laser sword and take with him to Onderon. Before that, you will have to clear the camp from the Sith who came from nowhere.

You can take only one character to the planet (the second will be the Mandalorian). I advise you to take Mira or Etton.

Onderon is a pronounced oriental style, warriors in hijabs and subtle politics. Due to the battle with the Republican forces that has flared up in orbit, the situation threatens to escalate into a civil war. The Queen supports the Republic, General Vaklu wants to make a coup. The first option is for light, the second is for dark.

Go out to the square, where you will be given a visa - a document that allows you to leave the planet. A lot of people in the city dream of getting a personal or, even better, an open visa in order to get off the planet at the first opportunity. In the story, you will get two more visas, and your choice, as usual, depends on your desire to receive light or dark Force glasses.

Check out the merchandise from the merchant, check the latest news from the holographic panel. There is a trainer in the corner trying to take the predatory bombs to Telos. But they don't let him out, and the animals get nervous. As soon as you talk to him and move away, the boma will suddenly get mad and attack. Kill the beast.

Before entering the shopping area, the security will stop you and try to find out who you are and what you will do here. Answer what you want.

Several soldiers caught the journalist on the square and charged him with espionage in favor of the republic. Save him or ask the soldiers to spank the traitor.

Right there, a woman with children, the wife of an enemy of the people, asks for an open visa to escape from the vigilant authorities. A businessman is standing next to her, he wants to buy a visa for 2000 credits for resale. The choice is obvious, although you do not have a visa yet (and your personal one is not suitable - it is personal). There are five people in the city who want to leave the hospitable Onderon. In the course of the passage of the story, you will get two visas, and both - from the still warm corpses of the bandits who attacked you. One is open, the other is named. But it can be cleaned up by the hacker Kip. To do this, first find out from Bakhima that Kip is a hacker.

At the end of the square, the speaker encourages the crowd to take up arms and go to the royal palace. Decide who is closer to you - the queen or the junta of General Vaklu. If you are for the general, talk to the girl Anda - she will give you quests. Having defended the royal honor, get ready to exterminate several townspeople. Here, nearby, two aliens are arguing, and again about politics. Judge them.

If you are for the general, Anda will ask you to remove three Royalist captains from their posts and give you a card to access computers. The quest is easy to complete. Bostuco can be blown up by overloading the terminal, or simply persuaded to quit the post. Riiken also lends itself to persuasion. When you free the plot doctor from prison, preoccupied with finding a new accused, Riiken will roam the streets and become an easy target. There is nothing to do with Iron at all - he drinks in the club, and it is enough for him to threaten (or pay Panar to threaten Iron). Return to Anda for your reward.

Bandits will attack you in a dark alley. The fight will be easy.

Local doctor Gaspar Arneri (Dagon Ghent) can help to find the Jedi Kavar who lives in the palace. He was arrested on charges of the murder of Captain Sullio, and you need to convince the authorities that he is innocent. Come to the club (right there - pazaak and races that cannot be won). First, talk to Panar and find out why Dagon had to kill Sullio. Then have a conversation with Nikko suffering from diathesis and find out that Dagon and Sullio were friends. Find out where the body was found, - the Mandalorian intervenes and offers to conduct an investigative experiment.

Next to a pool of blood ... yes, again a battle with the assassins. Very good, as one of them has a visa with him. When the robber begins to quarrel with Mira, cut him off abruptly. Examine the pile of debris and the droid. Yeah, the droid is missing a head. Return to Nikko and Panar. The head could be stolen by homeless people to sell it for scrap. Who sells scrap metal with us? Broken droid in the square nearby. Repair it if you want - he will thank you. He will sell the missing head anyway.

Hacker Kip can decipher what the droid saw before dying. The shooter fired not from the side of the doctor's house, but from the side of the merchants' quarter. Disarming proof of innocence, to be sure. Tell Nikko about this, and together you will convince Captain Riiken to let the doctor go.

The doctor is free and happy. How about meeting a Jedi? But the impudent one in the white coat is not only that you saved him from the noose. He wants you to work for him with sixes and knock out his holodisks from the bandits. The bandits live in the club, and an open visa is found on the chieftain's corpse! Only after receiving the disks, the doctor organizes a meeting with the Jedi at the club. Do your business and fight your way back to the shuttle.

Once again, you are on Dxan, in the Mandalorian camp. Find Kelborn, talk to him and clear the room behind the locked door. Make sure you don't leave anything at camp and board the Ebon Hawk. While Kelborn is dealing with the suddenly unsafe Onderon, we will visit Korriban.

Korriban

Planet? Just kidding ... A stub from the planet. Here are the tombs of the Sith already familiar to us from the first part of the game. You cannot enter them, the maximum is to go to the entrance and listen to Kreia's comments. Here are the bodies. If you pick such a corpse, then several crocodiles will revive nearby and try to eat you. "An experience!" - the team smiled. "Breakfast!" - smiled experience.

And here is the cave, where we used to look for renegade Sith who did not want to learn dark wisdom. Bats and angry hungry rams live here. Values ​​are stored in ceramic eggs, and at the end of the cave you will find a tomb, which only the main character can enter, and then - if he gains enough levels. The developers wanted to remind us of the famous Yoda's cave from the movie, where Mike Hammill in the fifth episode managed to kill himself. Light Jedi do not regenerate Strength in the cave, so be careful.

Inside you will be greeted by bats (very strong and dangerous) and visions from the past. Here is a young and still possessing a lower jaw, Malak seduces the Jedi to go fight the Mandalorians. The sooner you attack him, the easier the fight will be. As soon as Malak “perishes”, all troubles will be blown away by the wind. We go further, especially since it is impossible to go back.

But the soldiers subordinate to you complain that they are being thrown into a suicidal attack on the Mandalorians. It’s not hard to guess that you’re facing a moral dilemma. The good ones will help to neutralize the minefield, the evil ones will simply send soldiers to attack. If you want, help "your" ghosts to defeat the Mandalorians.

Here lies a dead Jedi. Search the corpse and kill the crocodiles who have come running to the sounds of looting. Now attention: ransack the corpse again and kill the crocodiles again. And again and again. Here is the source of endless XP. Enjoy.

And here is Revan himself / herself. Tap him / her without further ado, listen to the voices in (Kreia's) head and head through the door back to the cave.

In the Sith Academy, battles with the inhabitants await you. The first signs of the impetuous finale of the game. Walk around the academy according to the rule of the labyrinth, not paying attention to the stone-faced. There are two locked doors behind the poisonous gas nozzles. To open them, you need to find the information panel in the living quarters. Please note that one of the locked chests contains thorium charges - they can open the third locked door here and the underground bunker on Dksan.

Found a panel? Sign up new and take the test. Here are the answers:

  • Freedon Nedd's tomb is not on Korriban.
  • The number of participants in the ritual is twenty (twenty).
  • The most inappropriate Sith pet is the life (remember those?).
  • It is not a paradox to say “I always lie”.
  • The path to broken chains is passion, strength, power, victory (passion - stength - power - victory).

One of the doors is open - the training room. Open the cages and kill all the hungry animals. For the fact that you did not meet the specified time, you are assigned an outfit out of turn. Go to the punishment room (the second locked door will open). Yeah, we can't talk to the Jedi on Korriban anymore. Take her sword and computer and open the door from the information panel right next to it.

Finally, Lord Zion, who is also stone-faced, woke up and decided to kill our team. Concentrate fire and laser sword strikes on him. As soon as you remove half of your health, Kreia will intervene and save everyone.

You have nothing else to do on Korriban. A message came from Kelborn and we are flying to Dxan.

The final

The guide will teleport you to the camp. It turns out that the Sith have rebuilt a base on Dxan, right under the very noses of the Mandalorians. Three of the Hawk team will go to fight the Sith, and the main character will fly to Onderon, to the aid of the queen (or general).

For the battle with the Sith, it is better to choose good fighters and, of course, Bao-Dur. Three warriors with blasters are not a bad option at all, since the battle will take place in long corridors and huge halls.

What can I say here? Clear the cave, turn off or destroy the alarm. Carefully storm the base, luring enemies one by one. There is nothing complicated here.

Once inside the base, move forward. You are in the tomb of Freedon Nedd. Turn left. Kill everyone, fix the medic droid (it will help a lot later!). The solution to the problem on the ancient terminal - "C".

Now turn right. Activate the battle droid, it will help you a little to clear the way for you. Use the source of dark energy for its intended purpose. The Dark Jedi gains the spell, and the Light Jedi gains a short-term buff (if he survives the save at will). Solving the puzzle on the ancient terminal: “*”, “-”, “+” and “*” (or “/”, no difference).

The doors to the main hall will open. Kill everyone, turn left and start the battle with the Sith trainers. Just some kind of circus. Open the locked door, use the island of dark energy and return to the great hall. Kill all the Jedi outside the doors, especially the three Sith Masters. The fight is already easy, and even more so with a medic droid on your team. Steal the sword from Freedon Nedd's mummy as usual and return to the Mandalorian.

And the main character with Kreia and the third character of his choice found himself in the square of the capital of Onderon. What you have to do is break into the palace and help the royalists or the general's supporters. Everything is very simple and straightforward. Shoot the fighters from the turret, open the first energy wall. Break the second with a laser sword or Bao-Dur's fist, if he is with you.

A bug may occur here: the second wall did not want to open. Talk to Kreia, all the characters nearby and try again.

You are in the palace. At this point in the game, another bug was drawn: scenes with dialogues began to be skipped at such a speed that it became absolutely impossible to make out anything. Therefore, while the trained beast makes its way to the throne room, clear the left and right wings of the palace. Just fights, nothing complicated. Museum treasures, mines, Sith, warriors pretending to be harmless battle droids. Find Kipha, who went over to the side of the general, talk to him and release Riiken (or whoever happened to be there) from the cage. Warehouse puzzle solution: 66, 45, 39.

The animal breaking through the protective wall suddenly went berserk. Lucky us for the mad animals. Kill him - the battle will not be difficult, especially in such a large hall.

Here is the throne room. The Jedi will sit down and give his followers a battle meditation (remember Bastila?). Fight Kavar and the Queen or Vaklu. Decide what to do with the defeated general. Kavar (if you are on the queen's side) will teach you a new fighting stance.

And again you are on Dksan. Fly to Dantooine, where all the surviving Jedi are gathered. The final is approaching.

There is nothing special to tell. The Jedi repaired the enclave and gathered in it. They will tell the Exile why he is so dangerous (because the leader), and will complain that they did not cut him off from the Force in due time.

However, it can still be fixed. If you will be an ordinary person, they will live with it. An angry Kreia will interfere with the Jediectomy procedure and kill all Jedi with one lightning bolt. The exile falls unconscious.

Back on the Hawk, our Exile discovers that Kreia is missing. Etton will explain the operational situation: the nun for some reason decided that Kreia had killed our hero, and took her with her to Telos, to the Jedi monastery. How could one enraged nun (even a few nuns) forcibly take Kreia with her, who had just destroyed the whole Council? Mystery. Maybe she poured something into the tea. And on what did they fly away, I wonder?

After talking with Visas or the librarian (“Throwing ...” - “Yes, I’m not quitting!”) We fly to Telos.

Our blond nun, without our participation, will fight with the entire monastery and win. But Abbess Atris is not so simple. It is difficult to inflict damage on her, and it is inconvenient to run from an angry abbess in a small hall. Heal and use protective fields. After the abbess's dishonest reception, our Exile will stand up for the nun. He can easily relieve the abbess of the Sith servant of the extra limbs. Twice.

Before dying, as is customary here, Atris will make a pretentious speech. It turns out that the Sith base is located on Malachor 5. It means that we have a road there. Calm down the agitated nun and fly ... to Telos.

The Sith, on the orders of Kreia, storm the orbital base. The solution is simple: kill them all. Just move through the familiar corridors and exterminate everything related to the dark side of the Force. Dialogues with commanders and wounded soldiers are irrelevant. When you pass the entertainment module with battle, the Mandalorian will offer you to blow up the Sith flagship. Before you agree, make sure to kill all the Sith in the area.

The task is simple: you need to install explosives in four key places of the ship in order for the ship to explode. Why do this, if you can calmly cleanse him from Lord Nichewok and from his henchmen, is unknown. Probably, the Republic just needs scrap metal.

What can I say? Just move along the corridors of the ship, clearing it of Sith and valuables. Break difficult locks without hesitation. Walk along the left wall and turn left each time - so you don't miss anything. Climbing into the workshop with missiles, remember the place. If you want, immediately go to the bridge and deal with Nicevok - that very master in a mask and with terrible diction. Defeating him is not easy, but very simply. One-two-three, piled on! Ready. Curious Visas will take off her mask and see who is hiding under it. However, she will not tell us anything.

One of the charges will accidentally disappear due to the bungling of the Mandalorians. Return to the workshop (look on the map - the eastern part of the ship), open the rocket from the terminal and take a new charge. Install it in the appointed place and leave. The Republic will receive a lot of good scrap metal today!

Malachor-5. The place where it all began and where it all ends.

The main character came to the surface of the planet alone. Yes, all alone. It’s even incomprehensible why he fiddled with his Padawans for so long, developed them, gave them good weapons and modified armor ... In order to go out to the last battle alone?

Avoiding areas with a green glow, carefully exterminate all monsters in two places (Malachor and Malachor Depths). Once locked up with a monster, defeat it with brute force or run around with the placement of mines. Do not go to the bridge to the Sith Academy until you find the entrances to the four wrecked ships.

Found all four? Come on in. Oops, dozens of Sith assassins have emerged from the fog. However, why do they not rush into battle, but kneel? Mystery...

Now your task is to defeat your opponent while playing as Mira or Hanharr. As Mira, run in circles and shoot. If you are playing Hanharr, walk up and kill Mira with a few hits.

Who now? Small Christmas ball, Bao-Dur's assistant. The goal is to get into all four wrecked ships and activate the reactors to blow up the asteroid. No battles - just fly and turn on. We turn on and fly again. Hello G0-T0. Why did you come? Mystery...

Once again, you play as the Exile. This is perhaps the most boring part of the game. You need to walk through the empty boxes of rooms depicting the Sith academy and carefully carve out the entire population. It is not so difficult as long and disgusting. To be treated after each room, knowing that there are still a dozen or two ahead, to run out of the battle around the corner to take a breath ...

Room, corridor, room. Sith, assassins, Jedi, wizards, cannons, droids and endless flashing of swords. When I finally saw the unfinished Zion, I was ready to throw myself on his stone neck - I was so tired of the population of the academy.

It is assumed that here Zion will tell why he so wants to kill Kreia and to the heap - the Exile. He will tell you. It will sound like this: “I'm angry! Wow, how angry I am! I am an invincible villain. I will kill everyone and stay alone. ”

Zion's curse will reduce your fighting qualities. But it doesn't matter at all since the fight very light. Mainly because you can hide behind a pillar at any time. Yes, that's right - to run away behind the column. Zion will lose sight of you and stand there swinging his sword. Catch your breath, recuperate, recover - and again into battle.

You will have to kill the stone-faced several times. He sincerely considers himself invincible, and as long as he thinks so, he cannot be killed. Your task is to carefully convince him to die in dialogues between battles. It sounds like crazy, but it is.

When the persuaded Zion finally glues the stone flippers, you can clear the rest of the academy (which is more fun) or go to meet the last boss.

- And you, Kreia?

- And I, the Exile.

“I didn't expect it, Kreia.

- Surprise!

- And, actually, why should we fight?

- You see ... I taught you all sorts of things - remember?

- Well, I remember.

“And I’m a Sith. And you, it turns out, are my Padawan. And we, the Sith, have this tradition: the apprentice kills the master. The exam is not considered passed if the teacher is alive. So...

- Is it impossible without a fight?

The fight is difficult. For him, I even advise you to stock up on mines from the very beginning of the game. Very helpful. Cut in an energy shield and strike with a storm. There is nowhere to run away for treatment, although you can try.

When you remove all health from Kreia, she will restore him and summon three laser swords to help. Here it would be nice to run around so that the swords and Kreia are divided and they can be defeated separately. Before his death, Kreia will make a long speech in which he will tell you what awaits you and your companions in the future.

Ebony Hawk flies to distant galaxies, which means that you have completed the game.

Congratulations.

1 2 3 4 All

A brief description of the game interface and team management.

II. The Exile's Companions

So, we were given 12 companions, but in view of certain characteristics of our hero (Light / Dark side and Character's gender), we can only take 10:

Kreia- Jedi Consul. Joins during the passage of Peragus.
Etton Rand- Tramp, pilot and gunner. Joins during the passage of Peragus.
T3-M4 Is an expert droid from the first part of the game. The cladding is slightly peeling, but under the metal cover is an invaluable experience from previous adventures.
Bao Dur- A good mechanic with a useful prosthesis instead of one of the arms. Joins immediately upon landing on the surface of Telos.
Maid, she Brianna- A warrior from the secret Academy in the north of Telos. Joins the male character after passing the planet. Able to teach the hero Echani fighting techniques.
Follower he is Mikel- a typical intellectual, will join a female character during the passage of Dantooine.
Visas Marr- Dark Jedi sent over our soul. Will be waiting in ambush right at EbonHawk on the first planet after Telos.
Of the world Is a red-haired bounty hunter with her own notions of honor. Will join a light or neutral character during the passage of Nar Shaddaa.
Hanharr- a wicked ball of wool. A Wookiee hunting people not for a reward, but "out of love for art" is an unpleasant phenomenon, even if he is on your side. Join a dark character during Nar Shaddaa.
G0-T0- a spherical droid of obscure purpose. Will join after passing Nar Shaddaa.
HK-47- the assassin droid from the first part. Pretty rusted, but like the T3, it didn't hurt him. It is present on the ship from the very beginning, but the absence of 4 parts prevents it from starting. Collect them, and the droid is with you again.
Mandalore- Commander of the Mandalorians entrenched on Dxan. Will join you before leaving for Onderon.

And now about how to make all satellites (except Hanharr, and robots) Jedi :

Bao Dur: He needs a high influence, after we have it, we approach him on the ship and talk about the war. He wants to help us - whether you want it, it's up to you.
Maid: On the ship in the Cargo Bay, you need to ask her to train us Echani. We defeat her three times, after one of the battles you need to ask her to dress (if you are naked the trick will not work), we ask her about Rob (Where did you get the Jedi robe?). She tells you that she was a Jedi from her mother. , we discuss this topic. Then she proposes to make a Sith out of Brianna, think and go to the Servant. We speak and we have a Jedi or Sith Assassin in our party.
World: We talk to her on the ship about the fact that she is on Nar Shaddaa, where life is boiling, de is better. We say that Kreia showed us the Force, we go to the human bar, and tell her. A Dialogue begins in which you need to tell her that she can then overcome this pain, protect herself and others. +1 Jedi.
Atton: On Nar Shaddaa in the Refugee Sector, two Twilecks come to us, they say that for 25 credit cards they will say something interesting. We give them and they tell us that they saw him before. Then a neat three-stage interrogation helps us to make him a Jedi.

And now - in more detail about the characters of our companions:

Old lady Kraya accompanies our hero throughout the game (except for a few episodes). She joins GG on Peragus and gradually re-establishes our connection with the force. She is a Jedi Consul, but she does not consider herself either a Jedi or a Sith and does not recognize either the light or the dark side at all. She is trying to teach our hero to become cunning, quick-witted and strong. Supports evil in some situations, and good in others. Kreia has no one but us, so he protects the hero with all his might. If you constantly listen and heed her advice, then the entire galaxy will remain "in debt" to you. The old woman is really wise and can teach a lot, but she considers everyone around her more stupid and therefore does not tolerate when we disagree with her. The whole team treats her with suspicion and constantly tries to reason with the hero: "Don't listen to her, she will teach you bad things." But what she can teach us depends on ourselves.

Atton Rand

We meet this comrade locked in a cell, which immediately leads to certain thoughts. Atton is a classic rogue: charming, dexterous, good with long-range weapons, and loves to play cards. He is also the only pilot on our team and is forced to fly the ship.

A dark personality is immediately noticeable in him (and she is terribly dark, but only the master of persuasion will recognize this), one gets the impression that he is hiding something (as it is) and does not say anything. Atton has a strange attraction to dark deeds and cruelty. If our hero can make this guy talk, then maybe he will become a Jedi or a Sith - it all depends on us.

Our savior (for those passing the prologue). Little specialist droid. This droid is one of those who survived the first part, in which he was laconic, but in the second part a loyal, kind and vulnerable (as far as this is applicable to a droid) heart suddenly beat inside the metal case (Goodwin adjusted :)) The little mechanic is well versed in computers , hacking and other technical issues, which, however, is not surprising, because this is a droid. Another thing is surprising: this droid values ​​only kindness in our hero and absolutely cannot live without love for him (again, to what extent this is applicable to a droid). T3M4 should be praised whenever possible and should be taken care of more often. Throughout the game, our hero gradually restores and improves T3M4 with the help of his own repair and computer skills. In general, T3M4 behaves like a dog (in a good way) and is ready to break anyone for its owner. But it turns out that he does not always do it. he is not made for battle.

We meet him on the surface of Telos.

Zabrak is a war veteran who tries to do as much good as possible. His soul is troubled by the wound inflicted by the war. He fought with our hero and constantly calls us General. Bao-Dur feels guilty for every Mandalorian killed in the war, and to distract himself from these thoughts, he is constantly engaged in repairs on the ship. An energy prosthesis that replaces his left arm is quite interesting. With its help, Bao-Dur can beat enemies in the muzzle with his signature blow, as well as with a prosthesis, like a lightsaber, you can turn off force fields by a strong blow to the latter. Also around Bao-Dur his little assistant flies constantly.

Bao-Dur is laconic, so to gain influence, you just need to do good deeds in front of him.

Maid

She's Brianna. Joins us at the secret Echani academy on Telos if the hero is male.

All they taught her was: How to beat, how to beat, where to beat. Appreciates kindness, honesty and generally a positive person. Everything that is taught at the academy, she can safely apply in practice, and also tell and show everything to us. She had vowed never to tread the path of the Jedi or the Sith, but the art of boltology turned not such mountains. She also has a very specific attitude to training, believing that clothes interfere with the comprehension of skills, so that the hero in the family will have to boldly beat an attractive woman in underwear. Gaining influence on this person is carried out by the method of mass accomplishment of good deeds and victory in training.

Visas Marr

Attacks our hero inside the ship after passing one of the planets.

After Visas in the infirmary recovers from the Kung Fu of our hero, she informs us that she is defeated and now her life belongs to our hero, wondering why he (a) did not kill her (a).

Visas meditates constantly in his compartment on the ship. From Atton we can learn that Visas-Miraluka, blind, seeing through force. HER home planet was destroyed by her "teacher" and now she has no home. Visas follows any word of our hero and will follow us into fire and water, regardless of whether we are evil or good. Gradually, she falls in love with us, which she dares to say only at the end of the game.

Initially, she is saturated with evil, but we can give her a "good mindset" and then she will become the second (no one can compare with T3M4) in kindness a member of our team.

Oooh, this droid is truly a genius. He managed to fool the entire galaxy and become the main crime boss of Nar Shaddaa. The comrade is trying to persuade our hero to establish stability in the galaxy, and it does not matter to him who will be "at the helm" of the Jedi or Sith, the main thing is that everything is settled. By its own admission, the droid is still calculating the damage caused by Darth Malak's outrage. The comrade is not militant, but quite interesting in conversation and can tell a lot of interesting things.

This is another example of a droid surviving the first part. True, he did not survive it completely :) Our hero will have to add HK missing parts that can be found at different "Zhelezyachniki"
NK-47 funny guy, simply made to kill "meatbags". It's not just a droid - it's a personality! He considers himself a unique, perfect (and is) model of an assassin droid and is very angry when he learns that clones of such a treasure are walking around the galaxy. At first, he even takes it for a failed joke.

IMHO this is the most DEVELOPED character in KotOR'e. That is only: "Master, you broke my heart!" in response to the fact that he doesn't look much like a killer.

Mandalore

Observant comrades will immediately guess who it is.

He joins us on Dxun before leaving for Onderon.

Mandalore decided to unite the scattered clans of the Mandalorians into one iron fist, which they once were. This comrade is harsh, but fair, true in Mandalorian terms, which pushes him closer to the dark side. However, above all for a real Mandalorian military honor, therefore, Mandalore hates the scoundrel and scoundrels.

Follower

Joins a female hero in the ruins of the Jedi enclave on Dantooine.

The Follower is a typical nerd who is head over heels in love with the Republic and with each Jedi individually. Since our heroine is a Jedi, she is also honored with such an honor. Extremely positive comrade. Everywhere he carries a portable chemistry table that can be used to sculpt first aid kits, implants and stimpacks.

Description of all kinds of ways to get out alive from any battle and generally make life easier for the hero.

Personally, I advise first of all to swing out of mastery: Mastery of two weapons. Because it's better to bludgeon with two swords, or shoot with two lasers, than run like an idiot with one. Also, for those who run around with melee weapons, I advise you to swing the "squall". he's powerful. And with your strength, swing "Throw a Lightsaber", "Lightning" and "Drink Life". Lightning saved my life more than once. And don't be afraid to take Bao-fool into your team. Him great amount skills, so he will save you from a difficult situation more than once.

IV. Prologue

The prologue is designed to familiarize the player with the controls in the game. And the prologue can be skipped at any time.

In the prologue, you control the T3-M4 droid, and your character, whom you created at the beginning of the game, lies in the infirmary.

Security room:

Get to the security room (forward and left from the cockpit). Open the container there, from which take the spike (Spike). Use the communications console to open the door to the main hold.

Main hold:
Break the box on the right and take out the spike and the broken item. In the hold, on the floor, there are two broken droids, each of which contains spare parts, and after searching the body, you will find a key card. Use the security console in the center, with which you can open and close the outer and inner garage doors and view camera images.

First-aid post:

Through two doors, focusing on the map, get into the infirmary, where your character will lie on the couch. Take the med pack from the medical container and use it on the character by talking to him. Leave the infirmary and along the corridor go to the right to the door leading to the engine room. Try to open it, but this requires a mine. Turn around and go left to the cargo hold.

Cargo hold:

Here you will find a 3C-FD droid in need of repair. Repair him and he will join you. Open the closet near the entrance with the key card and get the parts and armor from it, which you can put on your droid. There are also 2 containers in the far part of the hold, one of which contains security tunnelers, which are used to open containers and doors with a complex security system. Only with the help of it, by the way, you can open the second container with spare parts and other things. Even in the hold, by opening a container in the center, from which you can take a pistol, you can practice fighting with flying droids.

Outside Ebon Hawk:

Go to the lift opposite the infirmary and climb it. We are outside the ship primarily to find a mine and spare parts. On the starboard side of the ship, find all the parts, which are mainly in the hatches, and, after digging in the wires, open the bedroom door. On the port side, you will see two planted mines, which the droid will detect, which will be indicated by "bubbles". You can take mines or defuse them, but it is better to choose the first option, as in this case you will get. In the proton rocket nearby, you will find a mine and spare parts, and you will find another spare parts in the turret.

To get into the garage, you must switch to single mode. Select the T3-M4 droid and send it to the place between the inner and outer garage doors (it's to the left of the engine room entrance). Switch to the 3C-FD droid. Go to the security console in the main hold and use it to first close the outer garage door and then the inner one. Switch back to T3-M4. Once inside the garage, look at the work area, where you can create new items from all that you have. Craft a repair kit and use it immediately on the droid. Go to the bedroom on the starboard side of the ship and get the droid flamethrower and spare parts from the boxes. Now you can leave the garage in the same way as you got here and head to the engine room.

Engine room:

The last thing left to do on the ship is to fix the hyperdrive. Blow up the door leading to the engine room with a mine. Walk up to the hyperdrive and repair it with parts. Return to the cockpit and on the galaxy map click on Peregus.

V. Peragus

Medical department:

After waking up, go through the door in front, then through the door on the left into the room with the computer. Take out the medpack from the container and, using the computer, unlock the doors of the morgue and storage room. Pay attention to the laboratory table with which you can create new items. Go to the storage room behind the computer and get the medpack and chemicals from the containers. Now go to the morgue. Search the corpse at the back of the morgue for a plasma torch. Talk to Kreia. To get points of goodness, you will need to select the option at the end of the dialogue: "I'll be back soon to make sure you're okay." To get points of evil, you need to choose at the end of the dialogue: "Do not stand in my way, or you will end up like these corpses." After the conversation, equip the plasma torch, leave the morgue and go to the broken door on the right to break it completely.

Administrative level :.

Search the corpse for a vibroblade and equip it. With it, you will kill the droids that have flooded the administrative level. Search the crashed droid to find some useful items. Do this whenever possible. Go through the door on the left and get to the security room. You will notice an escape hatch along the way. This is the place through which we will need to go in the future. In the security room, break the locker from which you take all the items, and then use the computer on the table. Review all logs. Go through the next door and Kreia will alert you to the droids in the next room. You will also receive the Force - Foresight. After destroying all the droids in the room, you will have enough experience points to go to the 2nd level. Kreia will tell you about Strength and you will receive Strength points. Check the boxes for items and go to the administration center.

Administration Center :.

There are 6 droids here that you can just kill (which is not very good, get little or do the following with them. Run to the control panel and use it, then the droids will simply turn off. Use the remote control to also turn off the force field from the door behind you. through the door to the room where you will find Atton in the cage. Talk to him. If you want to get points of goodness, then tell him in dialogue: "I trust you. And if we work together, then we can get out of this mess." to get evil points, say: “I will turn off the cage, but if you try to escape, I will kill you without thinking.” After Atton rummages in the computer, use the remote control. View the logs, and then contact the T 3 droid. whatever you say, all the same control will pass to him.

Equip T3 with the items you found earlier and loot the crates and the broken droid. Go through the door opposite the broken droid and go down the ramps to the entrance to the fuel depot. Go through the door, where you destroy all the droids, and after searching the corpse and the droid, find the datapad, as well as other objects. Return back to the ramps. Droids with energy shields will appear. Destroy them with grenades and climb the ramps back to the room with three doors. Upstairs, place a mine on the locked door. Search the containers and crates to find things, in particular the spikes, and go through the third door to the room with the control panel. Climb up the ramp to the console and use it. Climb in the computer menu and be sure to open the door leading to the fuel depot. Go through the opened door. Kill all the droids with the grenades in the corridor and go to the fuel depot. Drive straight along the corridor and left to the fuel control station. Open the escape hatch and this will end the T3 mission for now.

Mining tunnels :.

Tell Atton to go downstairs and you will receive evil points. If you tell him to stay here, you will receive good points (in both cases). Go to the escape hatch that T3 opened for us and go to the mining tunnels. Go ahead until Atton contacts you. He will do this all the time, and you can order him to shut up at any time. After going through the door, in the barrel you will find a uniform and equipment, which you will immediately put on yourself. Go to the pump fork. Pick up the mines and examine the two dead ends, then go to the caves. Before entering, you can repair a droid that will help you in the fight. To do this, you will need the appropriate skill and spare parts. Destroying droids in various ways, get to another pump. Before the caustic gas, use the shield and quickly go through the danger zone. Pick up the planted mines again, and make your way to the place where the 4 pumps are located. Use the control panel in the center and use it to cut down the protective fields. You can also turn off all the droids and they will not attack you (but this is in the event that you have two spikes) or raise the temperature and the droids will ignore you. Check everything near the pumps, and then follow the corridor that starts from one of the pumps. Atton's voice will indicate the correctness of your route. Next, get to the fuel depot.

Fuel warehouse :.

Talk to the droid Hk 50. There are two answers for getting good points: "Those miners could be injured or in danger - we need to make sure they're okay" and "Then I must get there to rescue them." And two answers for getting evil points: "I only need the codes that the miners have, and when I get the codes, I will get rid of them and leave the rock" and "Then we will forget them. I have to go into the hangar and get out of this rock ". You will also get 200 XP for finding out what happened to you. Go to the room opposite, where from the container take the Sonic Imprint Sensor (sound sensor, 50 XP). If you like, dig around the workbench and upgrade your equipment or craft new items. Go back to Hk 50 and in the conversation select the dialogue with the sound sensor. Go through the door between the rooms into the corridor with the droids and go right along it. When MkII droids come out of the doors, destroy them, and then go straight (even further the locked door, which we will unlock) and to the right to the turbolift. On it you will get to the administrative level. Go to the security room, where use the computer. Select the option with a sound sensor to record a second message. Go to the medical ward to the computer and find out who ordered the injection of drugs. Return to the turbolift and, after going upstairs, go to the room on the right. Use the service station. Select the option with a sound sensor to record the last message and unlock the door mentioned above. Also find out that the drug was ordered from here. Now go through the inner door, which we opened, into the vestibule and from the locker, take the spacesuit and other items. Enter outer space through the outer door of the vestibule.

Open space :.

Walk around the platform until Atton contacts you. Tell him your plan, and then watch the Harbinger arrive. Then go through the door of the vestibule, kill two droids and go through the next door.

Bedrooms :.

Open the security door and search 4 lockers. Upgrade your miner uniform to increase your cold attack resistance as you will encounter freezing turrets next. Go to the room with the turrets, destroy them and go into the corridor, along which go to the right to the console opposite the door. You can select the first menu item and then close the ventilation of the bedrooms, thereby turning off the gas, or destroy the remote control and go to the medical room (right side of the map) for a breathing mask to safely walk in the bedrooms filled with gas. After opening the door to the bedrooms, go first to the right compartment, where you search all rooms and pick up all possible items, including the dispatcher's log. Now go to the left compartment, where you also search all the rooms and take the datapad from the corpse near the terminal. Use a terminal and watch the admin holovids, then select the check transmission option. Decipher the code, you should get the following combination: 3, 17, 13, 5, 7. This is the code for opening the turbolift.

Exit from the bedrooms :.

Exit the bedrooms and go left along the corridor. Then go into the door on the left. In the hall, if you go to the left, you will find yourself in the medical room, and if you go to the right, then to the turbolift. Also in the center of the hall, find a corpse with a datapad. Go to the right to the turbolift. Use the console and try to enter the received code. Then look at the log, where you will be told that the code must be entered the other way around, ie 7, 5, 13, 17, 3. Enter it automatically (if you have a high enough intelligence) or manually and get into the turbolift.

Administrative level :.

Walk forward to Kreia. Talk to her and she will join you. If you say that "I will not let the old scow to detain me. I am traveling alone," you will receive points of evil. There are no good points in this dialogue. Go to the administration center, where you can talk to Atton however you want. He will also join your company. After the conversation, Hk 50 will appear in the hall. Talk to him and make him confess to imitation of the officer's voice. If you don't, you will get it. Either way, you'll have to fight the Hk 50. The battle is pretty simple. Destroy the flying droids first, then destroy the Hk 50. If you hit slowly, it will regenerate its energy. Collect all the items from the Hk 50 and board the Harbinger ship (entrance on the left of the map).

As soon as you step aboard, a conversation with Atton and Kreia will automatically start. To the sentence "Ok, we have to get to the bridge", choosing the 1st answer will increase the influence on Kreia, and by choosing the 2nd option, you will decrease it. Choosing the 3rd option will increase the influence on Atton, and choosing the 4th and 5th options will decrease the influence on him. Walk forward, then right through the door. You are on the bridge. Use the navicomputer on the far side of the bridge and download the directional diagrams. Also look at the first log (100 XP). Go through the door to the right of the one you entered through. Kill the Sith assassins and go through the door on the right. Next, examine all the rooms and search all the containers. and boxes. Now that you have Atton, you can open locked boxes and doors without resorting to physical force. When you reach the dead end, go back to where we started and go through the security door. Follow the corridor until the intersection, where turn left In the briefing room, use the remote control to view the holovids (100 XP) Return to the intersection of the corridors and go to the cockpit.

Walk forward and search the rooms on the sides. When you reach the second pair of doors, the door on the right will lead to your room, where you will find the datapad. The door opposite has a tricky lock for Atton, so it will most likely have to be broken. Go through the door between the rooms and examine the two dead ends on the sides of the medical compartment. Then go to the medical compartment itself, where use the remote control. Insert the datapad from your room and examine each menu item. Then, if you want, repair the medical robot and it will heal your team, but only at this level. Exit the medical compartment through another door and enter the storage room where you will find many items. Pass the next door on the right in the hallway that leads to the turbolift and go to the next room on the right, into the droid storage room. Review the protocol, and take the datapad from the corpse. Return to the turbolift, which will take you to the engine deck.

Engine deck :.

Immediately getting here, Atton will speak to you. Ask him “What happened?” And then as the dialogue progresses, “We have to be careful. But we have to keep moving forward” to increase influence over Atton. After going forward through the door, Kreia will leave you. Go through the door ahead into the room with the remote control. Select any item on the menu to eventually open the door. Exit the room and turn right if you want to get to the room with the work desk and upgrade items, otherwise go down the corridor to the right. Walk until the ion engine control panel appears on the left. Use it to unlock the door. Go through the door and Atton will speak to you again. Tell him "Atton, you must trust me" to get good points or "Then stay here and die" to get evil points. After the conversation, go through the door on the left.

Fuel warehouse :.

Who do we see ahead? It's T3-M4! Talk to him. Select first the first dialogue option and then the second to increase the impact on it. After finishing the conversation, talk to him again. Ask about the damage, how many there are, how many programs he lost and, in the end, tell him that he will get all the skills back. In this way, you will further increase the impact on T3-M4. Go through the door on the right. Explore the entire floor, destroying the droids, and then climb the ramp to the console. Use it to turn off the energy field (110 XP). Climb even higher up the ramp and turn right, first destroying the MkII.

Hangar compartment :.

You have been here before. Return to the control panel, using which you will unlock the door. Walk through it and head towards the decontamination area. Use the remote control and select the first or second menu item (105 XP), then turn off the gas (220 XP) and unlock the door. If you select "destroy the remote control", then not only will you not get XP, but also poisonous gas will seep into the room. Also, if you don't have enough spikes, then the T3-M4 droid can make them. Go through the door you opened and go through the cave to Ebon Hawk. In the beginning, examine everything around the ship, and then go aboard.

Inside Ebon Hawk :.

And here is the attention! In no case do not shoot at the Sith running to your ship. Let them run in. After all, if you shoot them with a cannon, you will receive absolutely no experience points. And on the ship they will have to be killed manually. Several hundred experience points are not lying on the ground! Talk to Kreia. "Another beep and you are a waste", "The next time someone calls me a Jedi, he will lie in a pool of his own blood", "The Jedi are dead: a good deliverance", "They are eager to fight us - I say, that we will resist "," If the Sith threaten me, they will all die "," Only the Sith will pay the price by standing in my way. " All of these offers will earn you evil points, and the next 4 offers will earn you good points. "If there are survivors, then we must warn them", "This is self-defense, not war", "The life of a Jedi is a sacrifice. This is a small price", "If we do not fight against evil, then we sacrifice the galaxy." Then talk to Atton. In dialogue with him, you can only get points of goodness, saying: "You are right, she may need help" and "You are right, she may be sick." After finishing the conversation (1000 XP) head to the bedroom on the port side, where you will find Kreia. Talk to her again. This gigantic conversation has a lot of good and evil points, as well as an increase and decrease in influence on Kreia. Go to the small room in the main hold where the Hk 47 will stand. For now, all we can do is insert the Hk Vocabulator confiscated from the destroyed Hk 50. And the last thing left to do is use the galaxy map in the cockpit and select Telos.

After that, there will be a beautiful video and a choice of action associated with Pegarus: that is, blow it up and or escape from the pursuit.
The ending of the game, more precisely, the choice of the main antihero and a couple of additional missions depends on this.

Vi. Telos

Telos - Citadel Station.

Warm welcome:

Arriving on Telos, you will be greeted not at all friendly and no matter what you say, they will put you in jail and confiscate the ship and the droid. A hired killer will try to kill you in prison. Fight him (1000 XP) and then you will be transferred to a more luxurious prison, which is an apartment in a residential area. Take calls alternately from Ithorians, then from Czerka. The Ithorians are peaceful who live in tune with nature, while Czerka is an evil corporation that would like the Sith to defeat civil war Jedi. Whom you will join is pretty obvious - if you stick to the good side, you will side with the Ithorians, and if you stick to the evil side, you will side with Czerka. For now, you can agree to the proposals of both sides to visit their bases. After the call from Czerka, Lieutenant Grenn will arrive, who will free you from captivity and say that you can find all your things in the offices of the TSF entertainment module.

Eastern residential block:

Talk to Kreia. Ask her if she really is a Sith Jedi, then use your intellect or wisdom to pull the story out of her (1000 XP). There are no important things to do in this area, so you can immediately go, if you like, to the TSF offices for things. But if you are in no hurry, then first examine all three blocks of apartments A, B and C. In apartment B 2 you will meet Opo Chano, who sells parts of droids, and you will also find a workplace in his apartment. In apartment A 1 you will find Harra, who will give you a side quest.

Side quest "High stakes".

Search the bar for the Doton Het entertainment module. You can buy the Ramana slave from him for 2000 credits (with a high persuasion skill, you can drop the price to 1500 credits) or play the Pazaak game with him. After choosing the second option, first practice with Atton in the Pazaak game. By winning the game or paying the credits, Ramana will be yours. There are many options for how you can proceed. Keep her in slavery (350 XP, points of evil) or take her to Harra. In the latter case, you can force her to return with him (or sell her to Nal Hutta, 350 XP, evil points) or let her do what she wants (350 XP, good points) or indicate that she still belongs to you (300 XP, evil points) or extort money from him for her freedom, which he will not have (300 XP, evil points). If you keep her like a slave, then you can periodically visit her to collect income.

Go to the center of the area and, using the information terminal, download a map of the area. Now you can get to the places where you have already loaded the map with lightning speed just using the information terminal.

Entertainment module:

Walking towards the bar, you will meet Sullustan, whom the mercenaries are trying to kill. You can let them kill him (evil points) or fight them (good points). Download the map from the terminal near the bar entrance and head towards the TSF offices. Talk to the droid to find out that your ship is gone and your droid too, but, thank God, your belongings remained safe and sound (50 XP). When the droid opens the door of the storage room, take all your belongings from the locker and then proceed to the next room, where you will talk to Lieutenant Grenn. From him you will receive 4 side quests.

TSF Awards

1 false Batu

Remember the killer who broke into TSF's cell to kill you? To find out who sent him, talk to Lieutenant Grenn about the "awards". Then find out where he came from by talking to the operator at Dock # 3. For a small reward (25 kr.) He will tell you everything he knows. Further, the traces of the mercenary lead to Nar Shadd ...

2 the missing Btomo

After talking with the lieutenant, we go as well as the last time to the docks number 3. We speak with the officer of the Cherka (he just won't tell everything, we need to suppress him). He says Botomo worked for the Cherka Corporation. We go to the Cherka office and talk to Jarno Losso about Botomo. Ohana sends an hour to the Joydorians. We go to the Joydorians, talk to Koto Habe, and convince him that you are a reliable person. He gives a bite from room C1. Peter 2 options: go to C1 and take Botomo to Lieutenant Grenn, killing 2 mercenaries on the way (side of the world), or hand him over with giblets to Jarno Losso for a reward (side of darkness).

3. Escaped criminals

They can be found in the Cherka office immediately after receiving the assignment, but you will not be able to detain them. Subsequently, during the passage of the Recovery Zone, they will meet and attack you. After killing them, it remains only to report to Lieutenant Grenn on the completion of the task.

4. Fuel for the station "Citodel" (performed on Nar Shadda)

Rwork for Ithorians:

If you chose the Ithorians, then you are on the side of the good. The Ithorians base is located in the western residential block. Log into their database and tell the receptionist that you have come to the meeting with Chodo. Walk right through the rooms and talk to Chodo Habat. You will receive the first mission from him (100 XP).

Head into the docking bay through the entertainment module. Walk forward to the door where Ithorian is sitting. Several people from Czerka will ask you to reconsider your decision and go over to their side. Send them politely and talk to Ithorian to let you in. After passing, use the remote control that opens the bay door. Go to the ship, near which there is a droid, accompanied by two guards. Fight enemies who will try to destroy the droid and everyone who is with him at the same time, and after the victory, talk to him and escort him to the Ithotians base (500 XP + 500 XP).

Mission # 2 - Meeting with Loppak Slusk.

Chodo wants you to meet Slusk and try to reason with him. However, you can't just get to Slusk. Go to the bar of the entertainment module, where you will have a talk with Luxa, which is guarded by Gamorreans. Ask her to arrange a meeting with Slusk. She will let you see him if you agree to get rid of him. Exchange offices are located in the eastern residential block. Talk to the guard at the entrance and tell him that Luxa sent you. Go inside, where you will talk to the receptionist. You can avoid the fight in the next room if you convince her. Otherwise, you will have to fight the Gamorreans. There is one Ithorian in a cell in the room on the left, but our goal is to go to the room on the right. Destroy everyone who will be there, and in the next room talk to the boss Gamorreans in order to open the door next to him. Inside the room, you will finally come face to face with Slusk. Talk to him, then kill him. After the fight, talk to Luxa. She will also have to be killed, since there is simply no other way out (1300 XP). Use the security terminal in this room to disable the chamber that Ithorian is in and return to the Ithorians base where you will speak with Chodo Habat (700 XP, good points and the first part of Lightsaber).

Mission # 3 - Expose Czerka.

Now Chodo wants to hack into Czerka's main database, but that can only be done from within the corporation. Go to the local bar and talk to the Czerka Corrun Falt employee near the stage. Ask him about Lorso and then tell him about your plans. You will need 1000 credits (you can try to slow down the price) or a developed persuasion skill to convince him to help. You can also threaten him and, when he comes to his home, get all the information out of him (points of evil). We need to lure B 4 D 4 to our side, for this we need the credentials that Opo Chano has (100 XP). You will find him in apartment B 2 in the east residential block. He will require 2500 credits for his credentials, which you can borrow from Chodo Habat. There is also an opportunity to get certificates for free by killing Odo Chano, but for this you will receive evil points. With your credentials, go to the Czerka offices. Talk to the B 4 D 4 droid behind the counter. Order him to follow you and show your credentials (300 XP). Drive the B 4 D 4 back to the Czerka offices. Head over to Lorso and talk to her to access the main computer. Go to the computer, near which there will be a droid. Lie to him until he leaves, and then copy the data from the computer and erase your own existence within their files. Now head back to the Ithorians base where you will have a talk with Chodo. With that, let's say goodbye to B 4 D 4 and talk to Chodo again, already managing our team (500 XP).

Mission # 4 - Save the Ithorians.

Go to the docks (entrance to the entertainment module). On the way there, you will be contacted by Moza, who will inform you of an attack on the Ithorians base. Go back and help your friends by destroying all the mercenaries and droids. First you need to get to Moza, which is in the room on the left, and then rescue Chodo, who is in his usual place (500 XP, good points).

This concludes the work for the Ithorians. Head to the docking bay # 2 (where we went for the information droid) to board the ship.

Work for Czerka:

If you are on the side of evil, then the Czerka corporation is your choice. Go to the Czerka Offices located in the East Residential Block. Talk to Lorso and ask her about the job. She will give you Ithorian credentials and send you to the docks (100 XP).

Mission # 1 - Get an information droid from the second dock.

Head into the docking bay through the entertainment module. Talk to Ithorian in front of the door and show him your credentials to let you in. Use the remote to open the dock door and then go to the shuttle. Fight the thugs and, destroying them, you will be given a droid (500 XP). Take him to Czerka by selecting the appropriate option in the dialog (500 XP, evil points). Lorso will then offer you another job.

Mission # 2 - Kill Lopak Slusk.

Go to the bar and talk to Luxa. Ask her to arrange a meeting with Slusk, and in return she will ask you to complete several tasks for her (50 XP).

Quest from Luxa # 1 - Arms trade.

You should be alone when you go to the medical area, the entrance to which is located in the western residential block. To do this, remove Atton and Kreia from the team for the duration of this task (the team is controlled through the corresponding menu). In the medical area, use the communication computer opposite the laboratory table. You will be ordered to go to apartment B 3 in the east housing block. When you get to the apartment, wait a bit until two armed mercenaries come to you (500 credits). Kill them (500 XP) and return to the bar to Luxa to give her some of the amount (250 XP).

Quest from Luxa # 2 - Opo Chano.

Use the information terminal for quick access to the east housing block. Go to Apartment B 2 towards Opo Chano. Ask him about the return of money, which he, of course, will not have. You can arrange with him to repay Luxa's debt yourself, but for that you need 2,500 credits. Or you can just kill him, which is desirable and do, because if you chose the Czerka corporation, then you are on the side of evil. Return to Luxa no matter what you've done (500 XP) and get her next - last - mission, which will be to kill Slusk. Just what we need.

At this point, I will not repeat myself, but simply ask you to see mission # 2 in the "Work for Ithorians" section (1000 XP). After Luxa and Slusk are dead, return to the Czerka offices. You will notice that the offices are overrun by enemies. Killing everyone, get to Lorso. Deal with the non-friends who surround her, then ask Lorso for a reward (800 credits, 100 XP). Talk to Lorso again, but about the mission she gave you earlier (150 XP).

This completes the work for Czerka. Head towards Docking Bay # 3. At the entrance, talk to Duros so that he will open the door for you and give you the first part of the Lightsaber. Get on the ship.

Telos - Planetside.

Crash area:

After the ship you were flying on is shot down and you are on the ground, talk to Bao - Dur. He will join your team and will be a must-have companion at this level. This means that you have only one place left in the team, which can be taken by either Kreia or Atton. You can decide for yourself who you want to see in your ranks now, I would recommend Atton. You do not need to do anything at this location. Just get to the Czerka base alive. Your route will have to run along the coast and, bypassing the group of mercenaries in the center, go along the cliff to minefield, after passing through which you will already be very close to the Czerka base.

Czerka base:

It doesn't matter what you say to the mercenaries here. You still have to fight them. Get to the platform in the center of the base where the remote will be installed. Use it, and Bao - Dur will locate your vessel, which, apparently, should be located at a military base. The entrance to the base is located right next to the platform.

Old military base:

Firstly, the military base is stuffed with bars, stepping on which you will be poisoned with gas, so you need to bypass them every time. Secondly, power shields are installed everywhere, which can only be deactivated by Bao - Dur with his own hand. So, having received the introductory instructions, get to the premises with the ship. We cannot use it yet. Find the force field here and, after turning it off, use the security control in the room to finally turn off all the gas grates. Opposite this room is a control room with a hangar door opener, but first we must turn on the reactor. Go through the door between these rooms. Through one room you will meet a Czerka employee. You can bring him to the exit from the military base (good points) or kill him (evil points). Next, get to the room, on the sides of which there will be droid reloading rooms. Use the remote to destroy the droids (500 XP). Walk forward and left. Once you reach the reactor room, turn on the reactor and then return to the droid reload station. Go to a small room, where from the box get the datapad with codes. Return to the ship to destroy the huge droid. Examine the room from which he left, and then go to the control room and, using the computer, unlock the hangar door. Everyone, board the ship.

Telos - Hidden Base.

After being wrecked a second time, and having crashed right near the entrance to the Jedi training base, destroy the Hk 50 droids that will meet you unkindly. Pick up the control cluster from the body of one Hk droid and go inside the base, the entrance to which is located in the center of the plateau.

Jedi Training Base:

After stepping into the base with a foot, a group of handmaidens will ask you to put away your weapons and go with them. There is no other choice but to obey. If you want to kill them, you will receive points of evil, if you remove the weapon, you will receive points of good. After Kreia and Atton are in the cell, you will talk to Atris. By not saying anything aggressive to her, you will receive good points and vice versa. After a long dialogue, go to the hall with the pillar in the center, where you will have a talk with Hendreden. To get evil points, say the following during your conversation with her: “She was right. It’s your luck that I don’t kill you all,” “When the methods of inflicting violence are limited, it weakens us all,” “I agree. It shows how far are you ready to go for your goal "," Devotion? I prefer obedience "," Glory was in the battle, not among at least one Jedi "," If I crush the skull of Atris, I can get to the heart of the matter? "," Why Atris allows me to move freely, because I can easily kill you all. " And to get good points, say: "Battle is not the truth of Jedi training", "Combat is not the Jedi's way and not my way", "Combat is not the best way to connect with others", "I went to war to protect others, and not just fight "," I have no desire to fight Atris "and" I'm sorry. I didn't mean breaking. " If you chose a male character early in the game, then Hendreden will join your side later on your ship, the Ebon Hawk.

It's time to get Kreia and Atton out of the cell. Go to the jail where Kreia will immediately start a conversation with you. Telling her that "She is hurting me. I will probably have to kill her" will give you evil points. As soon as Bao - Dur is on his feet, you will have to talk to him. By asking if he is okay, you will receive good points. Otherwise, only evil points, which in this dialogue are easy to get. So, after talking, head north from the prison (looking on the map) until you find the droid T 3-M 4. Find out how he is, and then choose one of the two either "It was not your fault that they hijacked the ship" or “Don't waste my time making excuses” to get points of good or evil, respectively. Go through the door on the right and you will reach Ebon Hawk, which will take you away from here.

Talk to T3 and Bao - Dur without fail. You can then either head straight to one of the four planets or chat with your companions to gain good or evil points and influence. The first planet I recommend you visit is Dantooine. You can also add the Hk piece to the Hk 47 that you got from Telos near the Jedi training base. But this can be done later.

After visiting any planet and returning back to the ship, you will find Visas. Fight her and then when her Lightsaber collapses, talk to her. Dialogue has many light and dark sides, as well as influence. After talking with Visas, she will join your team, and you will also receive the second part of Lightsaber.

Vii. Dantooine

Khunda:.

A woman will meet you on the planet. Talk to her and travel from the dock to the Khund building. One entrance is sealed, so we enter through the other. Inside, talk to the receptionist and find out where the administrator can be found. Talk to Administrator Tyrena Adari. You must learn from her about Master Vrook, as well as gain access to the sublevels of the Jedi Enclave. There is a shop in the building where you can buy weapons and lightsaber crystals. But they can be found in the crystal cave later. Exit the building and head right along the map to the entrance to the crystal cave.

Crystal Cave:.

Courtyard of the Enclave:.

Walk to the ruins to the west, cross the bridge and enter the Enclave through the door on the right (the entrance to the left is blocked).

Enclave sublevel:.

If your team does not have Bao-Dur, then follow him to the ship. This must be done in order for him to be able to build a lightsaber right in the Enclave. Going inside the Enclave, go to the fountain and from it go to the left along the corridor. After reaching the room on the left, try to open the door and then talk to Gorann who is in the room. If you are on the side of evil, then lie to him, saying that "Yes, all Leigrecs are dead." If you have killed all the Leigrecs, then in addition to the said phrase, say that "You are saved. How strange" and "People think you are dead. They are right" and then kill him (get the last part of the lightsaber and the crystal). If you are on the good side, then kill all the monsters near the room and free Gorann. Immediately solicit the piece of the sword and the crystal from him. He will ask for 1000 credits for the last piece of the sword and for the crystal he found. So, having obtained the last part of the sword in any way, talk to the Irridonian (Bao) about the sword, and he will build it for you - either single or double of your choice. At the workplace, you will be able to upgrade your sword with all the crystals you find.

Walk around the Enclave along the corridor clockwise. In the first pair of rooms you will find the corpse of the scavenger (I have it called that), in the second pair there is a passage to the droid compartment. You can repair all the droids or disassemble them for parts. Go to the library in the east of the Enclave, talk to Diskiple there. If you play as a girl, then he will join you. Go deep into the library and examine the bodies of the mercenaries. You will find the PDA, which will say that Master Vruk is probably captured by a certain Azkul, and detained in a crystal cave. Continue clockwise down the hallway. Search the remaining two pairs of rooms, and between them in the round room find the body of another scavenger with a will. By changing it (will), you will receive his equipment. Once you reach the fountain, get ready to fight a group of enemies led by Jerevik, who doesn't want you to get out of here. After killing him, go outside and go to the crystal cave.

Crystal Cave (2):.

Follow the passage on the left until you reach the mercenaries who are being held captive in the power cage of Vrook. If you answer, "I must save the Jedi," you will receive good points. If you say that "If you let me make changes" or "This is the last insult I hear from you," you will get points of evil. After defeating the mercenaries, talk to the Jedi. Ask him whatever you want and he will leave. If you fight him, he will stun and retreat you.

Mercenary Assault:.

After leaving the cave, Azkul, the leader of the mercenaries, will speak to you. If you want to help Khunda, tell him that you are not interested in his proposal, and then say "Die!" If you want to join the mercenaries, then say "Okay, I'll help you." The same phrase, but with lies, will allow you to think about which side to take later (I advise). Return to Khunda and speak to the administrator, then to Zerron. The latter will give you a lot of tasks (wander around the building, in search of unfinished business) - to repair the droids; repair turrets; fix the meddroid. In case you are on the dark side, you can program the turrets to destroy the inhabitants of Khund. The main thing at the end of all to Zerron is that you did your best.

When the mercenaries attack you, you will talk to Azkul again. Tell him that "she means nothing to me" and then they will kill the administrator, and you will go over to the evil side. Otherwise (dob side) kill him. Then ask the administrator for 400 credits (you can take it for yourself, or you can donate to the needs of Khunda), and Master Vruk will teach you a lesson and answer any questions.

VIII. Nar Shaddaa

So, having landed on the planet, the first thing we will see is the winged Crаzy Frog, he says that it is busy here. We convince him, scare him or give credit cards, he is lagging behind. a man is sitting, he asks to find his wife. You can either release her at the Exchange base, then ask, under the pretext of finding an early plague-infected NPC, to expand the space for refugees. Or you can find a little freak in a bar who, for 10,000, will agree to anger or coax you with an exchange.

IX. Korriban

About the search for Master Vash in the Dark Jedi Academy, as well as the Exile's trials in an ancient tomb.

Korriban.

Valley of the Evil Lord:.

Head south to the Shyrack Cave Entrance. There is nothing more interesting in this place. One has only to say that if you search the skeletons, then Hssiss will attack you.

Shyrack Cave:.

Ahead there will be a gnawed corpse with a datapad. Make your way to the bridge to the east by any path, destroying the Shyracks and Tuk'atas. Cross the bridge and destroy the Sith assassins. Then head north to the Sith cave entrance. Kreia will tell you if you are ready or not to move on. If you cannot get through, then it happened for two things: either you are not completely on the side of good or evil, or you are at a low level.

Sith cave:.

Case 1: Malak.

As soon as you enter the cave, you will see Malak preaching the Jedi War. You can shorten this dialogue by just saying, "Enough play, grab your lightsaber and fight!" Otherwise, you must listen to all of this and answer each of his questions. Once the fight begins, you'll only have to hit Malak to make everyone else disappear. Go through the door in front (east on the map) and go along the corridor, at the end of which you will find a hand with a datapad. Go through the next door.

Case 2: Shyrack Nest.

Destroy all Shyracks in this location. Then follow the long corridor and enter the door.

Case 3: Minefield.

The soldiers want you to help them get through the Mandalorian line, but there is a minefield ahead. You can send them or go yourself. The Evil Side includes the following sentences: "Fight is an invaluable opportunity. We will fight", "War requires blood. Yours were taken that day" (points of evil), "The only victims that mattered in that war were the Jedi." (glasses of evil). There is no good, you can only avoid saying the sentences above. After getting to the other side, fight the Mandalorians, and go through the door to the east. When you reach the fork, head south. So you will reach a room with four columns, in the center between which there will be a dead Jedi. Touching a dead Jedi each time (touching for the first time will give you 200 XP), you will summon Hssiss. This is the perfect opportunity to upgrade your hero. After you're done with this, head back to the fork and head north.

Case 4: Kreia betrayed.

Ahead you will see "Kreia" having troubles with Atton, with Bao - Dur and with T 3. Say what you want until all the characters listed appear. The easiest way to get through this is to say, "I think I'll stand on the sidelines and wait" or "You're all just a vision, anyway. It doesn't matter what I do." In this case, you will fight everyone.

Case 5: Revan.

Walk down the hallway and through the door. You will confront Revan. After talking with him, fight. The fight won't be too hard (2000 XP). Search the sarcophagus in front and two small rooms to the sides, then go through the door to the east. This will leave you in the Shyrack Cave. Choose a team and make your way to the exit. Then stomp to the Sith Academy.

Sith Academy:.

Blast your way through the Sith monsters and assassins to the main area, from which there are 5 passes. Go first along the western aisle. Take the datapad out of the bag and continue to the end of the corridor, where the corpse will lie. After examining it, you will find a datapad that will tell you how to open a large door next to you. To do this, you need to have a charge of thorium with you. Go to the first passage from the locked door to the right (south on the map). Get the datapad (50 XP) from the drawer in the back room. Then take the second passage on the same side. Use a computer. Select the "New Recruit" option and then select your ID # 3401726- B 853 S 5 O 0 X 001. Next, select "Access Study Materials" to open the door to the library. Finally, take the written test. Answer Freedon Nadd to the first question, Twenty to the second, Gizka to the third, I always lie to the fourth, Passion - Strength - Power - Victory to the fifth. Answering at least 4 out of 5 questions correctly will give you access to the training room (select the "access to training room" option, 150 XP).

Go to the library, which is marked on your map. Unlock the drawer and remove the thorium charge from it. Now return to the large locked door and blow it up with thorium. In the room, use the hologram to view the cutscene. Return to the main area and take the east passage, then head south. In the training room, use your computer to start sequential training. Hungry Tuk'atas interrupt you. Kill them and use the computer again. No matter how quickly you dealt with the animals, the computer will inform you that you have failed and you need to go to the punishment hall opposite (100 XP). Go there. In the cage, you will find the corpse of a Jedi. Saying "I may have killed her directly" will get you evil points (500 XP anyway). Search her body and find datapad. Then use a computer terminal. Select "access system commands" and enter "Lonna Vash". Return to the main area where Darth Sion will be waiting for you. Fight with him and later you will automatically leave the academy, in which you will be helped by Kreia (200 XP).

Then we fly for the Bao-Dur ball and activate the generators in the ships (two in one location, two in another), I don’t want to tell the story. If you haven't killed all the animals, it will be bad.

Then in the academy we go through the rooms and locations we go to Zion. After the second fight, if you have a good cons and conviction, you can weaken it. We beat Sion 4 times, convincing him that he must die, and at the end - that kill Kreia. If you can't cope, hide behind the pillar and heal yourself.We grab the sword (I don’t know why we need it at the end, can we beat it with an ordinary sword?).

We go to Kreia at the door behind Zion's back. If you are a Sith Lord, it will be fun, if not, “fun.” If the Lord is stupid, the Lord is choked, if not the Lord, then you have to put a bunch of mines and defend yourself from the Force. In the second battle, Kreia will surround himself three lights, and they will attack you. When you destroy them, beat Kreia long and hard (if you are not a Lord), because she dodges pretty well, if you are a Weapon Master, everything will be easier because with the maximum skill of two weapons and the maximum Speed, 5 hits are applied per round, I think two or three will definitely hit.

Congratulations, you've completed the game.

Notes (edit)

***
We can write this walkthrough together. To participate in the creative process, in the Proofreading form, write a couple of paragraphs on any of the above topics, or correct and supplement the already prepared ones - and on the same day your corrections or additions may take effect.

Translated and formatted based on Dan Simpson's Influences description for Star games Wars Knights of the old republic II: the Sith Lords

Character location:

Atton - Peragus

Bao Dur Telos

Follower - Dantooine (female player)

G0-T0 - Nar Shaddaa

Handmaid - Telos (male player)

Hanharr - Nar Shaddaa (dark side)

Atton

Atton is a vagrant that you will find on Peragus. He shoots well with blasters and has repair and destruction skills.

Result: When you get to the refugee camp on Nar Shadda, two Twi'lecs will tell you something about Atton for a fee. You will receive a new line of dialogue and, with enough Influence points, Atton can become a Jedi.

Influencing Through Dialogue: Atton likes being respected and taken seriously. He does not like to trust others with his problems, so you have to be extremely careful when pulling information out of him.

PERAGUS - Aboard the Harbinger - As soon as you board, a dispute will arise between Kreia and Atton. You can get Influence points by supporting Atton in an argument.

Aboard the Harbinger - When Atton speaks of "a bad feeling," ask him about it, and say, "Then we need to be careful, but we need to keep moving." After that, you will receive Influence points.

BODY - Hidden Jedi Academy - Ask any of the Handmaidens about your companions before you release them from prison. Learn about Echani Atton's workouts. After being freed, talk to Atton about it. With the right approach, get Influence points.

BODY - Military base Jedi - If you bring a conversation with a "member of the Zerk rescue team" to a fight, it is possible to gain influence.

EBEN HAWK - After you listen to the Force a second time with Kreia, you will "hear" Atton playing Pazaak in your mind. After telling Atton about this, apologize to him in order to get Influence points.

DANTUINE - Hunda Region - Bao-Dur, Atton and Visas will receive Influence points if you give Saedha Atmospheric Sensors for 3000 credits after finding out why the tracking equipment was hidden in the sensors (this line of dialogue will appear if you pre-research the sensors or let Bao-Duru investigate them).

Hunda District - Talk to the mechanic near the Ebon Hawk, ask him, "Why so busy?" and follow the "Caution" and "Persuasion" line of dialogue to get him to give you the information you want. This use of your persuasion skills will give you Influence points on Atton (in the event that Kreia is not around).

NAR SHADDAA - Port Docks - Your team should have Kreia and another companion (Atton, Bao-Dur, Follower or Servant). Complete Lutra's quest for the bright side by making sure his wife is saved. Return to Luutra with Kreia and another companion. In the dialogue, select the phrase "Hope gives you strength." Kreia will be angry, but you will not lose influence. In defense of your actions, say, "You can say whatever you want, but if your life depended on it, I would do anything for you or any of my allies." Atton will thank you and you will receive Influence points.

Refugee Sector - Serokko's base in the Refugee Sector has a broken air speeder that you can repair and allow Atton to check your work for Influence points.

Landing Sector - Help the man attacked by the Exchange thugs (who says you have his money). Almost no matter how you deal with it, you will receive Influence points.

Refugee Sector - Talk to the sick at the entrance to the refugee camp and heal him to get Influence points. (if Kreia is on your team, the same dialogue will happen as in the case of Luutra, but this time you will lose influence on Kreia).

Bao Dur

Influence on characters in SW KotOR II (part 1)

Influence on characters in SW KotOR II (part 1)

You will find Bao-Dur when you reach the surface of Telos.

As a result: Just like Atton, Bao-Dur can eventually become a Jedi if you get enough Influence points.

Influence through Dialogue: Influence points are gained almost entirely by how often Bao-Dur participates in your adventures. There is no way to gain influence points through general conversation on the Ebon Hawk.

BODY - Hidden Jedi Academy - When you free Bao-Dur from his cell, tell him that it was not his fault for gaining Influence points.

DANTUINE - Cave of Crystals - Take the task to find the Atmospheric Sensors that Saedhe gives you, find the sensors in the cave of crystals (they are in the stone behind the first column from the entrance). Explore the sensors yourself or let them explore Bao Duru. Either option will give you Influence points.

Hunda District - When the Administrator asks you to check the defenses to prepare for the mercenary invasion, you will gain access to the room with robots. In one of the robots you will find a hydro-wrench belonging to Acker, a droid trader. Talk to Acker and agree not to betray him in order to gain influence on Bao-Dur.

Hunda District - Bao-Dur, Atton and Visas will receive Influence points if you give Saedha Atmospheric Sensors for 3000 credits after finding out why the tracking equipment was hidden in the sensors (this line of dialogue will appear if you previously research the sensors or let Bao-Duru investigate them).

NAR SHADDAA - Landing Sector - Help the man who was attacked by the Exchange thugs (the one who says you have his money). This is one of the few cases where you can take a Dark Side action and gain Influence points (use the Force to convince the bandits to jump into the pit).

Port Docks - Your team should have Kreia and another companion (Atton, Bao-Dur, Follower or Servant). Complete Lutra's quest for the bright side by making sure his wife is saved. Return to Luutra with Kreia and another companion. In the dialogue, select the phrase "Hope gives you strength." Kreia will be angry, but you will not lose influence. In defense of your actions, say: "You can say whatever you want, but if your life depended on it, I would do anything for you or any of my allies." Bao-Dur will thank you and you will receive Influence points.

Refugee Sector - As with Atton, you can restore Erspeeder yourself and after Bao-Dur evaluates your work, you will receive Influence points.

Refugee Sector - As with Atton, heal a sick person near the entrance to the refugee camp.

Cantina - If you give one of your "Open" visas to a Republic spy, Bao-Dur will be impressed with your actions and you will receive Influence points.

Marketplace - Use the Power of Persuasion to prevent a riot instigated by Ponlar in the city to gain influence on Bao-Dur.

Follower

Influence on characters in SW KotOR II (part 1)

Influence on characters in SW KotOR II (part 1)

A follower only joins a female character and is easily influenced. In fact, almost all Influence points are gained through dialogue, with the majority of Influence points earning light side points.

As a result: The Apprentice can become a Jedi with high Influence.

Influence through Dialogue: His views are neutral, he loves the Republic and the Jedi, so in conversation, all your lines should not contain hostility towards them.

NAR SHADDAA - Port Docks - Your team should have Kreia and another companion (Atton, Bao-Dur, Follower or Servant). Complete Lutra's quest for the bright side by making sure his wife is saved. Return to Luutra with Kreia and another companion. In the dialogue, select the phrase "Hope gives you strength." Kreia will be angry, but you will not lose influence. In defense of your actions, say: "You can say whatever you want, but if your life depended on it, I would do anything for you or any of my allies." The follower will thank you and you will receive Influence points.

Refugee Sector - Convince Hassef, the leader of the refugees, to join the Exchange. Tell him, "I share your grief ..." to gain some Influence.

ONDERON - Jungle of Dxun - Find the Mandalorian trapped in the ridge, help him and promise not to give him away for Influence points.

Cantina - If you grant one of your "Open" visas to a Republic spy, the Follower will be impressed with your actions and you will gain Influence.

Trade District - Use the Power of Persuasion to prevent a Ponlar-instigated riot in the city to gain influence.

G0-T0

G0-T0 is a Goto emissary droid who will join you after visiting the G0-T0 ship.

As a result: G0-T0 offers you a reward for each planet, the situation on which you will stabilize (Onderon and Dantooine), you must choose the "Dark" options in order to receive the reward, as well as Influence points.

Influencing Through Dialogue: Goto loves order and stability. He doesn't like your noble deeds (if any), but he wants you to stabilize Onderon and Dantooine.

DANTUINE - Hunda District - When the Administrator asks you to check the defense to prepare for the mercenary invasion - you will get access to the room with robots. In one of the robots you will find a hydro-wrench belonging to Acker, a droid trader. You must threaten to extradite Acker. When he becomes hostile, kill him to get Influence points. Acker will disappear if you join the mercenaries and attack Hundu.

ONDERON - Cantina - Sell the Sakari "Open" visa. G0-T0 will be impressed that you have made the best deal. Say, "This is the best way to make a profit," then you will receive Influence points.

Cantina District - Talk to the droid selling robot parts. If G0-T0 is in your team - bring up the topic of price reduction in the conversation. Try to reboot the robot. G0-T0 will be interested and offer help. Let him do this and get Influence points.

Trade District - Use the power of Persuasion to prevent a Ponlar-instigated riot in the city to gain influence.

Maid

Influence on characters in SW KotOR II (part 1)

Influence on characters in SW KotOR II (part 1)

The maid joins you after you leave the Academy on Telos, but only if you are playing as a male.

As a result: The Handmaiden can become a Jedi after you defeat her in three sparring matches and with enough Influence points.

Influencing Through Dialogue: The maid is a good person and she likes it when your judgments match her character. Most of her Influence Points can be gained from dialogues when you defeat her in sparring. She comments on Visas' appearance, however you can only lose influence or remain neutral.

DANTUINE - Cave of Crystals - After finding Master Vrook in the cave (this happens after visiting the Enclave sublevel), listen to Azkal's offer and reject him to get Influence points.

NAR SHADDAA - Refugee Sector - Heal the sick, just like with Bao-Dur or Atton. You will only receive Influence Points if both of them are not part of the team.

Landing Sector - Help the man attacked by the Exchange thugs (who says you have his money). Let the thugs go. This will give a certain amount of Influence points to the Handmaid.

Port Docks - Your team should have Kreia and another companion (Atton, Bao-Dur, Follower or Servant). Complete Lutra's quest for the bright side by making sure his wife is saved. Return to Luutra with Kreia and another companion. In the dialogue, select the phrase "Hope gives you strength." Kreia will be angry, but you will not lose influence. In defense of your actions, say, "You can say whatever you want, but if your life depended on it, I would do anything for you or any of my allies." The maid will thank you and you will receive Influence points.

ONDERON - Jungle of Dxun - Save the Mandalorian on the ridge, then tell the Handmaiden that the war with the Mandalorians is over to gain Influence points. This will only work if Bao-Dur and Atton are not present on the team.

Cantina - If you give one of your "Open" visas to a Republic spy, the Handmaiden will be impressed and you will receive Influence points.

Cantina - When the meeting with Kavar is thwarted, the Maid will ask you not to harm the visitors. Agree to get Influence points.

Marketplace - Give the "Open" visa to Terlin, the mother near the starport entrance, to gain influence on the Handmaid.

Marketplace - Use the power of Persuasion to prevent a Ponlar-instigated riot in the city to gain Influence points.

Hanharr

Hanharr is a large, hulking Wookiee that you will find in Nar Shaddaa instead of Mira if you have switched to the dark side by then. The bad news is that he cannot become a Jedi.

As a result: If you get enough Influence points, Hanhar will receive a significant increase in stats and abilities.

Influence Through Dialogue: You gain influence on Hanharr mainly from dialogues with him. In a conversation with Hanharr, adhere to the fact that all weaklings must be killed, or used for your own purposes. Don't be afraid to humiliate or insult Hanharr.

ONDERON - Jungle Dxun - Find the Mandalorian trapped in the ridge, then detonate him instead of saving him: “What detonator? This detonator? " Hanharr will love this and you will receive Influence points.

Cantina - After you meet with Kavar, Tobin will interrupt the meeting and have his men attack you. Tell Hanharr that he can kill anyone and get Influence points.

Cantina - Sell an "Open" Sakari visa. Hanharr will be impressed that you have made the best deal. Say "I agree" or "I didn't ask for your opinion" and you will receive Influence points.

Trade Square - Support Ponlar and instigate a riot. Hanharr will be glad of the blood and you will receive Influence points.

Continuing on the impact on the characters in SW KotOR II. So,

HK-47

You restore the HK-47 by collecting all the components it needs. One of the NK-50 on Peragus, one of the NK-50 after the crash over the Academy on Telos, another one can be obtained from the NK-50 at Vogga's warehouse on Nar Shadaa. The rest can be bought from merchants. HK-47 is the assassin droid from the first game. He is probably the best ranged character in the game.

As a result: Gaining Influence points on HK 47 gives you numerous improvements, boosting your own stats and abilities. NK-47 gives you some very useful advice on how to kill the Jedi.

Influence through Dialogue: Talking to NK-47 does not give you Influence points, unless you try to end the conversation and NK-47 stops you. You need to say, “Anyone who tries to stop me when I end the conversation will be dead. Now let me go, otherwise ... ". You will then receive Influence Points.

DANTUIN - Hunda District - After talking with Master Vrook in the Crystal Cave, Azkal will be waiting for you at the exit. Hear his plan, then select "I'm not interested," then: "Die, hired brute!" (this option leads to the loss of influence on Kreia)

Hunda District - (possibly Bug) is the only case when you can get Influence on HK-47 when you get Light Side points. When the Administrator asks you to check the protection to prepare for the mercenary invasion, you will get access to the room with robots. In one of the robots you will find a hydro-wrench belonging to Acker, a droid trader. Talk to Acker and agree not to betray him. What NK-47 says is a clear disapproval, but as a result you will receive Influence points.

ONDERON - Jungle Dxun - As with Hanharr, if you kill the Mandalorian stuck on a rock, you will receive Influence points.

Trade Square - Support Ponlar and instigate a riot. NK-47 will be happy with blood and you will receive Influence points.

Spaceport - Use the Power of Persuasion on the guard to enter the city and say, "Let's talk it over in the city, otherwise ..." to gain some Influence.

Cantina - After you meet with Kavar, Tobin will interrupt the meeting and his men will attack you. Tell NK-47 that he can kill anyone and get Influence points.

THE BODY (DURING THE ATTACK) - Kill the wounded soldier (instead of healing him) you will find in the Telos Station Entertainment Module during the Sith attack. This will give you Influence points.

Kreia

Kreia is a skilled manipulator of events. She travels with you throughout most of the game. She skillfully uses the Force and is convenient to have as a companion. She has a huge number of Influence options. More than any other character. Kreia will teach you, but it has nothing to do with Influence.

As a result: When your Influence is high enough, you can get Kreia to show stories about her life. They give you some experience.

Influence through dialogue: She only tells you what you need to know. She is neither light nor dark and does not respect any of them. So, by doing something really evil (murder) or really good (saving a life) you lose her Influence, whereas staying in the shadows and managing events gives good results. In conversations with her, you gain influence for the answers of the Dark Side, like, "if she betrays us, then I will kill her." Kreia is not interested in your opinion of her, only in how you react to her opinion. Therefore, the answer choices following her advice will always gain influence. If you ignore or reject her advice, you lose influence. Kreia doesn't like it when you kill random people, although you can level up your Influence points by asking what she would do if you were and saying she's right.

PERAGUS - Aboard the Harbinger - As soon as you board, a dispute will arise between Kreia and Atton. You can get Influence points by supporting Kreia in an argument.

EBENA HAWK - After the Handmaiden is attached, tell Kreia that you will be keeping an eye on the Handmaid and that you will use her as a link with Atris to gain Influence points.

After joining Visas, tell Kreia that you will kill her if she tries to betray you for Influence points.

Also, after joining Visas, by talking about the Visas homeworld, with a good intellect, you can speculate about why the world was attacked.

- (Light Side only) When Kreia sees that you are “glowing,” she gets angry and urges you to show less mercy in the future. Tell her she's right.

DANTUIN - Cave of Crystals - After talking with Master Vrook in the cave of crystals, Azkal will be waiting for you at the exit. Hear his plan and LIE that you join him to gain Influence on Kreia.

Cave of Crystals - When you find a Jedi guarded by mercenaries - don't kill them. Instead, invite them to send a Jedi to Nar Shaddaa. Kreia will say something about creating an echo in the Force, and you will receive Influence.

Enclave Sublevel - Lie to Jorran that you destroyed all the Laygrexes. After he dies, you will receive Influence points.

Hunda District - Talk to the mechanic near the Ebon Hawk, ask him, "Why so busy?" and follow the "Caution" and "Persuasion" lines of dialogue to get him to give you the information you want. This use of your persuasion skill will give you influence over Kreia.

NAR SHADDAA - Main Sector - After you deal with the first group of thugs, a beggar will approach you (this meeting cannot be avoided). He will ask you for alms. Regardless of which decision you make, Kreia will talk to you or enter into a telepathic connection (if she remained aboard the Ebon Hawk). Agree that she is right and get Influence points.

Refugee Camp - Find the sick person first, but don't heal him. Talk to the Exchange leader in this area and tell him that he must kill this sick person or the disease will spread.

Port Docks - Bunkhouse - Talk to Luutra to find out about his wife. Tell him that she is dead (an obvious lie, since she is alive and well), and that he can trust you. He must accept the offer of Cercus. You will gain some influence on Kreia.

ONDERON - Marketplace - If your actions show that you support General Vaklu, you can talk to Anda who is standing behind the crowd. She wants you to eliminate three guard captains. Agree to her proposal and tell Kreia that you know where this will lead to get Influence points.

Space Port - Use the Power of Persuasion while on guard to enter the city, this will be followed by a dialogue with Kreia, after which some Influence can be gained.

Palace - If you join the Queen, after Vaklu is defeated, say that you agree that he should be killed, or let the Queen decide his fate in order to gain Influence points.

CORRIBAN - Valley of the Graves - ONLY for the Light Side. At Ajant's grave, listen to Kreia's story, then use the Awareness dialogue line to gain Influence points.

Mandalore

Mandalore, the current leader of the Mandalorians, respects violence as a means of communication and strength as a measure of success. He is also good with weapons.

As a result: Nothing. Zero. Zilch. Donut hole.

Influencing Through Dialogue: There is little that can be done with Mandalore. It will not be possible to influence him through dialogue. Also, he doesn't react too often to the player's actions. To gain enough influence on him, you must support General Vakla in the dispute over Onderon.

ONDERON - Marketplace - Support Ponlar and instigate a riot. Tell Mandalore that you want to support Vakla. You will get more Influence points.

Marketplace - Two people stand by the crowd discussing local politics. Side with General Vaklu and gain influence over Mandalore.

Market Square - If your actions show that you are supporting General Vaklu, you will be able to talk to Anda, who is standing behind the crowd. She wants you to eliminate three guard captains. Agree to her proposal and tell Mandalore that you like General Vaklu to gain Influence points.

Palace - If you join the Thalia Queen - agree to kill Vakla. Mandalore will say that you did the right thing and you will receive Influence points.

DESTROYER - Kill Tobin for Influence points.

Of the world

Mira will join you on Nar Shaddaa if your character is on the Light Side (otherwise you will receive Hanharr).

As a result: Having received enough Influence points, you can train Mira and make her a Jedi.

Influencing Through Dialogue: The best way to gain Influence on the World is to make her "argue" with you. Ask her why she doesn't kill, follow the Understanding line of dialogue and she will argue with you. Evolve this and get Influence points.

DANTUINE - Hunda District - When the Administrator asks you to check the defense to prepare for the mercenary invasion - you will get access to the room with robots. In one of the robots you will find a hydro-wrench belonging to Acker, a droid trader. Talk to Acker and agree not to betray him in order to gain influence on Mira.

ONDERON - Dxun - during a meeting with the crashed assassins, tell Mira that she was also an assassin. She will say that she does not need your protection, but you will receive Influence points.

Market Square - If your actions show that you are supporting General Vaklu, you can talk to Anda who is standing behind the crowd. She wants you to eliminate three guard captains. Agree to her proposal and tell Mira that this is a good way to earn credits in order to get Influence points.

Cantina District - Twilek assassin who attacks you, will make claims to the World. Answer: “I'm not going to let you insult my companion” for Influence points.

Marketplace - When the riot starts, don't take sides. Mira will agree with your choice and you will gain some influence.

T3-M4

T3-M4 is a droid from the first game. He is a real professional in working with equipment and is well versed in explosives.

As a result: Gaining Influence on T3-M4 allows you to upgrade T3-M4 by increasing its stats. Also, if your Influence is high enough, T3-M4 will give +1 to your knowledge. Upgrading T3-M4 requires you to know Computer Usage and Repair.

Influence Through Dialogue: You can get all the influence you need by just talking to him, and telling him that it was not his fault, or that he is a useful droid. Almost all of his influence gives you Light Side points. Ask about his injuries, and tell him that you are happy to have him with you.

PERAGUS - Fuel Depot - When you return T3-M4 to your squad - praise him for Influence points.

BODY - Hidden Jedi Academy - When you free T3-M4, just tell him that he did everything right and did not make mistakes in order to get Influence points.

DANTUINE - Hunda Region - Talk to the damaged protocol droid roaming the landing site. T3-M4 will beep. Praise him to get Influence points.

Near Hunda - Show compassion towards Acker, the droid merchant, to gain influence over T3-M4.

NAR SHADDAA - Refugee Sector - Serokko's base in the Refugee Sector has a broken erspeeder that you can repair and let T3-M4 test your work for Influence points.

ONDERON - Marketplace - Use the Power of Persuasion to prevent a Ponlar-instigated riot in the city to gain influence on T3-M4.

Visas Marr

Visas shows up on the Ebon Hawk after your dark / light side is clear enough. First you will see a cutscene, and then when you board the Ebon Hawk again, you will meet Visas and engage her in combat. Defeat her and she will join you.

As a result: With high influence, Visas will teach you the Vision of the Force - an ability that you can use to see through many doors, as well as see the dark / light side of people.

Influence through Dialogue: Visas gains Influence through dialogues. In fact, one good dialogue with her and you will get all the Influence points. Influencing her contributes to obtaining points of the Light Side.

DANTUINE - Hunda Region - Bao-Dur, Atton and Visas will receive Influence points if you give Saedha Atmospheric Sensors for 3000 credits after finding out why the tracking equipment was hidden in the sensors (this line of dialogue will appear if you pre-research the sensors or let Bao-Duru investigate them).

NAR SHADDAA - Landing Sector - Help the man who was attacked by the Exchange thugs (who says you have his money) to gain Influence points.

Refugee Sector - Talk to the sick at the entrance to the refugee camp and heal him to get Influence points.

ONDERON - Marketplace - If your actions show that you are supporting General Vaklu, you can talk to Anda who is standing behind the crowd. She wants you to eliminate three guard captains. Agree to her offer to get Influence points. (this will not work if Mandalore is nearby).

Marketplace - Two people stand by the crowd discussing local politics. Take the side of General Vaklu and gain influence on Visas.

Marketplace - Give the "Open" visa to Terlin, the mother at the starport entrance, then say, "Compassion can create problems, but it is a source of great power" for Influence points.

Cantina - After being attacked by Tobin's soldiers, Visas will ask you for permission to use destructive weapons, which will result in casualties among visitors to the cantina. Give her permission to get Influence points.

-----------------

Gaining / Losing Influence from killing.

Influence points from assassination: Atton, HK-47, Hanharr, Mandalore, Visas

Kill Influence Points Loss: Bao-Dur, Follower, Handmaiden, Mira, T3-M4

(None of this is guaranteed)

Also, Kreia can force anyone to gain influence if she and another character are present at the time of the assassination, but you must take her advice or lose her influence.

Only one character gains Influence points from each kill.

Lazavwoe - Nar Shaddaa

Luutra - Nar Shaddaa

Mechanic near the landing site - Dantooine

Sayedh - Dantooine

Opo Chano Droid Trader - Telos

The Registrar of the Church in the Apartment of the Church - Telos

Twi'lek - Telos Military Base

The Man in the Apartment - Telos

Acker, Droid Trader - Dantooine

Jorran - Dantooine,

Crew without a captain in a shelter - Nar Shaddaa

Wounded Soldier - Telos (Under fire)

Continuing on the impact on the characters in SW KotOR II. So,

HK-47

You restore the HK-47 by collecting all the components it needs. One of the NK-50 on Peragus, one of the NK-50 after the crash over the Academy on Telos, another one can be obtained from the NK-50 at Vogga's warehouse on Nar Shadaa. The rest can be bought from merchants. HK-47 is the assassin droid from the first game. He is probably the best ranged character in the game.

As a result: Gaining Influence points on HK 47 gives you numerous improvements, boosting your own stats and abilities. NK-47 gives you some very useful advice on how to kill the Jedi.

Influence through Dialogue: Talking to NK-47 does not give you Influence points, unless you try to end the conversation and NK-47 stops you. You need to say, “Anyone who tries to stop me when I end the conversation will be dead. Now let me go, otherwise ... ". You will then receive Influence Points.

DANTUIN - Hunda District - After talking with Master Vrook in the Crystal Cave, Azkal will be waiting for you at the exit. Hear his plan, then select "I'm not interested," then: "Die, hired brute!" (this option leads to the loss of influence on Kreia)

Hunda District - (possibly Bug) is the only case when you can get Influence on HK-47 when you get Light Side points. When the Administrator asks you to check the protection to prepare for the mercenary invasion, you will get access to the room with robots. In one of the robots you will find a hydro-wrench belonging to Acker, a droid trader. Talk to Acker and agree not to betray him. What NK-47 says is a clear disapproval, but as a result you will receive Influence points.

ONDERON - Jungle Dxun - As with Hanharr, if you kill the Mandalorian stuck on a rock, you will receive Influence points.

Trade Square - Support Ponlar and instigate a riot. NK-47 will be happy with blood and you will receive Influence points.

Spaceport - Use the Power of Persuasion on the guard to enter the city and say, "Let's talk it over in the city, otherwise ..." to gain some Influence.

Cantina - After you meet with Kavar, Tobin will interrupt the meeting and his men will attack you. Tell NK-47 that he can kill anyone and get Influence points.

THE BODY (DURING THE ATTACK) - Kill the wounded soldier (instead of healing him) you will find in the Telos Station Entertainment Module during the Sith attack. This will give you Influence points.

Kreia

Influence on characters in SW KotOR II (part 2)

Influence on characters in SW KotOR II (part 2)

Kreia is a skilled manipulator of events. She travels with you throughout most of the game. She skillfully uses the Force and is convenient to have as a companion. She has a huge number of Influence options. More than any other character. Kreia will teach you, but it has nothing to do with Influence.

As a result: When your Influence is high enough, you can get Kreia to show stories about her life. They give you some experience.

Influence through dialogue: She only tells you what you need to know. She is neither light nor dark and does not respect any of them. So, by doing something really evil (murder) or really good (saving a life) you lose her Influence, whereas staying in the shadows and managing events gives good results. In conversations with her, you gain influence for the answers of the Dark Side, like, "if she betrays us, then I will kill her." Kreia is not interested in your opinion of her, only in how you react to her opinion. Therefore, the answer choices following her advice will always gain influence. If you ignore or reject her advice, you lose influence. Kreia doesn't like it when you kill random people, although you can level up your Influence points by asking what she would do if you were and saying she's right.

PERAGUS - Aboard the Harbinger - As soon as you board, a dispute will arise between Kreia and Atton. You can get Influence points by supporting Kreia in an argument.

EBENA HAWK - After the Handmaiden is attached, tell Kreia that you will be keeping an eye on the Handmaid and that you will use her as a link with Atris to gain Influence points.

After joining Visas, tell Kreia that you will kill her if she tries to betray you for Influence points.

Also, after joining Visas, by talking about the Visas homeworld, with a good intellect, you can speculate about why the world was attacked.

- (Light Side only) When Kreia sees that you are “glowing,” she gets angry and urges you to show less mercy in the future. Tell her she's right.

DANTUIN - Cave of Crystals - After talking with Master Vrook in the cave of crystals, Azkal will be waiting for you at the exit. Hear his plan and LIE that you join him to gain Influence on Kreia.

Cave of Crystals - When you find a Jedi guarded by mercenaries - don't kill them. Instead, invite them to send a Jedi to Nar Shaddaa. Kreia will say something about creating an echo in the Force, and you will receive Influence.

Enclave Sublevel - Lie to Jorran that you destroyed all the Laygrexes. After he dies, you will receive Influence points.

Hunda District - Talk to the mechanic near the Ebon Hawk, ask him, "Why so busy?" and follow the "Caution" and "Persuasion" lines of dialogue to get him to give you the information you want. This use of your persuasion skill will give you influence over Kreia.

NAR SHADDAA - Main Sector - After you deal with the first group of thugs, a beggar will approach you (this meeting cannot be avoided). He will ask you for alms. Regardless of which decision you make, Kreia will talk to you or enter into a telepathic connection (if she remained aboard the Ebon Hawk). Agree that she is right and get Influence points.

Refugee Camp - Find the sick person first, but don't heal him. Talk to the Exchange leader in this area and tell him that he must kill this sick person or the disease will spread.

Port Docks - Bunkhouse - Talk to Luutra to find out about his wife. Tell him that she is dead (an obvious lie, since she is alive and well), and that he can trust you. He must accept the offer of Cercus. You will gain some influence on Kreia.

ONDERON - Marketplace - If your actions show that you support General Vaklu, you can talk to Anda who is standing behind the crowd. She wants you to eliminate three guard captains. Agree to her proposal and tell Kreia that you know where this will lead to get Influence points.

Space Port - Use the Power of Persuasion while on guard to enter the city, this will be followed by a dialogue with Kreia, after which some Influence can be gained.

Palace - If you join the Queen, after Vaklu is defeated, say that you agree that he should be killed, or let the Queen decide his fate in order to gain Influence points.

CORRIBAN - Valley of the Graves - ONLY for the Light Side. At Ajant's grave, listen to Kreia's story, then use the Awareness dialogue line to gain Influence points.

Mandalore

Influence on characters in SW KotOR II (part 2)

Influence on characters in SW KotOR II (part 2)

Mandalore, the current leader of the Mandalorians, respects violence as a means of communication and strength as a measure of success. He is also good with weapons.

As a result: Nothing. Zero. Zilch. Donut hole.

Influencing Through Dialogue: There is little that can be done with Mandalore. It will not be possible to influence him through dialogue. Also, he doesn't react too often to the player's actions. To gain enough influence on him, you must support General Vakla in the dispute over Onderon.

ONDERON - Marketplace - Support Ponlar and instigate a riot. Tell Mandalore that you want to support Vakla. You will get more Influence points.

Marketplace - Two people stand by the crowd discussing local politics. Side with General Vaklu and gain influence over Mandalore.

Market Square - If your actions show that you are supporting General Vaklu, you will be able to talk to Anda, who is standing behind the crowd. She wants you to eliminate three guard captains. Agree to her proposal and tell Mandalore that you like General Vaklu to gain Influence points.

Palace - If you join the Thalia Queen - agree to kill Vakla. Mandalore will say that you did the right thing and you will receive Influence points.

DESTROYER - Kill Tobin for Influence points.

Of the world

Influence on characters in SW KotOR II (part 2)

Influence on characters in SW KotOR II (part 2)

Mira will join you on Nar Shaddaa if your character is on the Light Side (otherwise you will receive Hanharr).

As a result: Having received enough Influence points, you can train Mira and make her a Jedi.

Influencing Through Dialogue: The best way to gain Influence on the World is to make her "argue" with you. Ask her why she doesn't kill, follow the Understanding line of dialogue and she will argue with you. Evolve this and get Influence points.

DANTUINE - Hunda District - When the Administrator asks you to check the defense to prepare for the mercenary invasion - you will get access to the room with robots. In one of the robots you will find a hydro-wrench belonging to Acker, a droid trader. Talk to Acker and agree not to betray him in order to gain influence on Mira.

ONDERON - Dxun - during a meeting with the crashed assassins, tell Mira that she was also an assassin. She will say that she does not need your protection, but you will receive Influence points.

Market Square - If your actions show that you are supporting General Vaklu, you can talk to Anda who is standing behind the crowd. She wants you to eliminate three guard captains. Agree to her proposal and tell Mira that this is a good way to earn credits in order to get Influence points.

Cantina District - Twilek assassin who attacks you, will make claims to the World. Answer: “I'm not going to let you insult my companion” for Influence points.

Marketplace - When the riot starts, don't take sides. Mira will agree with your choice and you will gain some influence.

T3-M4

Influence on characters in SW KotOR II (part 2)

Influence on characters in SW KotOR II (part 2)

T3-M4 is a droid from the first game. He is a real professional in working with equipment and is well versed in explosives.

As a result: Gaining Influence on T3-M4 allows you to upgrade T3-M4 by increasing its stats. Also, if your Influence is high enough, T3-M4 will give +1 to your knowledge. Upgrading T3-M4 requires you to know Computer Usage and Repair.

Influence Through Dialogue: You can get all the influence you need by just talking to him, and telling him that it was not his fault, or that he is a useful droid. Almost all of his influence gives you Light Side points. Ask about his injuries, and tell him that you are happy to have him with you.

PERAGUS - Fuel Depot - When you return T3-M4 to your squad - praise him for Influence points.

BODY - Hidden Jedi Academy - When you free T3-M4, just tell him that he did everything right and did not make mistakes in order to get Influence points.

DANTUINE - Hunda Region - Talk to the damaged protocol droid roaming the landing site. T3-M4 will beep. Praise him to get Influence points.

Near Hunda - Show compassion towards Acker, the droid merchant, to gain influence over T3-M4.

NAR SHADDAA - Refugee Sector - Serokko's base in the Refugee Sector has a broken erspeeder that you can repair and let T3-M4 test your work for Influence points.

ONDERON - Marketplace - Use the Power of Persuasion to prevent a Ponlar-instigated riot in the city to gain influence on T3-M4.

Visas Marr

Influence on characters in SW KotOR II (part 2)

Influence on characters in SW KotOR II (part 2)

Visas shows up on the Ebon Hawk after your dark / light side is clear enough. First you will see a cutscene, and then when you board the Ebon Hawk again, you will meet Visas and engage her in combat. Defeat her and she will join you.

As a result: With high influence, Visas will teach you the Vision of the Force - an ability that you can use to see through many doors, as well as see the dark / light side of people.

Influence through Dialogue: Visas gains Influence through dialogues. In fact, one good dialogue with her and you will get all the Influence points. Influencing her contributes to obtaining points of the Light Side.

DANTUINE - Hunda Region - Bao-Dur, Atton and Visas will receive Influence points if you give Saedha Atmospheric Sensors for 3000 credits after finding out why the tracking equipment was hidden in the sensors (this line of dialogue will appear if you pre-research the sensors or let Bao-Duru investigate them).

NAR SHADDAA - Landing Sector - Help the man who was attacked by the Exchange thugs (who says you have his money) to gain Influence points.

Refugee Sector - Talk to the sick at the entrance to the refugee camp and heal him to get Influence points.

ONDERON - Marketplace - If your actions show that you are supporting General Vaklu, you can talk to Anda who is standing behind the crowd. She wants you to eliminate three guard captains. Agree to her offer to get Influence points. (this will not work if Mandalore is nearby).

Marketplace - Two people stand by the crowd discussing local politics. Take the side of General Vaklu and gain influence on Visas.

Marketplace - Give the "Open" visa to Terlin, the mother at the starport entrance, then say, "Compassion can create problems, but it is a source of great power" for Influence points.

Cantina - After being attacked by Tobin's soldiers, Visas will ask you for permission to use destructive weapons, which will result in casualties among visitors to the cantina. Give her permission to get Influence points.

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Gaining / Losing Influence from killing.

Influence points from assassination: Atton, HK-47, Hanharr, Mandalore, Visas

Kill Influence Points Loss: Bao-Dur, Follower, Handmaiden, Mira, T3-M4

(None of this is guaranteed)

Also, Kreia can force anyone to gain influence if she and another character are present at the time of the assassination, but you must take her advice or lose her influence.

Only one character gains Influence points from each kill.

Lazavwoe - Nar Shaddaa

Luutra - Nar Shaddaa

Mechanic near the landing site - Dantooine

Sayedh - Dantooine

Opo Chano Droid Trader - Telos

The Registrar of the Church in the Apartment of the Church - Telos

Twi'lek - Telos Military Base

The Man in the Apartment - Telos

Acker, Droid Trader - Dantooine

Jorran - Dantooine,

Crew without a captain in a shelter - Nar Shaddaa

Wounded Soldier - Telos (Under fire)