2). Influence on characters in SW KotOR II (part 2) Star wars knights of the old republic 2 companions

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

HK-47

You restore HK-47 by collecting all necessary components... 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.

Space Port - 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 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 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. A real professional in working with equipment and 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 the 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 the 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 around 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 Force - an ability that you can use to see through many doors and also 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 support 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 offer to get Influence points. (this will not work if Mandalore is nearby).

Market Square - Two people stand by the crowd discussing local politics. Side with General Vaklu and gain influence over 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 the attack by Tobin's soldiers, Visas will ask you for permission to use destructive weapons, which will result in casualties among the cantina visitors. Give her permission to get Influence points.

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

Gain / Lose Impact from killing.

Gaining 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)

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" - no longer exists.

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. Yet 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 naked eye can see the dampness of the game, the fringe from the quests, places, planets (!), Storylines and characters torn out with meat. 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 reason for the existence 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-playing system

Everything is very simple here. D&D, third edition, modified for the Star Wars universe. Maximum level rose 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 in 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. The game now has the ability 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 of 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 stunts 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 strengthened, 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 love the Exile, the stone-faced Zion and the tall Nicholas 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 "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, do not take the guy with you to the 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 at 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 main character. 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 owner 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 your character with vitamins 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 the 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. A rescue pistol lies in one urn, sparkling Christmas balls fly 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 asteroids of Peraga.

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.

Go out 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 elderly person, 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 saber. Take the vibroblade from the corpse, search the fallen droid and start moving around the rooms, exterminating the droids. Do not forget to pick up 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. Rearm T3 by giving it an ion cannon - useful in combat with miner droids on way back... Use a mine to blow up the locked door to the hangar, search the room and use the found good 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 Defense Field will help you get 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 battle with miner droids and Christmas tree decorations 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 within 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 make him a Jedi later.

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 notes about the Sith suddenly revived by the stone-face 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 the 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 from attack aircraft 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 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 NC - the dictionary generator. Kreia is in the bedroom contemplating 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 the air with his fingers. 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 - an 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 planet's ecology, 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 you should go and get 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 Czerka mercenaries unfriendly run into. 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.

Nearby, the detective Grenn, the one who arrested you, is standing 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 deceive 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.

In room A2, when you try to rob the box with valuables, an angry owner rushes in. Finally, at least someone noticed what unseemly things our main character is doing. 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 up room A3.

In the club right at 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 a 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 should the Dark Jedi 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 2,500 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 ahead. 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.

You leave to the shuttle at the second pier and descend to the surface of the planet as a good knight.

But if you do not want good, if you are attracted by the darkness, try instead of communicating with snails to work for Zerka. 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 this 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 a 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 a 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. Go to 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 the other will “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 old records of our Jedi's expulsion and the location of each of the Order's councils. 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 on it - Visas. She will try to kill you with her stylish laser sword. She is a strong adversary, and she would certainly have killed me if I had not escaped in time to the cargo hold, where at that time I was just picking through the pieces of iron Bao-Dur (I did not take him with me to the planet). With his four-handed help, 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 about them good opinion... 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, it is necessary 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 uterus of the Kinrats that have flooded the area. By sheer 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 ran for a long time from the kinrats, 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 do not 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 is male, the scientist will travel 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 the head of the mercenaries Azkul may be 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 come 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 what you want with him: 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 to 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 will ask 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). Don't 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. Oondar will be the first to offer you a deal (along with 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. Himself Lupo offer to sell the Bourne bar. The delighted girl will share two thousand credits with you. 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 is 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 sort the ships from the console already there: the first is the Silver Zephyr, the second is Alakandor, the third is the Toorns' 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 the 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 a happy coincidence, 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 light or dark.

You will be unobtrusively offered to rest while Mira (let it be Mira) goes on exploration by herself. Meanwhile, relaxing in a club (normal, 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. 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. In front of you 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 are all in use.

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 from nowhere by hired hunters who have come from. 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 the 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 it is much easier to win them than battles with 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 Republican forces that has flared up in orbit, the situation threatens to escalate into civil war... The Queen supports the Republic, General Vaklu wants to make a coup. The first option is for light ones, the second one is for dark ones.

Go out to the square, where you will be given a visa - a document that allows you to leave the planet. Many people in the city dream of getting a personal or, even better, an open visa so that they can 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, 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 yet have a visa (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 Bahima 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. Go 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 it, and together you will convince Captain Riiken to let the doctor go.

The doctor is free and happy. How about meeting a Jedi? But it was not enough for the impudent man in the white coat 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!" - Experience smiled.

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. Valuables 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 help 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 withstands the saving throw 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. The enraged Kreia will interfere with the Jediectomy procedure and kill all the 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 they flew 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 whole 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 safely cleanse him of Lord Nichewok and 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 much 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, masters, cannons, droids, and the 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 convinced Zion finally glues the stone flippers, you can clear the rest of the academy (which is more fun) or go to meet with 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 give 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

Companion characters - one of the few assets of the game, which turned out to be at the level of the first part. Each character is endowed with different abilities, character, strengths and weaknesses. The relationship between the main character (the Exile) and his companions has reached a new level thanks to a remarkable innovation - a strip of influence. It is on its basis that many plot twists, main and secondary quests are built. Therefore, the player always has to pay attention to his behavior, because at one point your former friends may turn their weapons against you.

Throughout the game, you will be accompanied by your teammates - there can be up to twelve people. As in the previous part of the game, you can only take two satellites with you to the planet. Almost at any time, while on the territory of the location, you can change your team, because a specific situation may require the presence of specific characters. There are even locations in the game where the presence of one or another comrade is mandatory.

It is interesting: the presence of some characters depends directly on the gender of the protagonist and his tendencies towards the side of the Force. Therefore, do not be surprised that during the game you might not have met some of the following.

Jedi and Sith

Kreia

It doesn't matter where we go. The destination is not important. The journey itself is important.

Kreia

wars ", therefore does not recognize either the Sith or the Jedi. And it requires the protagonist to behave accordingly. So if you want to be on good terms with Kreia, develop a neutral character. The old woman recognizes only her opinion, and therefore during dialogues you have to agree with her in all situations. Kreia's decisions and actions cannot be predicted in advance. For example, on Onderon, you can support both the queen and the rebel Vakla. With the correct further actions, you can get influence points. Kreia is adept at using various manifestations of the Force, for example, the Chain of Force, which can be used both during an attack and during a defense.

Kreia is a dubious fighter; although she possesses powerful and useful spells, she is weak in close combat. She fights with only one hand; she will not be able to “change clothes”. Apparently, he is afraid to reveal his true face.

It is easy to lose influence points in the presence of Kreia, she fights much worse than others and has a habit of appearing in the most crucial places of the game. So the best place for this freak is the cabins of the Hawk. When necessary, Kreia will appear herself. However, if you want to create the perfect neutral, you won't find a better companion.

It is important: try to ask Kreia more about her past. This way you can get experience points. Suitable situations in play come up often. For example, in the Valley of the Graves on Korriban, Kreia can be asked to tell her story. After listening, you will receive experience points.

Visas


Jedi Guardian Level 6

Location: Ebony Hawk


Visas is another heroine who hides her face behind a hood. At first, the girl behaves like a real Sith - she gets influence points during murders and in every possible way rejoices when you do dark deeds. However, later she can be turned into the kindest Jedi, and already good and merciful deeds will begin to delight her. Be sure to take this girl with you to Nar Shaddaa and do as many righteous deeds as possible. This way you can turn her to the bright side.

However, be prepared that on Onderon she will laugh at your excessive kindness. To get points of influence on this planet from Visas, you will have to support General Vaklu - the head of the local junta.

Regardless of the party, Visas is eager to communicate with you. Always try to enter into dialogues with her, in which you can choose any answer options. The more options you try, the more influence points you get. The girl owns different spells, which she can teach you. First of all, this is the Vision of the Force - a spell with which your hero can look through walls and barricades. Very useful in battle.

Visas is a good fighter, she will be useful in a variety of situations. And since the second Jedi on the team is required, I advise you to take it with you everywhere. And it is easy to get points of influence, and will not give offense to himself.

Half-breeds

There are as many as five characters in the game who, from the very beginning, do not know at all what the Force is and what they eat it with. However, soon you will be able to educate them into real knights of sword and Strength. Of course, this will take a little sweat.

Etton Rand


Level 3 Scoundrel

Location: Peraga prison block


Atton Rand is an excellent blaster shooter with the skill of repairing. This guy is so into Pazaak that he even plays this card game in my mind while aboard the Ebon Hawk. If you tell this poor fellow and apologize, you will get influence points.

This person needs a subtle approach, so it will be very difficult to achieve influence on him. And without influence, you can never turn Atton into a Jedi.

With such a company, no troubles are terrible.
If you play as a dark character, you will achieve your goal by committing murders. For some reason, cruelty attracts Etton Rand very much. He, like other characters, can be influenced through dialogues, but he is rarely talkative and it will be difficult to extract any information from him. Only carefully and slowly asking Etton about everything can you succeed.

When you arrive at Nar Shaddaa, under no circumstances take Etton with you. Although there are many situations on this planet in which you can increase your influence over Atton, you should still take someone else on the hike. In the refugee camp, you will meet two Twileks who, for a fee, will tell you hitherto unknown information about Atton Rand. It turns out that the guy can be turned into a Jedi. The further algorithm of actions does not change - careful dialogues will sooner or later lead to the fact that Atton will be reincarnated. However, before you start treating Atton, make sure you get enough influence points.

Thus, you get another strong Jedi into your team, who, in addition to this, has a bunch of abilities. An irreplaceable companion in combat, which is equally good at battles with laser swords and in skirmishes, it has resistance to stun, poison and paralysis.

Bao-Dur

Your command is still sounding, General. And I obey, as in Malachor-V.

Bao-Dur

On Bao-Dur, unlike most other subjects, it is almost impossible to act through dialogues. The main way to get influence points is to take a zabrak for walks around the planets. Throughout the game, influence on Bao-Dur can be obtained in different situations. First of all, we advise you to take him as an assistant on Onderon, Dantooine and Nar Shaddaa. And since it is strongly discouraged to invite Etton to join the company on the last of the listed planets, Bao-Dur should definitely be taken to Nar Shaddaa. This character is attracted by light deeds; for example, if you heal a sick person in a refugee camp on the same Nar Shaddaa, you will increase your influence. By committing murders, on the contrary, you lose points.

My advice to you is not to be afraid to include Bao-Dur in your team. He is an excellent fighter in all respects, has a huge number of useful abilities. In addition, his little assistant is constantly flying around Bao-Dur - a mechanized ball that shoots at enemies during the battle. And after becoming a Jedi, Bao-Dur becomes almost invaluable.

Librarian

the librarian will remain an episodic NPC for you and will go to Hundu.

The Librarian can be turned into a Jedi Consul, and it's quite easy to do. The first way is the good old dialogues, in which you should definitely show your sympathy for the Jedi and the Republic, which the librarian never ceases to admire. In principle, dialogue might be enough to transform this soldier into a Jedi. Increasing Influence with the Librarian earns you a large amount of Light Side Points. Of course, he hates murder and bad deeds, so it will not be easy for the dark character with him.

The librarian, in the face of a soldier, in the face of a Jedi, looks frankly sluggish against the background of others. Dark ladies will have a hard time with him. Still, a Jedi is never superfluous. Especially if this Jedi also knows how to generate antidotes and first aid kits with the help of his portable chemical laboratory.

Nun


6th level soldier

Location: Jedi Academy on Telos


A fanatical nun will join our team if you play as a man. She is an excellent warrior both in terms of battle poles and swords, and in terms of small arms. And if you turn her into a Jedi, you will get a versatile fighter who can be useful at any moment.

For everything to work out so well, you need to fight the nun three times and have enough influence on her. To achieve the location of a nun, like a librarian, can only be done with good deeds. Try to get fewer points of the dark side and in no case kill anyone in the presence of this girl. There are no special methods of obtaining influence points from the nun. Treat her like a Jedi and be the same in her presence. Then you will get a loyal friend and a great fighter.

Of the world

I am Mira. I am the best bounty hunter in this system.

Of the world


Scout level 6

Location: Nar Shaddaa


You will find this girl on Nar Shaddaa if your hero is inclined towards the light side of the Force. Mira is an excellent bounty hunter, but she does not live by the principles of crooks and villains, preferring to maintain friendly relations with the main character.

On a note: the dark Jedi will get the Wookiee Hanharr, who is inferior to Mira in all respects. In addition, a girl can be made a Jedi. One of the few cases when a light character will have an easier time.

It is easy to increase your influence on Mira - admire her as a contract killer.

Mira vs. Hanharr. The shaggy one doesn't stand a chance.
A specific case will come across on Dksan.

As far as combat abilities are concerned, Mira is unusually good here. On her sleeve she wears a real Jango Fett-style wrist grenade launcher. At first, grenades hit a small number of enemies, but as the level rises, the grenade's hitting radius also increases.

With enough influence, you can transform Mira into a Jedi. Try to ask the girl more about her relatives and attitudes towards the Hanharr Wookiees. A new line will appear in the dialogue about Nar Shaddaa. Promise that you will fly there again with Mira. If your hero is male, return to Nar Shaddaa and visit the refugee sector. There Mira will start a dialogue herself, after which she will become a Jedi. If you are playing as a woman, then you can start processing Mira right on the ship. Express interest in the conversation and you will succeed.

Droids

The game features three types of droids, not similar to each other, like heaven and earth. NK-47 and T3-M4 are familiar to you from the first part of the game, so there is no particular need to introduce them. And the third and most unfortunate character in the game calls himself the strange "name" GO-TO. The role of this strange-looking droid in the current events remains unclear even after completing the game. Now meet:

T3-M4

Externally similar to the P2-D2, the T3-M4 is a jack of all trades. This little companion is a true pro in explosives, computers, mines and player equipment. The droid can decompose and upgrade various items from the main character's inventory. In addition, you can get four free pins from him, which you will surely need in difficult times. Getting the influence of T3-M4 is not difficult, but very simple. Communicating with a droid and listening to its endless noises and squeals, you can gain influence points. Obtaining them allows you to upgrade T3-M4, increasing it and even your skills (if you have enough influence, the droid can increase one of your skills). You are unlikely to take him into the fiercest battles, but this kid knows his business. And he can even stand up for himself.

HK-47

Is there anybody to kill, master?


Level 6 battle droid

Location: cabins "Hawk"


NK-47 is a real destruction machine. Naturally, he will demand similar behavior from you - murder, violence and vile deeds. NK-47 is a wonderful fighter capable of sweeping away everything and everyone in its path. However, there are a huge number of problems on the way to gaining influence points. The first and most important problem is that NK-47 will not be available to you from the very beginning of the game, but only after you collect the four missing parts. The methodology for passing is different for all players, but it is unlikely that it will be possible to collect all the components even in the middle of the game. And closer to the finale, your team will already have pumped Jedi who have no equal on the battlefield. But once at a time it is not necessary, so if you manage to collect the missing parts at the early stage of the game, then you will have an excellent fighter at your disposal. To win his favor, as mentioned above, you can kill and various actions that bring you points of the dark side. If you encourage NK-47's tendencies to kill during dialogues, you can get small bonuses for this - increased characteristics and abilities. Light Jedi better keep NK-47 aboard the Hawk. Away from sin ...

G0-T0

I prefer predictable games like galactic economy.


Expert Droid Level 6

Location: Nar Shaddaa


GO-TO - a ball-shaped droid, emissary of Goto, will join you after the battle on the yacht.

He clearly will not take root in your team and will constantly conflict with Bao-Dur's electronic assistant. GO-TO is neither dark nor light character. The path to his "heart" lies through the economy, in which he adheres to a position favorable to him. To get influence points, you must do what is acceptable to yourself and forget about noble deeds. Above all, GO-TO values ​​peace and order. He will ask you to stabilize the situation on Dantooine and Onderon. If you do this, you will receive influence points.

However, is it worth making such concessions and sacrifices for the sake of such a character? I do not advise. Because GO-TO is a useless fighter, even against the background of other droids. Its only difference is that it can fly over mines and make master keys. It is commendable ... But only the strongest will find a place in the team, so you can safely leave GO-TO on board your ship.

Warriors

The task of the warriors is to fight and substitute their brotherly shoulder in difficult times. This is exactly what they should be doing in Star Wars: Knights of the Old Republic 2. But most of the time they will be aboard the Ebon Hawk ...

Mandalorian

The Mandalorian has his own concept of honor and dignity, speaks little with the main character and rarely reacts to the actions of the player. He is endowed with armor chained to his body and a powerful cannon. It is only on Onderon that you can truly learn about Mandalore's outlook and attitude towards the player. I advise you to take it with you for a walk on this planet. On Onderon, you must fully support General Vakla. In this case, you will increase your influence on the Mandalorian.

The result is average in all parameters and characteristics of the soldiers. On Onderon, you might find it useful. Otherwise, leave it on board the ship.

Hanharr


Scout Level 4

Location: Nar Shaddaa


The Dark Jedi on Nar Shaddaa will get the Hanharr Wookiees - an excellent melee warrior, useless, however, against the background of the pumped Jedi. He cannot wear implants or armor.

Influence on Hanharr can be obtained through assassinations and harsh dialogues, both with the Wookiee himself and with other NPCs. Don't be afraid to humiliate or anger him. This will only benefit. With enough influence, Hanharr will receive a solid bonus to the characteristics. Will it save him? ..


The villains are defeated, justice has triumphed, the game is passed and forgotten ... However, our companions - good and evil, beautiful and terrible, honest and deceitful, will remain in our memory for a long time, reminding us of unforgettable hours spent playing the game.

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'leks 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 will have to pull information out of him very carefully.

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 must 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.

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

EBEN'S 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 Erspeeder 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.

Influence 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.

The exile woke up and lay half asleep for some time, in a blissful vacuum, reminiscent of the cozy darkness and warmth of the mother's womb. She hid in the Force in the mornings for as long as she could remember - and then for many years she was deprived of this opportunity, when, immediately after awakening with the vibro-ax, the realization that she no longer possesses the Force fell upon her again and again. And all her feelings, heightened to redistribution, her soul, bleeding like an open wound, did not allow her to forget about it for a moment during the day. But then night fell again - and sleep mercifully descended on her, like death, to embrace with its black wings. In her sleep, she forgot: the dream brought peace to her tortured consciousness, which was unable to deal with the burden of guilt and unbearable loneliness with which she had lived since the day of the battle for Malachor V.

But now everything was different.

Mithra carefully opened her mind, like a mollusk - the shells, and almost choked with a riot of Living Force that poured into her consciousness, weaned from this incessant rumble. Narrowing her perception down to the compartments of the Ebony Hawk, she felt Atton in the cockpit as an interweaving of discontent, irritation, and inexplicable guilt that diligently eluded perception, like a frightened iriaz fleeing into the Dantoo grove; felt Kreia as the resonance of trembling threads of the Force, taut enough to pick up on the mood changes of every Hawk crew member, and loose enough to track the slightest fluctuations in the web of probabilities of an ever-changing future.

Kreia, like Lucien Dray in her time, believed that since the future can be foreseen, then it can be controlled. Lucien abandoned this idea of ​​his, and, miraculously not falling to the Dark Side, left the Order to devote himself to selfless service to others. Kreia, on the other hand, improved her manipulations in the Force and reached heights in them: when Mitra watched her, it seemed to her that she not only controls the future, but also plans it. Revan's mentor was a strange Jedi even by Mitra Surik's standards, but the Exile had seen enough unusual people and non-humans to be no longer surprised.

In general, everything was as usual, and the Exile threw her hands behind her head, stretching out with a crunch. She didn’t know how much she had slept since the Hawk left Telos IV's atmosphere and went into a hyper-jump, heading for Onderon, but she felt as if she had slept for an eternity. The renewed connection with the Force and the constant training, which Kreia insisted on, exhausted her, and if only Mithra could, she would sleep twelve hours a day: unfortunately, under the circumstances, she could not afford such a luxury and was usually limited to six- seven hours. But this time, chronic fatigue and lack of sleep took over, and she just passed out - like a Padawan who was too tired in class.

When Mitra finally opened her eyes, she involuntarily shuddered - a Zabrak was sitting on the edge of her bunk. The rumble in the Force mentally wire her throughout the ship, but what was happening under her very nose, she did not feel.

Good morning, General, Bao-Dur greeted her. He slouched a little, barely fitting into the small sleeping cell.

Good morning. ”On the very edge of audibility, the energy field hummed, connecting the hand of his mechanical hand to his forearm. Mithra looked at Bao-Dur's face, the deep lines of ritual tattoos on his forehead, chin and cheeks, small yellowish horns, his eyes - hazel, with a barely noticeable gold inside, calm, like autumn on Alderaan. His heavy palms with thick fingers lay on his knees: a mechanical hand in a black glove made of bow leather and his own, beige and weathered, with dark oil marks under the nails.

She wanted to touch him: to take him by the hand, to hug her, to bury her face in his chest, feeling two hearts beating dully in her. She always wanted this, and at the very edge of the inhabited galaxy there was not a day that she did not regret that she could not touch him in the Force: but then she believed that it must be for the best. It was thanks to the fact that she cut herself off from the Force that the Exile did not hear the many-voiced howl of dying souls, which seemed to forever remain in her ears after Malachor V: she was not sure that she could withstand this torture again and not go mad.

It really was better that way.

The Jedi should be held accountable for their actions, but Mithra did not believe that by joining Revan and leaving the Order, her duties as a knight, Mikala and, as Atris believed, betraying the Code and the very basis of Jedi teachings, she made a mistake. Her only mistake was Malachor: but if the revenge-seekers had not sacrificed so much, would they have won the war, would they have stopped the bloodshed? The answer to this question lay on the very edge between the Light and Dark Side: Mithra constantly asked herself, but could not find the only correct answer to it.

Bao-Dur also looked at her.

He looked at her with that warmth that she always felt in his gaze; with that tenderness with which, as Revan chuckled, he always spoke of her; with the patience with which he treated her meditations, premonitions, decisions based on them - to many things that he did not understand and could never understand. The remote control, his droid, flew near the ceiling, periodically scanning the life support systems with a portable infrared scanner: the frequent flashing of the diodes on its body, throwing candy reflections on the walls, strangely defused the situation and did not allow the silence to become tense and embarrassed.

While you were sleeping, General, I reviewed the tape of your trial. ”Bao-Dur's voice dropped to a hoarse, condemning whisper. “The Jedi made an unfair decision.

They made the decision they made. ”Mitra shrugged. She did not hold a grudge against the Council, but not because “there is no passion, there is only calmness,” but because she understood the reasons for their actions too well. To them, she was not just a Jedi Knight who fled to fight the war, but the embodiment of all revanchists who ever disobeyed the Order. Perhaps they did not make the wisest decision, but the grief of Mithra, cut off from the Force, was too great for her to want to condemn them. “Perhaps they had no choice. But who had it then?

You had it. ”Bao-Dur did not look away. “You could have stayed away, but you didn’t want to. This was not your war, but you intervened.

Yes, I intervened. ”Mitra rolled onto her side to better see his face. - Intervened to fight and kill. Then it seemed like the only way out, but how correct was it? Sometimes the price even for doing the right thing is too high. And then, in order not to do something terrible, you need to stop. Do you think before Malachor V - we should have stopped? ..

It seemed to her very important that he understood how she was feeling. Kreia knew she had Bao-Dur, and she had probably already come up with an accusatory speech about the dangers of weakness and affection - but it didn't matter now. Once the emotional connection between Mitra and Bao-Dur was so strong that not only she felt his emotions, but he also felt her: she needed to talk to him.

He considered her a hero. And Mitra considered herself a person trying to find her own path in the Universe and understand that this path was the right one: she did not want him to admire her. She wanted him to understand her.

They are Mandalorians, ”Bao-Dur reminded, avoiding a direct answer to the question. “They only understand violence. And you stopped them, General. Put an end to the war. ”For a moment, he lowered his eyes, looking at the blunt toes of his weighted boots. - Is it bad?

Usually Mithra was embarrassed by the passion with which Bao-Dur spoke about her participation in the Mandalorian wars: at these moments she felt the energy of the Dark Side bubbling in him. Hatred, pain, revenge - and a memory that cannot be burned out even with a red-hot durasteel. Now he has become calmer, perhaps realizing that he does not want to spend his whole life in pursuit of the ghosts of the past. But she remembered his story, remembered how he once confessed to murder - cold, calculating, committed under cover of night. Bao-Dur then said that he lived with a sense of guilt for what he had done, but added that, wielding a vibrating knife in the Mandalorian camp, he felt nothing but satisfaction: as if he was doing work that had to be done.

He sensed something in her silence.

Peace, ”Bao-Dur began,“ is good. But if you need to stop the war, inner peace is not enough. You made a deal with your conscience for the sake of others, and now - I know - you hate yourself for it. But you did what you had to do. And I don't know what would have happened to me without you.

Mitra blushed slightly. Usually men didn’t say such things to her: but usually she didn’t care too much about what men said. Many Padawans fell in love with each other, with their teachers, with friends from the "big world", but the Exile spent more time in training, trying to learn the Force and understand her purpose than looking at her pretty peers. It was strange, after all these years spent in isolation and repentance, to blush because a former colleague expressed gratitude to her for the fact that she, in general, did the only thing that she really knew how - was a Jedi.

But the Exile suspected that Bao-Dur did not love in her a Jedi or even his general, but something more. Or perhaps less, said a voice inside her head: she recognized Kreia's dry, mocking intonations. For example, a woman named Mitra, with whom he fought side by side. Slept under one cloak? Imagine how he caresses her, standing in the shower? Anyway, this must end — and immediately, Kreia demanded.

Mithra did not answer, trying to sort out her confused thoughts. Sometimes her new ... mentor abused the Chains of Power that held them together.

I speak the truth, - Bao-Dur, apparently, interpreted her silence in his own way. - I wanted only one thing: revenge. But you - you spoke about kindness, about forgiveness, and you fought honestly, and you were just - or, at least, you tried - he spoke deliberately slowly, unhurriedly, as if he were talking not only to the Exile, but also to himself ... “When you said that everyone deserves mercy, you believed that,” Bao-Dur lowered his head and absentmindedly rubbed the skin between the horns with his mechanical hand. “And I believed you,” he concluded, apparently exhausting the limit of his own eloquence. - Although it was not so easy.

The emotions emanating from Bao-Dur were uncomplicated, but so strong that Mithra was even lost in their vibrations: she was thrown into hot and cold weather, and she began to mentally repeat the Code to herself, gradually calming down. The Force was still with her. And she was still in control of herself - and even if she had not, she knew her zabor too well. She didn’t need Strength to understand what he was talking about and why, but it took a lot of courage to admit that they liked each other much more than they should. And - Kreia is right - you really need to do something about it.

If this will console you, - continued Bao-Dur, rubbing the wrist of the prosthesis with his whole hand, - I never forgot about Malachor V. Probably, after him I could consider myself avenged, - he grinned, - but even so, I paid for that at a price. More often than not, I remember him at night. Then I cannot sleep ... You again, my general, - Bao-Dur cut himself off in mid-sentence, smiling weakly.

What? “It was not easy for Mithra to concentrate in his presence, but this time she did it.

You repeat the Code, - Bao-Dur looked at her colder, more calmly: he again closed in on himself. “You are a true Jedi,” there was a subtle disappointment in his words. Mitra understood that he was not expecting this from her, and felt guilty that she could never give him what he really wanted - but could not or did not want?

Mira Surik gently touched his hand, exposing a mental block so that other people's emotions would not overwhelm her, leaving her in confusion and helplessness, as she often happened at the beginning of her studies with Master Kavar. Then she still did not fully understand that being an empath is sometimes almost as difficult as being a seer, and how easily such a gift can drive a person to madness or force him to succumb to his passions and fall to the Dark Side:

When I traveled to the Unknown Regions, she began, still a little hesitant, I ...

Go on, General. ”Bao-Dur squeezed her hand in his, as if he was waiting for this moment. He asked, but it seemed to Mithra that he was ordering, and she could not help smiling, although her eyes stung treacherously. For so many years she had forced herself not to remember and not to feel that now her own emotions were undermining her from the inside:

I dreamed of you every night when I traveled to the Unknown Regions. Then I fell in love with sleeping, because when I was sleeping, I did not feel the terror surrounding me. When I slept, everything was the same. We walked, - she smiled through the rising tears, - and talked. And every time I said that I miss you, you answered that we will definitely meet again.

And what happened next?

Then I woke up. And waited for the next night. ”Mitra wiped her face with the back of her hand. She understood that what she was now saying was wrong, and she should neither give hope to Bao-Duru, nor - vent to her feelings. But had she not suffered enough to deprive him - and indeed herself - of the support that they always found in each other, that source of strength that helped to hold on even in the most difficult times?

But it was one of those questions, the answer to which will forever balance on the brink of the Dark and Light Side.

Bao-Dur, I ... - she began, but he interrupted her:

I love you, General. ”The Zabrak took her hands and stroked the outer sides of her palms with his thumbs. - I have always loved you. I have been waiting for you, and if need be, I will wait again. As much as it takes, even if it takes my whole life.

Releasing one hand, she uncertainly touched his cheek, and Bao-Dur impulsively pressed Mithra to him - tightly but carefully, as if fearing to break something for her. His wide, rough-looking palms - under the glove of the prosthesis, he could feel heated durasteel - managed to be gentle when Bao-Dur stroked her back and squeezed her shoulders, kissing her cheek, salty from hastily wiped tears. From these slow, full of suppressed passion kisses on the back, goosebumps ran through Mitra - she wanted him not to stop, not for a second, although she was frightened by the strength of the feelings that overwhelmed her. But she did not feel a shadow of the Dark Side in Bao-Dur: his emotions were transparent and clear, like sunlight caressing his face on a fine summer day.

My general. ”His breath burned her ear. “My Mitra,” that quiet, hoarse whisper gave her goose bumps.

Mitra stroked Bao-Dur on the back of his head, feeling with her fingers a dimple at the base of the skull, in which small droplets of sweat usually collected when he, bending over and rolling up his sleeves, worked on some of his next inventions. Pressing her cheek to his cheek, she felt the scars of the tattoos, and carefully ran her hand over the lumpy muscles on her shoulders, not knowing how else to caress him; when she touched the force field of his prosthesis with her elbow, it bounced slightly, pushing her arm away. Bao-Dur gave off the familiar scent of machine oil and heated durasteel: he smelled like a droid, and only the faint, wormwood taste of sweat emanating from his shirt reminded the Exile that she was hugging a man of flesh and blood.

I can't promise we'll be back, ”she said, placing her hand on the back of his head.

I can’t promise we will survive, ”she continued.

Maybe I can't even protect you. ”Mitra felt neither fear nor anger when she thought that they might perish; that Bao-Dur might die. She knew that his death would hurt her, but listening to her feelings, she also knew that she would accept his death as a Jedi - no matter how hard it was.

You don't have to protect me. ”Bao-Dur ran a finger along the inside of her ear, pulling back and forcing Mithra to look himself in the eye. “I can take care of myself,” he lowered his voice, leaning towards her and closing his eyes. The exile instinctively recoiled, she was a little embarrassed by his proximity: now that the first impulse had passed, she would prefer to be alone and think about what had happened.

But Bao-Dur did not give her such an opportunity.

Before he kissed her, Mitra had time to notice that he had thick eyelashes: she had not noticed this before, because they were too light and therefore seemed invisible on beige eyelids. Bao-Dur's pupils jumped like two black balls as he tried to cover her face before kissing, and when he caught her strained gaze, he smiled softly.

He kissed her, and the Exile allowed herself to surrender to the mighty current of Living Force passing through her in a raging stream: she felt Kreia's indignation and Atton's loss dissolve in her powerful hum and gradually subside. Now in her head there was no one but herself, and she could focus on her sensations and calm her madly pounding heart.

Mithra was sitting on the bed and Bao-Dur kissed her, touching her cheek and neck with the fingers of a mechanical hand. She responded uncertainly to the kisses, and when she tried to rest her hand on his thigh, her palm slipped, brushing on something hard that felt a little like the handle of a lightsaber pressed against the inside of his thigh under her overalls. He shuddered, and Mitra hastily pulled her hand away.

Bao-Dur suddenly grabbed her shirt by the hem and pulled it up: Mitra wanted to resist this, but catching his gaze, in which some strange torment shone through, she was silent. When Bao-Dur pulled off her shirt, she covered her breasts with her palms in an unaccountable gesture.

Would you like to show them to me? - Zabrak bowed his head; the large nostrils of his broad nose flared. He touched her hand, tickling the skin with the rough pads of his fingers, and Mitra gave up, dropping her hands.

Now she was sitting in front of him on the bed, naked to the waist, but chastely covered with a blanket up to the waist, and Bao-Dur kept looking at her and smiling.

Beautiful, ”he whispered, and pulled back the edge of the blanket, pulling it to the side. Mitra lowered her eyes: there was no point in resisting - after all, she herself wanted it.

No man has ever seen her naked. Revan once saw her half-naked by the fire when their fighter collapsed in the swamps, but Revan never looked at her as a woman, and she never saw him as a man - their friendship was a sincere affection of kindred souls: with Bao-Dur everything was completely different.

He admired her, he looked at her - shamelessly, with pleasure; gently touched her breasts, stroked her hips, thrusting his palms between them and forcing her to spread her legs: Mitra leaned back on the pillow, giving herself up to his gentle, patient touch.

He stroked her thighs for a long time, until, burying his face in his stomach, he began to cover him with kisses. Bao-Dur slowly descended lower and lower: she felt his lips tickle the hairs in the lower abdomen, and how he runs the tip of his tongue along the pubis:

Don't you even want to look at me? he asked urgently.

I want, - she smiled, but never looked at him. For some reason, it was easier for her to stare at the ceiling than Bao-Dura. He caressed her, and she worried about his caresses, but - yet - she could not bring herself to look.

You used to be braver. ”He stroked Mitra's thigh again, rubbed his cheek against him and kissed the mole on his inside. His fingers touched her labia weightlessly, and the Exile shuddered - with excitement, with anticipation - but in the end he achieved his goal: gradually she got used to his touches and she even began to like the way he teased and tickled her. When Bao-Dur stopped, she froze, expecting more: she wanted to impatiently ask for more, while hoping that he had invented a new game for her.

You, after all, - she felt Bao-Dur's heavy breathing, when he walked along the edges of her labia with his thumbs and twisted them a little, spreading them apart, - you didn't have anyone? She felt the tension in his voice.

In exile or? .. - Mithra hesitated. She clung to the elusive rationality of this conversation like the last straw. Bao-Dur fell silent and stopped.

I am a Jedi, ”Mithra began to explain.“ It’s not supposed that we can have a family or become attached to someone so that ... ”She trailed off, watching his reaction.

I didn't know. ”He straightened slowly, and she felt a slight regret. Though maybe they really shouldn't have started all this, she thought sadly.

But I'm a Jedi, ”Mithra repeated. Master Kavar once said that since a person is able to do without vital food and water for some time, then without ... without this, no one has ever died. Moreover, celibacy helped to focus on inner self-improvement, protecting the Padawan from unnecessary emotions, fighting which he would have to spend more time than becoming a knight. But ... Mitra Surik herself liked to repeat that she was no longer a Jedi.

I could have guessed, - Bao-Dur stroked her cheek and she held his palm, burying her lips and nose in it. - If you are not ready - tell me: I will leave.

I'm ... ready, ”Mithra said, hesitating for a moment. “But I want to ask you something.

Take off your clothes for me, - she heard the words that she uttered, but they seemed to have been spoken by someone else's voice.

Even in her wildest fantasies, she could not imagine that she could ask Bao-Dur to undress - and even more so that he would so willingly obey.

He took off his oiled robe, took off his shirt and underpants: Mitra involuntarily admired the play of muscles under the skin the color of a cafe with milk. Bao-Dur had the body of a warrior, he was in no way inferior to the Mandalorian or'ramikads: but he did not emanate a sense of danger, like many former soldiers. Mithra never got tired of his calmness, even if sometimes it became a little phlegmatic - next to him she felt protected.

Absorbing his calmness, she calmed down herself. And if someone should become her first man, it was difficult to seriously think about it; Mitra rightly believed that she was too old for the "wedding night", and she did not look too much like a "beautiful virgin" - she wanted Bao-Dur to become one.

Thoughts were confused, and when Bao-Dur approached her and, putting his hand on the back of his head, kissed her forehead, she seemed to notice his penis for the first time: poured, reddish, it seemed to her something unnatural, defiantly sticking out of his beautiful, strong body like mushroom outgrowth - from a young wroshir tree.

Mitra gently ran her fingertips over his penis, studying: to the touch he was hard as a piece of wood, hot and dry, but smooth, and really a little like a mushroom with this bulging head and bulging bluish wreaths stretching under it. Bao-Dur breathed more often and rolled his eyes: jerking his head, he sensitively bumped his forehead against the ceiling of the sleeping capsule, and Mitra screamed with him:

Careful!

It doesn't hurt as much as losing an arm, ”Zabrak laughed softly.

Maybe you will lie down?

It's too narrow here.

But you've already undressed ...

My general, you don't have to do this while lying down. ”Bao-Dur smiled. The Exile put her hands uncertainly on his stomach and moved to the edge of the bed.

But I would like you to lie down next to me. Or me. ”She raised her face to him. - I always wanted to feel what it is like ...

When does a man lie on top?

No, when you lie down on top, - Bao-Dur kissed her - encouraging and a little wet - and climbed onto the bunk, resting his hands and knees on the mattress. Miter had to move his legs so that he had where to stand, but it turned out that she had done wrong, and on the contrary, her legs had to be bent at the knees, lifted and spread apart. They spent a few more precious minutes trying to settle into a sleeping cell.

Bao-Dur began kissing her again, and she hugged her behind her back, pressing her bare chest against him: it was so unusual to feel his skin on her skin, kiss, stroke and touch him as she liked. Mitra suspected that she was doing everything rather clumsily, but now she just enjoyed being touched by him: it was not even thoughts of sex that brought her greatest pleasure, but simply the ability to snuggle up to Bao-Dur, braid his thighs with her legs, hug him by the neck and kiss him on the lips. , to listen to those gentle nonsense that he whispered to her - she could just lie with him for hours, but he wanted more.

Mitra knew that she would experience pain and prepared for it, so when Bao-Dur gently parted her labia and began to insert his penis into her, she closed her eyes, biting her lip. The sensations were ... peculiar. At first, it was unusual to feel something alien in oneself, to feel Bao-Dur's intermittent, hot breath on his neck, as if he was either experiencing severe pain, or no less intense pleasure - she was at a loss to say what exactly. He was aflame with passion, and now his emotions were intertwined like bare wires: the Exile would not dare to untwist them. Soon she felt a sore crotch pain that echoed deep inside: she grew until she became deaf and aching, but there was nothing in her that Mithra could not endure for the sake of Bao-Dur.

Are you in pain? - he asked her, stopping halfway; sweat glistened on Zabrak's forehead. He began kissing Mitra's swept lips, which she licked every now and then, and she forced herself to unclench her fingers, which she grabbed into the sheet in a death grip.

It's okay. ”Mitra never answered his question. Taking a deep breath, she tried to accustom herself to the idea that there was more Bao-Dur in her now than ever: in the end, she succeeded. There is no fear, there is only calmness. If all the women in the galaxy go through this, she can do it too.

If it hurts you, tell me.

I will tell.

No, you won't say: you always endure to the last. But now you don't have to put up with anything.

I know. ”Mitra rolled her head on the pillow, and Bao-Dur pecked her on the cheek, speeding up a little. When it got scorching hot inside, she sobbed faintly.

Hush, hush, - his breath tickled her ear, and his voice sounded guilty: he seemed to apologize for the fact that his pleasure is so tightly connected with her pain.

For some time he gently, unhurriedly moved in it, and the pain almost passed: Mitra tried to relax her muscles as much as possible, facilitating penetration. She vaguely recalled that men, on the contrary, liked it when everything was tight and tightly compressed, but it was too painful for her to squeeze. Bao-Dur was breathing heavily, moving to measured jerks: in order to distract herself, she began to think about Revan and what Kreia would tell her when she met, because due to the Chains of Power that connected them, she was forced to survive the meeting with Bao-Dur along with Mithra.

A soft groan of Bao-Dur tore her away from her reflections: he pressed tightly to her, then leaned back a little - and again lay down on her with his whole body, surging like a wave; he slightly moved the mattress and Mitra slightly bumped her head against the bulkhead. When he kissed her, she readily responded to the kiss, having already tasted his mouth, the taste of saliva, the elastic touch of her tongue - and then she felt a warm seed pouring inside her.

Bao-Dur fell silent in her embrace. Now he lay on her, as she wanted, nevertheless not allowing himself to fall on her with all his weight: apparently, fearing to crush her. Touching him in the Force, Mitra felt peace and fatigue, and began to stroke him on the head and shoulders: his feelings became her feelings, and she was happy because he was happy - she did not want more for herself.

My general, ”he called. - Mithra.

Now will you avoid me again like you did before? - asked Bao-Dur, propping himself up on his elbows.

Have I ever avoided you? she wondered.

Yes, - he thought, he replied. “When we met on Telos, you acted as if you saw a ghost.

It was so, - she answered softly, and shortly, firmly kissed him on the lips. Now that she could kiss him, she wanted to do it all the time. - I saw the ghost of my past life. I was also afraid that you would feel that ...

I'm sorry, what? - he answered a little indistinctly, barely looking up from her mouth. His flesh went limp and easily slipped out of it as Bao-Dur carefully got down on all fours and climbed out of the sleeping cell. His cock looked like a deflated balloon, and bloody stains were visible on the belly and lower abdomen. A little blood remained on the sheets, on the inner sides of Mithra's thighs: the blood mixed with semen gave a strange, specific smell.

That I love you, ”she said as Bao-Dur pulled out a tissue and an antiseptic gel from the pocket of his overalls. Hastily dried himself off, he began to wipe Mithra: this time he touched her as he could touch his favorite turret - with the precise movements of a person who knows perfectly well how the structure with which he is working now functions. Mitra could have tried to take the antiseptic away from him, but she knew that Bao-Dur would not give it up anyway: he was too fond of doing everything himself. But the bloody stains from the sheet were so easy not to get out, and the Exile absent-mindedly thought that - in general, she didn't care; it will be enough just to move to another cell. There were not so many crew members on board the Hawk so far to cause a lack of berths. In the end, when they got to Onderon, the sheets could simply be washed, although how and where she had a poor idea.

And also, - added Mitra, - I needed time to sort out my feelings. I have a premonition ... but I don't see the future as clearly as Kreia, and I don't know where all this will lead, but I don't want to hide anymore.

A good feeling? - asked Bao-Dur, sitting down on the edge of the bed and pulling her towards him: the Exile clung to his warm side, hugging his waist and leaning her head on his shoulder.

He gently touched her eyelids with his lips, and Mitra closed her eyes: his touches were soft, soothing, unhurried. And at that very moment, she felt something else that a little alarmed her. When Lucien Dray told her about the gift of foresight that his mother was endowed with, most often he mentioned that - in her words - “during visions, the very passage of time seems to change, and you feel the future as if you were touching with your bare hands. its ringing strings. "

Mithra felt the spark of a tiny, monstrously defenseless life that was supposed to originate inside her: she did not know exactly when, but she was sure that it would definitely happen. Now this spark was like a firefly fluttering near her face: when she sank onto her stomach, it glowed faintly from the inside, like a paper lantern. Perhaps not now, the Exile thought, and the light of her little life went out. Not now, but once, she added - and again felt her warmth inside her.

Yes, - she answered without opening her eyes. - Good feeling.