Star Wars: Knights of the Old Republic - Walkthrough
Introduction
Knights of the Old Republic is one of my all-time favorite games. Based on the tabletop Star Wars Roleplaying Game by Wizards of the Coast, which itself is based on their Dungeons and Dragons 3rd Edition ruleset, the game offers well-paced action and brilliant storytelling, which won it the 2004 Game of the Year from BAFTA, Game Developer's Choice Awards, IGN, PC Gamer and 36 others.
An number of walkthroughs and guides have been written for this game, but very few have been moved over to steam, and those that have are mainly character customization and optimal builds. This is not an optimal build guide. It will never tell you which skills to increase or which powers to get. All it will tell you in this regard is what is necessary to complete certain challenges. This guide will provide you with information on different paths, but will not advise you on which path to take.
I have played this game many times before, but for accuracy I shall be playing with multiple characters as I write. Writting will take time, and I have many other commitments. I am writing from scratch and am not copying material from other guides. Much of the material is based on the same source (the game itself), and will likely be similar to what has previously been written.
Some information in this guide has been assumed, as data is not available in the manual or game. I will be attempting to prove anything I write while playing the game. If I say a door has a DC of x, I will have assumed that based on my character's skill level and the result of attempting to open the door. If I have made a mistake concerning certain game mechanics, feel free to point it out in a polite manner in the comments section and I shall make the adjustments. Please don't spam the comments saying I have missed an area of the game, such as the Jedi Classes or a specific planet, as I have likely not reached that point in my own playthrough. Such additions to the guide will come in time. I welcome any suggestions to refining my descriptions and formatting. I will not upload any work such as images or youtube videos without express permission of the creator of said work. Please do not submit images or youtube videos of playthroughs of sections of the game unless you are the recorder and owner of those videos or images. I make no gurantee to add these to my guide.
Gameplay Mechanics
This guide was written assuming difficulty is set to Normal. All data is taken from a normal difficulty game.
This game is based on a d20 ruleset. This means that most decisions can be made by rolling a 20-sided die and adding modifiers, aiming to get a roll higher than a difficulty challenge (hereafter refered to as DC).
For example, in combat against a sith soldier with an armour class (AC) of six, the player fires a blaster. The player rolls a d20 and gets 5 and would normally miss. However, the player has a dexterity attribute level of 14. Starting at 10, every second level of an attribute provides a +1 modifier to a certain roll. In this case, dexterity adds +2 to ranged attacks, resulting in the player's final roll being a 7, which is higher than the sith's AC of 6 and is a hit. The player then rolls a six-sided dice (dice rolls hereafter are refered to by the number of dice rolled, the letter d and the number of sides to the dice, e.g 1d6) to determine how much damage they have done to the opponent. If the opponent is still alive, they then take their turn to attack. The sith soldier is using a blaster rifle and roles a 20 on his dice. In the weapon's stats the rifle is said to do 1d8 and criticals 2x19-20, meaning that on a dice roll of 19 or 20, the weapon rolls 2d8.
Turns in the game last three seconds, and many powers and items have a time limited effect which can run over multiple turns. For example, the feat Critical Strike will cause weapons to critical twice as much, meaning a weapon that usually criticals on a 20 will also critical on a 19. However the feat also lowers the users defence by three points for three seconds, giving a -3 to their AC during their opponents turn.
This mechanic of rolling a d20 is not reserved to combat. Disarming a mine, unlocking a door and persuading an NPC also require passing a DC by rolling a d20 and adding your skill level. Failing on a mine has a chance to cause it to detonate. Failing on a door will either give you the message "Impossible", meaning that the DC is higher than the possible outcome of rolling d20 plus your security skill, or a "Failiure" message, meaning you may try again. Attrubutes and equipment will give modifiers to various skills, and other party members may have the skills required to pass these DCs
Character Creation
Upon begining a new game, you are given the choice of three classes; Scout, Soldier and Scoundril. You also choose whether to play as a male or female. Game-mechanics-wise, gender makes no difference except to the dialogue choices with certain characters, which will be detailed in this guide as they occur.
Scout
An explorer most at home on the fringes of space. The scout's class skills are Computer Use, Demolitions, Awareness, Repair and Treat Injury. The scout starts with Medium Armour Proficiency, Flurry and Rapid Shot, aswell as the exclusive Implant 1 feat. Scouts later have access to the exclusive Uncanny Dodge Feats. These exclusive feats are automatically aquired and upgraded when the necessary level is reached. Scouts have a base Vitality of 8 and base skill points of 12. They gain new feats every [X] levels.
Soldier
A battle-ready fighter with no equal in combat. The soldier's class skills are Demolitions, Awareness and Treat Injury. The soldier starts with Heavy Armour Proficiency, Power Blast and Power Attack. Soldiers have a base vitality of 10 and base skill points of 4. They gain a new feat every level except level 17 and 19, and start the game able to select two feats instead of one.
Scoundrel
A skillful rogue that gets by on stealth and guile. The scoundrel's class skills are Demolitions, Stealth, Awareness, Persuade and Security. The scoundrel starts with Light Armour Profficiency, Critical Strike, Sniper Shot and the exlucive feats Sneak Attack 1 and Scoundrel's Luck. These exclusive feats are automatically upgraded when the necessary level is reached. Scoundrels have a base vitality of 6 and base skill points of 16. They gain new feats every [X] levels. [Feat at lvl 1, Will check progression while playing.]
Attributes[/b]
At character creation, the player is given a rank of 8 in each attribute, and an additional 30 points to spend. At rank 14, the cost of increasing an attribute increases by one every second rank, costing 2 points for rank 15 and 16, and 3 points for rank 17 and the maximum of rank 18. Starting at rank 10, every second rank adds a modifier to its related skills and effects, meaning a maximum of +4 and a minimum of -1 during character creation. All characters recieve an additional point to spend on attributes every 4 levels, with each attribute rank costing 1 point regardless of how high it is.
Strength
Strength measures physical power. It adds modifiers to melee damage and chance to hit with melee.
Dexterity
Dexterity measures agility and reflexes. It adds modifiers to chance to hit with ranged attacks, and increases a character's Armour Class, making them harder to hit.
Constitution
Constitution represents health and resiliency. It adds modifiers to the vitality gained at each level up.
Intelligence
Intelligence represents knowledge and reasoning. It adds modifiers to the number of skill points a character gains at each level up.
Wisdom
Wisdom represents willpower and perception. It adds modifiers to the number of force points a jedi gains at each level up and also adds modifiers to chance to hit with, and chance to resist force powers.
Charisma
Charisma represents personality and the ability to lead. It adds modifiers Force related feats and powers.
Skills[/b]
Characters have a base number of skill points dependent on their class. This number is modified by the Intelligence Attribute. Each skill has an associated attribute which modifies its rank. Each class has a list of class skills. These class skills only require one point to increase, and may be increased to the players level plus 3 (4 at level one, 5 at level 2 (values to be confirmed during playthrough). Skills that are not class skills are called cross-class skills, and requrie spending two skill points to increase. Cross-class skills may only be increased to half the maximum of class skills, rounded down.
Computer Use
Computer use allows a character to hack computer consoles using consumable Computer Spikes. Every four levels reduces the number of Computer Spikes used by one to a minimum of one. More complex actions require more spikes. The Computer Use skill is modified by the Intelligence attribute.
Demolitions
Demolitions can be used to set, recover or disarm mines. Mines have a DC of 15, 20 or 25, described in game as low, medium or high difficulty, requiring a 1d20+Demolitions to successfully interact with. Attempting to disarm a mine adds +5 to DC, while attempting to recover the mine for reuse adds +10 to DC. Mines cannot be set or disarmed by a character who has not trained in this skill. The Demolitions skill is moddified by the Intelligence attribute.
Stealth
Stealth allows a character equiped with a camouflage device to enter stealth mode. The character is undetectable to opponents unless the opponent passes a check of their Awareness skill against the camoufalged character's Stealth skill. Stealth mode is cancled when entering combat or dialogue. Characters do not automatically enter combat mode when in stealth mode. The character cannot run in stealth mode, but can perform most other actions, such as setting mines. The Stealth skill is modified by the Dexterity attribute.
Awareness
Awareness governs the character's ability to spot hidden objects such as mines or stealthed enemies. The character must pass a check of 1d20+Awareness against the DC of the mine or the 1d20+Stealth of the opposing character. The Awareness Skill is modified by the Wisdom Attribute.
Persuade
Only the main character may use the Persuade skill. In dialogue a [Persuade] option may appear. Each persuade attempt requires passing a DC of 15, 20 or 25 + the Player's Level (Values assumed from DCs of Mines). Difficulty of persuade options are not given in game and so will be approximated during the writing of this guide. Many persuade options can be attempted repeatedly without penalty. The Persuade skill is modified by the Charisma attribute.
Repair
The repair skill allows a character to fix disabled mechanical devices such as droids using consumable parts. More difficulty repairs require more parts. The number of parts required is reduced by one for every 4 points of this skill, to a minimum of one. This skill also modifies the number of vitality points recovered when using a Repair Kit on a droid party member. The Repair skill is modified by the Intelligence attribute.
Security
The security skill is used to access electronic locking devices such as doors or containers. This skill cannot be used by a character who has not trained in it. The character must pass a DC of 15, 20, or 25 + the player's level (again assumed, will attempt to confirm during play as with persuade checks) with a roll of d20+Security. There is no penalty for failing and the action may be attempted repeatedly. An "Impossible" message will appear if the DC is higher than 20+Security. The Security skill is modified by the Wisdom attribute.
Treat Injury
Treat Injury increases the number of vitality points recovered when using a medpac. Advanced Medpacs and Life Support Packs add multipliers to this value. The Treat Injury skill is modified by the Wisdom attribute.
Feats and Powers
The Endar Spire - Command Module
A long time ago in a galaxy far far away...
The game begins with the player character (PC) being awoken from his bunk by a number of explosions. Republic Ensign Trask Ulgo enters the room to tell the PC that the ship they are on, the Endar Spire, is under attack from a Sith battle fleet. He insists the two of you attempt to assist the commander of this mission, Bastila Shan, in attempting to escape the ship.
The Endar Spire is under attack. Your cabin mate, Trask, has warned you that the Sith have boarded the ship in search of Bastila, the commander of the vessel. You and Trask have to find her before the Sith do.
Behind the PC is a footlocker. Insider are a number of supplies, a Short Sword, Clothing and two Medpacs.
For the Scoundrel class, the footlocker also contains a Blaster Pistol, Stealth Field Generator, a Computer Spike and a Security Spike.
The Soldier Recieves a Blaster Rifle and a Stamina Adrenal.
Damage: Energy, 1-8
Range: 28M
Critical Threat: 19-20,x2
More powerful than the commonly available pistol, the blaster rifle is favored by soldiers throughout the galaxy. Civilian ownership of these weapons is not generally encouraged.
Attribute Bonus: Constitution+4
Duration: 120secs
A shot of this enhancer provides a temporary boost in the constitution of the user. The effects wear off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack.
Open the Footlocker provides 50 Experience Points (XP). Equiping the clothing prompts Trask Ulgo to join your party and inform you that he is in possesion of the override codes necessary to open the doors to your quarters and leave. Trask Comes Equiped with a Blaster Pistol and Clothing. Switching to Trask and opening the door provides 100XP
Exiting the room prompts a holographic communication from bridge officer Carth Onasi calling all hands to the bridge. Trask's respect for Carth's experience in combat as one of the republic's best pilots reinforces his belief that the two of you must head to the bridge to help Bastila.
You've recieved a message from Carth Onasi, a highly repsected Republic soldier. He's ordered all hands to the bridge to protect Bastila.
The next door is locked and requires using the Security skill to open. If the PC does not have the requisit skill, Trask does. This door has a DC of 1. In the corridor are two Sith Soldiers, who have just killed a republic soldier. Trask lets out a battle cry and combat begins.
In the next room are two more Sith soldier.
Around the room are a Footlocker and a Metal Box
Damage: Physical, 1-12
Critical Threat: 20-20,x2
Here is where the roots of the lightsaber begin, with traditional swords still wielded today in many primitive cultures. They are simple, but still effective in the right hands.
Defence Bonus: 4
Max Dexterity Bonus: +5
Even the most frugal of mercenaries know they need at least some protection from the rigors of combat, although suits of this type are recommended for light skirmishes only.
Area of Effect: 4 meters
Range: Long
Save: DC15 for half damage
Fragmentation grenades are very basic. They explode when thrown, showering the enemy in shrapnel. It's not elegent, but it's definitly effective.
Damage: Physical, 1-6
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Disregarded by most modern warriors, a good short sword can still serve well in combat if the user is skilled.
A medpac contains essential equipment for the treatment of wounds. They cannot be used by droids. Basic medpacs heal 10 vitality points + WIS modifier + user's skill in Treat Injury.
Through the next door a battle is ensuing. The cutscene here demonstrates the use of melee combat and grenades, showcasing how grenades can harm friendly units aswell as enemies. After this ends, there remain 3 Sith soldiers clustered on the opposite side of a crossroad junction, with 2 more approaching as reinforcements . The dead soldiers on both sides of the conflict can be looted for random items. Further along the corridor from where the reinforcements come is a pile of parts which can be used for repairs.
The only door that is unlocked at this junction is to the right of where the PC entered. Behind is a Jedi Knight in combat with a Dark Jedi. Trask advises you to stay back as you would only get in the way. After the Dark Jedi is vanquished, the Jedi Knight is killed by an explosion as two more Sith soldiers approach. The Jedi Knight is holding a Vibration cell [Weapon upgrade, Melee, +1to hit and damage], and a Strength Adrenal [Single Use, Strength+4, 120seconds]
Behind the next door is the bridge. Trask advises switching to melee weapons due to the close quarters and the 4 Sith Soldiers behind the door are equiped with Short Swords. There are two republic soldiers still alive to hold the attention of two of the Sith soldiers, but all four of these combatants are killed in explosions. Killing one the Sith in this room provides enough XP for the PC to level up. Beside the door is a Backpack containing a Blaster Pistol
You've reached the bridge, but Bastila is nowhere to be found. She likely made her way to the starboard escape pods. If you want to get off the Endar Spire alive you should do the same.
Beyond the next door is another Dark Jedi. Trask chooses to engage the Jedi in order to give you time to escape.
The Endar Spire - Starboard Section
The next room contains two more Sith soldiers. Once you've dealt with them, Carth informs you that the next room contains an entire squad of Sith soldiers and advises either repairing the nearby broken droid or using the computer to cause an overload in the power conduits in the room. Both actions can be performed, providing XP for both, 100 for reactivating the droid, 30 for activating its shields and 150 for overloading the conduits. A number of parts and computer spikes are available in the container the room.
The Sith Heavy Trooper, differentiated by his red armor, is holding an Ion Blaster and a Prototype VibrobladeDamage: Ion, 1-12, +1d10 Against Droids
Range: 17m
Critical Threat: 20-20,x2
Balanced
Unlike a typical blaster, this weapon fires a stream of energy very damaging to electrical systems, causing havoc on the internal components of droids.
Damage: Physical, 1d10+1
Critical Threat: 19-20,x2
Balanced, Upgradable
This is a very adaptable model of vibroblade, made for the user on a budget that will be purchasing upgrades as resources or finances become available.
At last the PC reaches the escape pods, recieving 250XP, and leaves the Endar Spire with Carth Onasi to land on the planet Taris.
Upper Taris
Item List
Armor
Consumables
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