Guide and walkthrough for "Star Wars: Knights of the Old Republic II: The Sith Lords". Impact on characters in SW KotOR II (Part 1)

01.11.2021

Translated and designed based on Dan Simpson's description of Influences for the game Star 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

Maid - Telos (male player)

Hanharr - Nar Shaddaa (dark side)

Atton

Atton is a wanderer you will find on Peragus. He's good at shooting 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 price. You will receive a new line of dialogue and, with enough Influence points, Atton will be able to become a Jedi.

Influence through dialogue: Atton likes to be respected and taken seriously. He doesn't like to trust others with his problems, so you will have to extract information from him very carefully.

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

On board the Harbinger - When Atton talks about "a bad feeling", ask him about it, and say: "Then we need to be careful, but we must keep moving." After this you will receive Influence points.

TELOS - Hidden Jedi Academy - Ask any of the Handmaids about your companions before you rescue them from prison. Learn about Echani Atton's training. After liberation, talk to Atton about it. With the right approach, you will receive Influence points.

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

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

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

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

NAR SHADDAA - Port Docks - Your team should include Kreia and another companion (Atton, Bao-Dur, Disciple or Handmaiden). Complete Luutra's quest for the light side by ensuring his wife is saved. Return to Luuthra 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 what 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 – At the Serocco Base in the Refugee Sector there is a broken airspeeder that you can repair and allow Atton to check your work for Influence points.

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

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

Bao Dur

Impact on characters in SW KotOR II (Part 1)

Impact on characters in SW KotOR II (Part 1)

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

Result: Just like Atton, Bao-Dur can eventually become a Jedi if you gain enough Influence points.

Influence through Dialogue: Gaining Influence points depends almost entirely on how often Bao-Dur takes part in your adventures. There are no ways to gain influence points through general conversation on Ebon Hawk.

TELOS - Hidden Jedi Academy - When you free Bao-Dur from his cell, tell him that it was not his mistake to gain Influence points.

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

Hunda District - When the Administrator asks you to check the defenses in preparation for the mercenary invasion - You will gain access to the room with the robots. In one of the robots you will find a hydraulic wrench that belongs to Acker, a droid merchant. Talk to Akker and agree not to betray him in order to gain influence over Bao-Dur.

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

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

Harbor Docks - Your team should include Kreia and one other companion (Atton, Bao-Dur, Follower or Handmaiden). Complete Luutra's quest for the light side by ensuring his wife is saved. Return to Luuthra 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 what 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 in the case of Atton, you can restore the Airspeeder yourself and, after Bao-Dur evaluates your work, you will receive Influence points.

Refugee Sector - As with Atton, heal the patient 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 by your actions and you will gain Influence points.

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

Follower

Impact on characters in SW KotOR II (Part 1)

Impact on characters in SW KotOR II (Part 1)

The Follower only affiliates with a female character and is easily influenced. In fact, almost all Influence points are gained through dialogue, with most Influence points giving light side points.

Result: An 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 remarks should not contain hostility towards them.

NAR SHADDAA - Port Docks - Your team should include Kreia and another companion (Atton, Bao-Dur, Disciple or Handmaiden). Complete Luutra's quest for the light side by ensuring his wife is saved. Return to Luuthra 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 what 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 - Dxun Jungle - Find the Mandalorian trapped on the mountain ridge, help him and promise not to turn him in for Influence points.

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

Shopping District - Use the Power of Persuasion to prevent a riot caused by Ponlar in the city to gain influence.

G0-T0

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

As a result: G0-T0 offers you a reward for each planet on which the situation will be stabilized by you (Onderon and Dantooine), you must choose the “Dark” answer 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 actions (if any), but he wants you to stabilize Onderon and Dantooine.

DANTOOINE - Hunda District - When the Administrator asks you to check the defenses in preparation for the mercenary invasion - you will gain access to the room with the robots. In one of the robots you will find a hydraulic wrench that belongs to Acker, a droid merchant. You must threaten to turn Acker in. When he becomes hostile, kill him to gain Influence points. Akker will disappear if you join the mercenaries and attack Hunda.

ONDERON - Cantina - Sell the "Open" visa to Sakari. G0-T0 will be impressed that you got the best deal possible. Say: “This is the best way to make a profit,” after which you will receive Influence points.

Cantina area - talk to the droid selling robot parts. If G0-T0 is on your team, bring up the topic of lowering the price in the conversation. Try to reboot the robot. G0-T0 will be interested and offer help. Let him do this and gain Influence points.

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

Maid

Impact on characters in SW KotOR II (Part 1)

Impact on characters in SW KotOR II (Part 1)

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

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

Influence through dialogue: The maid is a good person and likes it when your judgment matches her character. Most of her Influence points can be obtained from dialogues when you defeat her in sparring. She comments on the appearance of Visas, but you can only lose influence or remain neutral.

DANTOOINE - Cave of Crystals - After finding Master Vrook in the cave (this happens after visiting the Enclave sub-level), listen to Azkal's offer and reject it to gain Influence points.

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

Landing Sector - Help a man who was attacked by Exchange thugs (who says you have his money). Let the thugs leave. This will give some Influence points to the Handmaiden.

Harbor Docks - Your team should include Kreia and one other companion (Atton, Bao-Dur, Follower or Handmaiden). Complete Luutra's quest for the light side by ensuring his wife is saved. Return to Luuthra 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 what 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 - Dxun Jungle - Rescue 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 gain Influence points.

Cantina - When the meeting with Kavar is disrupted, the Maid will ask that you not harm the visitors. Agree in order to gain Influence points.

Marketplace - Give the "Open" visa to Terlin, the mother near the entrance to the star port, to gain influence over the Handmaiden.

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

Hanharr

Hanharr is a large, hulking Wookiee who you will find in Nar Shaddaa instead of Mira if you have turned to the dark side by then. The bad thing is that he can't become a Jedi.

Result: If you gain enough Influence points, Khankhar will receive a significant increase in stats and abilities.

Influence through Dialogue: You gain influence over Hanharr primarily through dialogue with him. When talking with Hanharr, stick 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 - Dxun Jungle - Find the Mandalorian trapped on a mountain ridge, then blow him up instead of saving him: “What detonator? This detonator? Hanharr will like it 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 gain Influence points.

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

Marketplace - Support Ponlar and provoke a riot. Hanharr will be happy with the blood and you will receive Influence points.

I continue about the influence on the characters in SW KotOR II. So,

HK-47

You restore the HK-47 by collecting all the necessary components. One from the NK-50 on Peragus, one from the NK-50 from 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 an 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, increasing your own stats and abilities. HK-47 gives you very useful advice on how to kill Jedi.

Influence through dialogue: Conversation with NK-47 does not give 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'm finishing this conversation will be dead. Now let me go, otherwise..." After this you will receive Influence points

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

Hunda District is (possibly a Bug) the only case where you can gain Influence on HK-47 by gaining Light Side points. When the Administrator asks you to check the defenses in preparation for the mercenary invasion, you will gain access to the room with robots. In one of the robots you will find a hydraulic wrench that belongs to Acker, a droid merchant. Talk to Acker and agree not to hand him over. What NK-47 says is clear disapproval, but as a result you will receive Influence points.

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

Marketplace - Support Ponlar and provoke a riot. NK-47 will be happy about the blood and you will receive Influence points.

Spaceport - Use the Power of Persuasion on the guard to enter the city and say "Let's discuss this 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 HK-47 that he can kill anyone and get Influence points.

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

Kreia

Impact on characters in SW KotOR II (Part 2)

Impact on characters in SW KotOR II (Part 2)

Kreia is a skilled manipulator of events. She travels with you throughout almost the entire game. She uses the Force skillfully and is a great companion to have around. She has a huge number of influence options. More than any other character. Kreia will train you, but this is not related to Influence.

As a result: When your Influence is high enough, you can force 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 respects neither of them. So, doing something truly evil (killing) or truly good (saving a life) will lose her Influence, while staying in the shadows and controlling events will give good results. In conversations with her, you gain influence for answering the Dark Side, like, “if she betrays us, then I will kill her.” Kreia is not interested in your opinion of her, only how you react to her opinion. Therefore, 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 Influence points by asking what she would do if she were you and telling her she's right.

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

EBEN HAWK - After the Handmaiden sits down, tell Kreia that you will be keeping an eye on the Handmaiden, and that you will use her as a link to Atris to gain Influence points.

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

Also, after joining the Visas, after talking about the Visas home world, with good intelligence you can make a guess as to why the world was attacked.

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

DANTOOINE - Cave of Crystals - After talking with Master Vruk in the cave of crystals, Azkal will be waiting for you at the exit. Listen to his plan and LIE that you are joining him to gain Influence over Kreia.

Cave of Crystals - When you find a Jedi guarded by mercenaries, do not kill them. Instead, suggest they send a Jedi to Nar Shaddaa. Kreia will say something about creating an echo in the Force, and you will gain Influence.

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

Hunda District - Talk to the mechanic near Ebony Hawk, ask him "Why so busy?" and follow the "Caution" and "Persuasion" lines of dialogue to get him to give you the information you need. 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 what decision you make, Kreia will speak to you or enter into telepathic communication (if she remains on board 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 patient, or the disease will spread.

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

ONDERON - Marketplace - If your actions show that you support General Vakla, you will be able to talk to Anda who is standing behind the crowd. She wants you to eliminate three security captains. Agree to her proposal and tell Kreia that you know what this will lead to in order to gain Influence points.

Spaceport - Use the Power of Persuasion on the guard to enter the city, this will be followed by a dialogue with Kreia, after which you can gain some Influence.

Palace - If you side with the Queen, then, after Vaklu is defeated, say that you agree that he should be killed, or let the Queen decide his fate for Influence points.

KORRIBAN - Valley of the Graves - Light Side ONLY. Near Ajanta's grave, listen to Kreya's story, then use the Awareness line of dialogue to gain Influence points.

Mandalore

Impact on characters in SW KotOR II (Part 2)

Impact 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.

Result: Nothing. Zero. Zilch. Donut hole.

Influence through Dialogue: There's not much you can do with Mandalore. It will not be possible to influence him through dialogue. Also, he doesn't react to the player's actions very often. To gain enough influence over him, you must support General Vakla in the dispute for Onderon.

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

Marketplace - Two people stand near a crowd discussing local politics. Take General Vaklu's side and gain influence over Mandalore.

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

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

DESTROYER - Kill Tobin to gain Influence points.

Mira

Impact on characters in SW KotOR II (Part 2)

Impact 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).

Result: Having received enough Influence points, you will be able to train Mira and make her a Jedi.

Influence through dialogue: The best way to gain Influence on Mira is to make her “argue” with you. Ask her about why she doesn't kill, follow the "Understanding" dialogue line, and she will argue with you. Develop this and get Influence points.

DANTOOINE - Hunda District - When the Administrator asks you to check the defenses in preparation for the mercenary invasion - You will gain access to the room with the robots. In one of the robots you will find a hydraulic wrench that belongs to Acker, a droid merchant. Talk to Acker and agree not to give him away in order to gain influence over Mira.

ONDERON - Dxun - During the 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.

Marketplace - If your actions show that you support General Vakla, you will be able to talk to Anda who is standing behind the crowd. She wants you to eliminate three security captains. Agree to her offer and tell Mira that this is a good way to earn credits to gain Influence points.

Cantina area - the Twilek assassin who attacks you will make claims to Mira. Reply "I'm not going to let you insult my companion" to gain 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

Impact on characters in SW KotOR II (Part 2)

Impact on characters in SW KotOR II (Part 2)

T3-M4 is a droid from the first game. A true professional in working with technology 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 Use and Repair.

Influence through Dialogue: You can get all the influence you need just by talking to him, and telling him that everything he did 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 glad to have him with you.

PERAGUS - Fuel Depot - When you return T3-M4 to your squad, praise it to receive Influence points.

TELOS - Hidden Jedi Academy - When you free T3-M4, just tell him that he did everything right and made no mistakes to get Influence points.

DANTOOINE - Hunda District - Speak to the damaged protocol droid wandering near 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 - At the Serocco base in the Refugee Sector there is a broken airspeeder, which you can restore and allow T3-M4 to check your work for Influence points.

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

Visas Marr

Impact on characters in SW KotOR II (Part 2)

Impact on characters in SW KotOR II (Part 2)

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

Result: With high influence, Visas will teach you Force Sight, an ability that, when used, will allow you to see through many doors, as well as see the dark/light side of people.

Influence through dialogue: Visas gains Influence through dialogue. In fact, one good dialogue with her and you will receive all the Influence points. Influencing her helps you gain Light Side points.

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

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

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

ONDERON - Marketplace - If your actions show that you support General Vakla, you will be able to talk to Anda who is standing behind the crowd. She wants you to eliminate three security captains. Agree to her proposal to gain Influence points. (this will not work if Mandalore is nearby).

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

Marketplace - Give the "Open" visa to Terlin, the mother near the starport entrance, then say: "Compassion may cause problems, but it is a source of great strength" to gain Influence points.

Cantina - After being attacked by Tobin's soldiers, Visas will ask you for permission to use destructive weapons, which will cause casualties among the cantina's patrons. Allow her to do this to gain Influence points.

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Gaining/Losing Influence from killing.

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

Loss of Influence points from killing: Bao-Dur, Follower, Maid, Mira, T3-M4

(None of this is guaranteed)

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

Only one character receives Influence points from each kill.

Lazavvou - Nar Shaddaa

Luutra - Nar Shaddaa

Mechanic near the landing site - Dantooine

Saedh - Dantooine

Opo Chano Droid Trader - Telos

Church Registrar in Church Apartment - Telos

Twi'lek - Telos Military Base

Man in the apartment - Telos

Acker, Droid Trader - Dantooine

Jorran - Dantooine,

Crew without captain in bunkhouse - Nar Shaddaa

Wounded Soldier - Telos (Under Fire)

Location of characters.

Creia - Peragus

Atton - Peragus

T3-M4 - Peragus

Bao Dur - Telos

Maid - Telos (If you play as a man)

Visas Marr - On a black hawk after landing on any 1 planet

Follower - Dantooine (If playing as a woman)

Mira - Nar Shaddaa (If you are fair or neutral)

Hanharr - Nar Shaddaa (If you are dark)

G0-T0 - Nar Shaddaa

HK-47 - On the black hawk when you find 4 parts for it

Mandalore - Dexan

What strengths and weaknesses do party members have?

Kreia is a rather weak fighter, she can do almost nothing, but sometimes you can still take her with you - as “Force Support” - No one should underestimate the Jedi Consular. Although the absolute rejection of any armor leads to the fact that if you are not lazy to talk with it often, the hero will get a good increase in experience.

Atton Rand is one of the most valuable companions. Initially develops as a marksman, but can actually become successful at anything. It looks absolutely wonderful as a Jedi. He has an innate feature that lifts him into battle again and again, while at least one ally is still standing.

The T3-M4 is quite durable, but to start doing serious damage, it makes sense to equip it with flamethrowers. However, it can survive against other droids just like that. A good hacker and cracker, a mobile workbench, in addition produces computer spikes of its own production. What else is needed for happiness?..

Bao-Dur is quite good in close combat, he can defuse mines and break down energy doors with the help of his prosthesis. His personal droid constantly revolves around him, capable of shooting at enemies - with little, however, effectiveness.

Brianna or Handmaiden is what "Echani training" means... Pure fighter. She doesn't need any blasters or rifles... or swords, either. With his bare hands (and feet) he can defeat almost anyone. He will also teach a hero. And he doesn’t seem to be able to do anything else.

Mikel or Follower is not a very strong fighter, but can be used as an alchemy table. As a Jedi, he is also nothing special. Useful in that it can help the Exile develop her abilities through the use of holocrons.

Visas Marr - as sad as it is to admit, is just a good support Jedi - nothing more. He'll wave a light saber, conjure something... but neither of them will be of much use.

Mira is a good scout. Can run over mines without getting blown up by them. The same mines are successfully neutralized. It can also break into a not particularly complex lock on a door. He shows himself well in battle mainly after converting to the Jedi. Until then, he will be content with a hand grenade launcher.

Hanharr is also a scout, but of a radically different type. Literally tailored for close combat - considerable natural strength, health like a true Wookiee, plus the ability “Wookiee Rage”. Out of desperation, he may shoot, but with less effectiveness. Also neutralizes mines. It has a serious drawback - it does not wear armor.

G0-T0 is weak in battle, but has a whole bunch of additional capabilities - it flies over mines without activating them, disorients enemy droids, makes master keys, is good at picking locks itself, and finally - it is equipped with a built-in cloaking field generator.

HK-47 - shoots great and is well protected. The disadvantage is the same as that of other droids - it can only be treated with repair kits. However, if you have them in abundance, no one can compare with this comrade in efficiency.

Mandalore - comes to the team with his own machine gun and personalized armor, which he refuses to take off on principle. An excellent shooter, he can also swing a sword in close combat, but is much weaker. The disadvantage is that besides combat, he is not capable of almost anything.

Gaining/Losing Influence for Helping (Light Side)

Gaining/Losing Influence for helping.

Receiving Influence points for helping: Atton, Visas, T3-M4, Bao-Dur, Mira, Brianna the Handmaiden, Mikel the Follower.

Loss of Influence points for assistance: HK-47, Hanharr, Mandalore, G0-TO.

Also, Kreia can force anyone to gain influence if she and another character are present when you help, but you must take her advice or lose her influence.

Only one character receives Influence points for each help.

Lazavvou - Nar Shaddaa

Luutra - Nar Shaddaa

Saedh - Dantooine

Twi'lek - Telos Military Base (although it is impossible to lead him to the exit since he is constantly dumb, and sometimes he can even stand and stand, and no matter how you talk to him, he still stands)

Jorran - Dantooine,

Gaining/Losing Influence through Assassinations (Dark Side)

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

Loss of Influence points from killing: Bao-Dur, Mikel the Follower, Brianna the Handmaiden, Mira, T3-M4

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

Interesting fact: Atton is the only character who gains influence for both killing and helping, without the help of Kreia.

Only one character receives Influence points from each kill.

Lazavvou - Nar Shaddaa

Luutra - Nar Shaddaa

Mechanic near the landing site - Dantooine

Saedh - Dantooine

Opo Chano Droid Trader - Telos

Church Registrar in Church Apartment - Telos

Twi'lek - Telos Military Base

Man in the apartment - Telos

Acker, Droid Trader - Dantooine

Jorran - Dantooine,

Crew without captain in bunkhouse - Nar Shaddaa

Wounded Soldier - Telos (Under Fire)

Kreia is a skilled manipulator of events. She travels with you for almost
the entire game. She uses the Force skillfully and is a great companion to have around. She has a huge number of influence options. More than any other character. Kreia will train you, but this is not related to Influence.

As a result: When your Influence becomes high enough, you can force 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 respects neither of them. So, doing something truly evil (killing) or truly good (saving a life) will lose her Influence, while staying in the shadows and controlling events will give good results. In conversations with her, you gain influence for answering the Dark Side, like, “if she betrays us, then I will kill her.” Kreia is not interested in your opinion regarding her, only how you react to her opinion. Therefore, answer options following her advice will always receive 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 Influence points by asking what she would do if she were you and telling her she's right.

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

EBEN HAWK - After the Handmaiden sits down, tell Kreia that you will be keeping an eye on the Handmaiden, and that you will use her as a link to Aitris to gain Influence points.

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

Also, after joining the Visas, after talking about the Visas home world, with good intelligence you can make a guess as to why the world was attacked.

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

DANTOOINE - Cave of Crystals - After talking with Master Vruk in the cave of crystals, Azkal will be waiting for you at the exit. Listen to his plan and LIE that you are joining him to gain Influence over Kreia.

Cave of Crystals - When you find a Jedi guarded by mercenaries, do not kill them. Instead, suggest they send a Jedi to Nar Shaddaa. Kreia will say something about creating an echo in the Force, and you will gain Influence.

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

Hunda District - Talk to the mechanic near Ebony Hawk, ask him "Why so busy?" and follow the "Caution" and "Persuasion" lines of dialogue to get him to give you the information you need. 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 what decision you make, Kreia will speak to you or enter into telepathic communication (if she remains on board 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 patient, or the disease will spread.

Port Docks - Nochlezhka - Talk to Luutra to find out about his wife. Tell him that she is dead (an obvious lie, since she is alive and doing well), and that he can trust you. He must accept Zerk's offer. You will gain some influence over Kreia.

ONDERON - Marketplace - If your actions show that you support General Vakla, you will be able to talk to Anda who is standing behind the crowd. She wants you to eliminate three security captains. Agree to her proposal and tell Kreia that you know what this will lead to in order to gain Influence points.

Spaceport - Use the Power of Persuasion on the guard to enter the city, this will be followed by a dialogue with Kreia, after which you can gain some Influence.

Palace - If you side with the Queen, then, after Vaklu is defeated, say that you agree that he should be killed, or let the Queen decide his fate for Influence points.

KORRIBAN - Valley of the Graves - Light Side ONLY. Near Ajanta's grave, listen to Kreia's story, then use the Awareness line of dialogue to gain Influence points.

Atton Rand

Atton is a wanderer you will find on Peragus. He's good at shooting 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 price. You will receive a new line of dialogue and, with enough Influence points, Atton will be able to become a Jedi.

Influence through dialogue: Atton likes to be respected and taken seriously. He doesn't like to trust others with his problems, so you will have to extract information from him very carefully.

PERAGUS - Aboard the Fatebringer - As soon as you board, Kreia and Atton will start arguing. You can get Influence points by supporting Atton in a dispute.

On board the Fatebringer - When Atton talks about "a bad feeling", ask him about it, and say: "Then we need to be careful, but we must keep moving." After this you will receive Influence points.

TELOS - Hidden Jedi Academy - Ask any of the Handmaids about your companions before you rescue them from prison. Learn about Echani Atton's training. After liberation, talk to Atton about it. With the right approach, you will receive Influence points.

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

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

Hunda District - Talk to the mechanic near Ebony Hawk, ask him "Why so busy?" and follow the Caution and Persuasion lines of dialogue to get him to give you the information you need. This use of your persuasion skills will give you Influence points over Atton (if Kreia is not around).

NAR SHADDAA - Port Docks - Your team should include Kreia and another companion (Atton, Bao-Dur, Disciple or Handmaiden). Complete Luutra's quest for the light side by ensuring his wife is saved. Return to Luuthra 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 what 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 – At the Serocco Base in the Refugee Sector there is a broken airspeeder that you can repair and allow Atton to check your work for Influence points.

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

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

T3-M4 is a droid from the first game. A true professional in working with technology 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 Use and Repair.

Influence through Dialogue: You can get all the influence you need just by talking to him, and telling him that everything he did 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 glad to have him with you.

PERAGUS - Fuel Depot - When you return T3-M4 to your squad, praise it to receive Influence points.

TELOS - Hidden Jedi Academy - When you free T3-M4, just tell him that he did everything right and made no mistakes to get Influence points.

DANTOOINE - Khunda District - Speak to the damaged protocol droid wandering near 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 - At the Serocco base in the Refugee Sector there is a broken airspeeder, which you can restore and allow T3-M4 to check your work for Influence points.

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

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

Result: Just like Atton, Bao-Dur can eventually become a Jedi if you gain enough Influence points.

Influence through Dialogue: Gaining Influence points depends almost entirely on how often Bao-Dur takes part in your adventures. There are no ways to gain influence points through general conversation on Ebon Hawk.

TELOS - Hidden Jedi Academy - When you free Bao-Dur from his cell, tell him that it was not his mistake to gain Influence points.

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

Kunda Area - When the Administrator asks you to check the defenses in preparation for the mercenary invasion - You will gain access to the room with the robots. In one of the robots you will find a hydraulic wrench that belongs to Acker, a droid merchant. Talk to Akker and agree not to betray him in order to gain influence over Bao-Dur.

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

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

Harbor Docks - Your team should include Kreia and one other companion (Atton, Bao-Dur, Follower or Handmaiden). Complete Luutra's quest for the light side by ensuring his wife is saved. Return to Luuthra 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 what 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 in the case of Atton, you can restore the Airspeeder yourself and, after Bao-Dur evaluates your work, you will receive Influence points.

Refugee Sector - As with Atton, heal the patient 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 by your actions and you will gain Influence points.

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

Brianna Maid

Brianna or the Handmaiden joins you after you leave the Academy on Telos, but only if you are playing as a man.

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

Influence through dialogue: Brianna is a good person and likes it when your judgment matches her personality. Most of her Influence points can be obtained from dialogues when you defeat her in sparring. She comments on the appearance of Visas, but you can only lose influence or remain neutral.

DANTOOINE - Cave of Crystals - After finding Master Vrook in the cave (this happens after visiting the Enclave sub-level), listen to Azkal's offer and reject it to gain Influence points.

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

Landing Sector - Help a man who was attacked by Exchange thugs (who says you have his money). Let the thugs leave. This will give some Influence points to the Handmaiden.

Harbor Docks - Your team should include Kreia and one other companion (Atton, Bao-Dur, Follower or Handmaiden). Complete Luutra's quest for the light side by ensuring his wife is saved. Return to Luuthra 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 what 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 - Dxun Jungle - Rescue 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 gain Influence points.

Cantina - When the meeting with Kavar is disrupted, the Maid will ask that you not harm the visitors. Agree in order to gain Influence points.

Marketplace - Give the "Open" visa to Terlin, the mother near the entrance to the star port, to gain influence over the Handmaiden.

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

Visas Marr

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

Result: With high influence, Visas will teach you Force Sight, an ability that, when used, will allow you to see through many doors, as well as see the dark/light side of people.

Influence through dialogue: Visas gains Influence through dialogue. In fact, one good dialogue with her and you will receive all the Influence points. Influencing her helps you gain Light Side points.

DANTOOINE - Khunda District - Bao Dur, Atton and Visas will receive Influence points if you give Saedha the Atmospheric Sensors for 3000 credits after you find out why the tracking equipment was hidden in the sensors (this line of dialogue will appear if you will first examine the sensors or let Bao-Dur examine them).

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

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

ONDERON - Marketplace - If your actions show that you support General Vakla, you will be able to talk to Anda who is standing behind the crowd. She wants you to eliminate three security captains. Agree to her proposal to gain Influence points. (this will not work if Mandalore is nearby).

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

Marketplace - Give the "Open" visa to Terlin, the mother near the starport entrance, then say: "Compassion may cause problems, but it is a source of great strength" to gain Influence points.

Cantina - After being attacked by Tobin's soldiers, Visas will ask you for permission to use destructive weapons, which will cause casualties among the cantina's patrons. Allow her to do this to gain Influence points.

Mikel Follower

Mikel or Follower only attaches to female characters and is easily influenced. In fact, almost all Influence points are gained through dialogue, with most Influence points giving light side points.

Result: An 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 remarks should not contain hostility towards them.

NAR SHADDAA - Port Docks - Your team should include Kreia and another companion (Atton, Bao-Dur, Disciple or Handmaiden). Complete Luutra's quest for the light side by ensuring his wife is saved. Return to Luuthra 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 what 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 - Dexena Jungle - Find the Mandalorian trapped on the mountain ridge, help him and promise not to turn him in for Influence points.

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

Shopping District - Use the Power of Persuasion to prevent a riot caused by Ponlar in the city to gain influence.

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

Result: Having received enough Influence points, you will be able to train Mira and make her a Jedi.

Influence through dialogue: The best way to gain Influence on Mira is to make her “argue” with you. Ask her about why she doesn't kill, follow the "Understanding" dialogue line, and she will argue with you. Develop this and get Influence points.

DANTOOINE - Khunda District - When the Administrator asks you to check the defenses in preparation for the mercenary invasion - You will gain access to the room with the robots. In one of the robots you will find a hydraulic wrench that belongs to Acker, a droid merchant. Talk to Acker and agree not to give him away in order to gain influence over Mira.

ONDERON - Dexen - During the 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.

Marketplace - If your actions show that you support General Vakla, you will be able to talk to Anda who is standing behind the crowd. She wants you to eliminate three security captains. Agree to her offer and tell Mira that this is a good way to earn credits to gain Influence points.

Cantina area - the Twilek assassin who attacks you will make claims to Mira. Reply "I'm not going to let you insult my companion" to gain Influence points.

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

(I couldn't find a suitable picture of this character)

Hanharr is a large, hulking Wookiee who you will find in Nar Shaddaa instead of Mira if you have turned to the dark side by then. The bad thing is that he can't become a Jedi.

Result: If you gain enough Influence points, Khankhar will receive a significant increase in stats and abilities.

Influence through Dialogue: You gain influence over Hanharr primarily through dialogue with him. When talking with Hanharr, stick 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 - Dexen Jungle - Find the Mandalorian trapped on a mountain ridge, then blow him up instead of saving him: “What detonator? This detonator? Hanharr will like it 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 gain Influence points.

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

Marketplace - Support Ponlar and provoke a riot. Hanharr will be happy with the blood and you will receive Influence points.

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

As a result: G0-T0 offers you a reward for each planet on which the situation will be stabilized by you (Onderon and Dantooine), you must choose the “Dark” answer options in order to receive the reward, as well as Influence points. He also admits to you that he is in fact a droid, and not the person whose hologram he showed all this time.

Influence through dialogue: Goto loves order and stability. He doesn't like your noble actions (if any), but he wants you to stabilize Onderon and Dantooine.

DANTOOINE - Khunda District - When the Administrator asks you to check the defenses in preparation for the mercenary invasion - you will gain access to the room with the robots. In one of the robots you will find a hydraulic wrench that belongs to Acker, a droid merchant. You must threaten to turn Acker in. When he becomes hostile, kill him to gain Influence points. Akker will disappear if you join the mercenaries and attack Kunda.

ONDERON - Cantina - Sell the "Open" visa to Sakari. G0-T0 will be impressed that you got the best deal possible. Say: “This is the best way to make a profit,” after which you will receive Influence points.

Cantina area - talk to the droid selling robot parts. If G0-T0 is on your team, bring up the topic of lowering the price in the conversation. Try to reboot the robot. G0-T0 will be interested and offer help. Let him do this and gain Influence points.

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

You restore the HK-47 by collecting all the necessary components. One from the NK-50 on Peragus, one from the NK-50 from 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 an 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, increasing your own stats and abilities. HK-47 gives you very useful advice on how to kill Jedi.

Influence through dialogue: Conversation with NK-47 does not give 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'm finishing this conversation will be dead. Now let me go, otherwise..." After this you will receive Influence points

DANTOOINE - Kunda District - After talking with Master Vruk in the cave of crystals, Azkal will be waiting for you at the exit. Listen to his plan, then select "I'm not interested", then: "Die, you hired brute!" (this option leads to loss of influence on Kreia)

The Kunda area is (possibly a Bug) the only case where you can gain Influence on HK-47 by gaining Light Side points. When the Administrator asks you to check the defenses in preparation for the mercenary invasion, you will gain access to the room with robots. In one of the robots you will find a hydraulic wrench that belongs to Acker, a droid merchant. Talk to Acker and agree not to hand him over. What NK-47 says is clear disapproval, but as a result you will receive Influence points.

ONDERON - Dexan Jungle - Wandering through the jungle you will find Kelborn the Maldorian scout, start a conversation with him and talk until the line appears: “Enough chatter, it’s time to hunt” after which NK-47 will enter the dialogue at the end you will receive TC points and impact on NK-47.

ONDERON - Dexan Jungle - As in the case if Hanharr is with you, kill the Mandalorian stuck on the rock, you will receive Influence points on NK-47.

Marketplace - Support Ponlar and provoke a riot. NK-47 will be happy about the blood and you will receive Influence points.

Spaceport - Use the Power of Persuasion on the guard to enter the city and say "Let's discuss this 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 HK-47 that he can kill anyone and get Influence points.

TELOS (DURING ATTACK) - Kill the wounded soldier (instead of healing him) you find in the Telos Station Entertainment Module during the Sith attack. This will give you Influence points on NK-47.


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

Marketplace - A Twi'lek and a Devotorian are standing near the crowd, discussing local politics. Take the side of General Vaklu and gain influence on Mandalore.

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

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

DESTROYER - Kill Tobin to gain Influence points.

Dantooine - Go to the Jedi Enclave and find a mercenary camp in that location, approach the Mandalorians and start a conversation with them in the process 1 Mandalorian will announce a 1 on 1 duel to Mandalore, kill him and the rest will agree to join him in fear, after joining you will receive influence points to Mandalore.

Nar Shaddaa - Go to the shopping center and find many apartments there, 1 of them are Mandalorians, start a conversation with them and if you have enough conviction then persuade them to join Mandalore, but if conviction is not enough then there will be the same duel as on Dantooine , win or convince the Mandalorians to join Mandalore and then you will gain influence over Mandalore.

The exile woke up and lay half asleep for some time, in a blissful vacuum, reminiscent of the cozy darkness and warmth of her mother's womb. She hid in the Force in the mornings for as long as she could remember - and then was deprived of this opportunity for many years when, immediately after waking up, the realization that she no longer controlled the Force fell upon her with a vibrating ax again and again. And all her feelings, heightened to the point of extremes, her soul, bleeding like an open wound, did not allow her to forget about it for a moment during the day. But then night came again - and sleep mercifully fell on her, like death, to embrace her with its black wings. In her sleep, she forgot: sleep brought peace to her tormented mind, which was unable to fight 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 opening a shell, and almost choked on the riot of Living Power that poured into her consciousness, unaccustomed to this incessant hum. Narrowing her perception to the compartments of the Ebon Hawk, she sensed Atton in the cockpit with an interweaving of discontent, irritation and inexplicable guilt, which carefully eluded perception, like a frightened Iriasis fleeing in the Dantooine grove; Kreia felt the resonance of trembling threads of the Force, stretched tightly enough to capture the changes in the mood of each member of the Hawk's crew, and loose enough to track the slightest fluctuations in the web of probabilities of a changing future.

Kreia, like Lucienne Dray in her time, believed that since the future can be foreseen, it can also 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 improved her manipulations in the Force and reached heights in them: when Mythra watched her, it seemed to her that she not only controlled the future, but also planned it. Revan's mentor was a strange Jedi even by the standards of Meetra Surik, but the Exile had seen enough unusual people and non-humans to not be surprised by anything anymore.

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

When Mythra finally opened her eyes, she involuntarily shuddered - there was a Zabrak sitting on the edge of her bunk. The rumble in the Force mentally dragged her throughout the ship, but she never felt what was happening right under her nose.

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

“Good morning,” the energy field that connected the hand of his mechanical arm to his forearm hummed at the very edge of audibility. Mythra 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 hint of gold inside, calm as autumn on Alderaan. His heavy palms with thick fingers lay on his knees: a mechanical hand in a black bantha leather glove and his own, beige and weathered, with dark oil marks under the nails.

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

It really was better that way.

A Jedi must be held accountable for his actions, but Mythra did not believe that by joining Revan and leaving the Order, her duties as a Knight, Mikal and, as Atris believed, betraying the Code and the very foundation of Jedi teaching, she had made a mistake. Her only mistake was Malachor: but if the revanchists 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 line between the Light and Dark Sides: 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 the warmth that she always felt in his gaze; with the tenderness with which Revan chuckled he always spoke of her; with the patience with which he treated her meditations, premonitions, decisions based on them - many things that he did not understand and could never understand. The remote control, his droid, flew right under the ceiling, periodically scanning the life support systems with a portable infrared scanner: the frequent blinking of the diodes on its body, casting candy-like reflections on the walls, strangely relieved the situation and prevented the silence from becoming tense and embarrassed.

While you were sleeping, General, I reviewed the recording 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,” Mithra shrugged. She held no grudge against the Council, but not because “there is no passion, there is only calm,” but because she understood too well the reasons for their actions. To them, she was not just a Jedi Knight who had escaped to fight in the war, but the embodiment of all the revanchists who had ever disobeyed the Order. They may not have made the wisest decision, but Mythra's grief at being cut off from the Force was too great for her to want to judge 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,” Mithra turned over on her side to better see his face. - Intervened to fight and kill. Then it seemed the only way out, but how right 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 we should have stopped before Malachor V?..

It seemed very important to her that he understand how she felt. Kreia knew that she had Bao-Dur, and she had probably already come up with a diatribe about the dangers of weaknesses and attachments - but now none of that mattered. Once upon a time, the emotional connection between Mithra and Bao-Dur was so strong that not only she felt his emotions, but he also felt hers: she needed to talk to him.

He considered her a hero. And Mithra considered herself a person trying to find her way 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.

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

Usually, Mythra 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 within him. Hatred, pain, revenge - and a memory that cannot be burned out even with hot durasteel. Now he has become calmer, perhaps realizing that he does not want to spend his whole life chasing the ghosts of the past. But she remembered his story, remembered how he once confessed to a murder - cold, calculating, committed under the cover of darkness. Bao-Dur then said that he lived with a sense of guilt for what he had done, but added that while wielding the vibroknife in the Mandalorian camp, he felt nothing but satisfaction: as if he was doing a job that needed 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 alone 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 happen to me without you.

Mythra blushed slightly. Men didn't usually say things like that to her: but she didn't usually 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 training, trying to understand the Force and understand her destiny than looking at her pretty peers. It was strange, after all these years spent in isolation and remorse, to blush because a former colleague expressed gratitude to her for, in general, doing the only thing she really knew how to do - be a Jedi.

But the Exile suspected that Bao-Dur loved her not as a Jedi or even as his general, but as something more. Or maybe less, said a voice inside her head: she recognized Kreia's dry, mocking intonation. For example, a woman named Mithra, with whom he fought side by side. Did you sleep under one cloak? Did you imagine how he caresses her while standing in the shower? Whatever the case, this must end - and immediately, Kreia demanded.

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

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

The emotions emanating from Bao-Dur were simple, but so strong that Mithra even got lost in their vibrations: she was thrown either hot or cold, and she began to mentally repeat the Code to herself, gradually calming down. The power was still with her. And she was still in control - and even if she wasn't, she knew her Zabrak all too well. She didn't need the Force 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 - something really needs to be done about this.

If it’s any consolation,” Bao-Dur continued, rubbing his prosthetic wrist with his whole hand, “I never forgot about Malachor V. Probably, after it, I could consider myself avenged,” he grinned, “but even so, I paid for this there is a price. Most often, I remember him at night. Then I can’t sleep... You again, my general,” Bao-Dur cut himself off mid-sentence, smiling weakly.

What's happened? - It was not so easy for Mythra to concentrate in his presence, but this time she managed.

You repeat the Code,” Bao-Dur looked at her colder, calmer: he again closed in on himself. “You are a real Jedi,” there was barely noticeable disappointment in his words. Mithra understood that this was not what he expected from her, and she felt guilty for never being able to give him what he really wanted - but could she or didn’t want to?

Mira Surik carefully touched his hand, putting up a mental block so that other people’s emotions would not overwhelm her, leaving her confused and helpless, as often happened to her at the beginning of her training with Master Kawara. She did not yet fully understand that being an empath was sometimes almost as difficult as being a seer, and how easily such a gift could drive a person to madness or force him to give in to his passions and fall to the Dark Side:

When I was traveling in the Unknown Regions,” she began, still a little doubtful, “I...

Continue, General,” Bao-Dur squeezed her hand in his hand as if he had been waiting for this moment. He asked, but it seemed to Mithra that he was ordering, and she could not help but smile, although there was a treacherous sting in her eyes. She had forced herself not to remember or feel for so many years that now her own emotions were eating away at her from the inside:

I dreamed of you every night when I traveled in the Unknown Regions. Then I fell in love with sleeping, because when I slept, I did not feel the horror surrounding me. When I slept, everything was the same. We walked,” she smiled through the approaching tears, “and talked. And every time I said that I missed you, you answered that we would definitely meet again.

And what happened next?

Then I woke up. And waited for the next night,” Mithra wiped her face with the back of her hand. She understood that what she was saying now was wrong, and she should neither give hope to Bao-Dur nor give vent to her feelings. But hadn't she suffered enough to deprive him - and 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 this was one of those questions, the answer to which will forever teeter on the edge of the Dark and Light Sides.

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 necessary, I will wait again. As much as it takes, even if it takes my whole life.

Releasing one hand, she hesitantly touched his cheek, and Bao-Dur impulsively pressed Mithra to himself - firmly, but carefully, as if afraid of breaking something. His wide, rough-looking palms—you could feel the heated durasteel under the prosthetic glove—managed to be gentle when Bao-Dur stroked her back and squeezed her shoulders, kissing her cheek, salty from hastily wiped tears. These slow kisses, full of restrained passion, sent shivers down Mythra's back - she wanted him not to stop, not to stop for a second, although she was frightened by the strength of the feelings overwhelming her. But she did not sense 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 Mithra,” this low, hoarse whisper sent goosebumps across her skin.

Mithra stroked the back of Bao-Dur's head, feeling with her fingers the dimple at the base of the skull, in which small beads of sweat usually collected when he bent over and rolled up his sleeves, working on some of his next inventions. Pressing her cheek against his, she felt the scars of the tattoos, and carefully ran her palm over the bulging muscles on his shoulders, not knowing how else to caress him; when she touched her elbow to the force field of his prosthesis, it bounced slightly, pushing her hand away. Bao-Dur emanated the familiar smell of engine oil and hot durasteel: he smelled like a droid, and only the faint, wormwood tang of sweat coming from his shirt reminded the Exile that she was hugging a man of flesh and blood.

“I can’t promise that we’ll be back,” she said, holding her hand on the back of his head.

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

Maybe I won’t even be able to protect you,” Mithra felt neither fear nor anger when she thought that they might die; 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 won’t have to protect me,” Bao-Dur ran his finger along the inside of her ear, pulling away and forcing Mithra to look into his eyes. “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 left alone and think carefully about what had happened.

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

Before he kissed her, Mythra noticed that he had thick eyelashes: she had not noticed this before, because they were too light and therefore seemed invisible against his beige eyelids. Bao-Dur's pupils bounced like two black balls as he tried to take in her face before kissing her, and when he caught her intense gaze, he smiled softly.

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

Mythra sat on the bed and Bao-Dur kissed her, touching her cheek and neck with the fingers of his mechanical hand. She kissed back hesitantly, and when she tried to rest her hand on his thigh, her palm slipped, smearing against something hard that felt a little like the handle of a lightsaber, pressed against the inside of his thigh under his overalls. He flinched, and Mythra hastily withdrew her hand.

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

Would you like to show them to me? - The Zabrak bowed his head; the large nostrils of his wide nose flared. He touched her arm, his rough fingertips tickling her skin, and Mythra gave in, lowering her hands.

Now she was sitting in front of him on the bed, naked to the waist, but chastely covered to the waist with a blanket, 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. Mithra lowered her eyes: there was no point in resisting - after all, she herself wanted it.

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

He admired her, he looked at her - shamelessly, with pleasure; He carefully touched her breasts, stroked her thighs, pushing his palms between them and forcing her to spread her legs: Mithra leaned back on the pillow, surrendering to his gentle, patient touches.

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

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

I want,” she smiled, but didn’t look at him. For some reason it was easier for her to look at the ceiling than for Bao-Dur. He caressed her, and she was excited by his caresses, but - yet - she could not bring herself to look.

You were braver before,” he stroked Mithra’s thigh again, rubbed his cheek against it and kissed the mole on its inner side. His fingers weightlessly touched her labia, and the Exile shuddered - from excitement, from 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 teases her and tickles her. When Bao-Dur stopped, she froze, waiting for more: she wanted to impatiently ask for more, at the same time hoping that he had invented a new game for her.

You didn’t have anyone,” she felt Bao-Dur’s heavy breathing as he walked along the edges of her labia with his thumbs and turned 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 as if it were the last straw. Bao-Dur fell silent and stopped.

“I’m a Jedi,” Mythra began to explain, “it’s not expected that we can start a family or become so attached to someone that...” she fell silent, watching his reaction.

“I didn’t know,” he straightened up slowly, and she felt a little regret. Although maybe they really shouldn’t have started all this, she thought sadly.

“But I’m a Jedi,” Mythra repeated. Master Kavar once said that since a person is able to survive for some time without vital food and water, then without... without this, no one has ever died. Moreover, celibacy helped to focus on internal self-improvement, protecting the Padawan from unnecessary emotions, which he would have had to spend more time dealing with 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, say: I will leave.

“I’m... ready,” Mithra confirmed, hesitating for a moment. - But I want to ask you something.

Take off your clothes for me,” she heard the words she uttered, but they seemed to be spoken by someone else’s voice.

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

He took off his oiled robe, took off his shirt and underpants: Mithra involuntarily admired the play of muscles under skin the color of café au lait. Bao-Dur had the body of a warrior, he was in no way inferior to the Mandalorian Ori'ramikad: but he did not radiate the sense of danger that many former soldiers did. Mythra never tired of his calmness, even if sometimes it became a little phlegmatic - she felt protected next to him.

Absorbing his calmness, she calmed down herself. And if someone should become her first man, it was difficult to think about it in all seriousness; Mithra rightly believed that she was too old for the “first wedding night”, and she didn’t look too much like a “beautiful virgin” - she wanted Bao-Dur to become him.

Her thoughts were confused, and when Bao-Dur approached her and, placing his hand on the back of her head, kissed her forehead, it was as if she noticed his penis for the first time: engorged, reddish, it seemed to her something unnatural, provocatively sticking out from his beautiful, strong body like mushroom growth - from a young wroshir tree.

Mithra carefully ran her fingertips over his penis, examining it: to the touch it turned out to be hard, like wood, hot and dry, but smooth, and indeed a little like a mushroom with its convex head and bulging bluish wreaths stretching underneath it. Bao-Dur began to breathe faster and rolled his eyes: jerking his head, he sensitively hit his forehead on the ceiling of the sleeping capsule, and Mithra screamed with him:

Be careful!

“It doesn’t hurt as much as losing an arm,” the Zabrak laughed quietly.

Maybe you'll go to bed?

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 hesitantly placed her palms on his stomach and moved to the edge of the bed:

But I would like you to lie down next to me. Or at me,” she raised her face to him. - I always wanted to feel what it was like...

When does a man lie on top?

No, when you lie on top,” Bao-Dur kissed her, encouragingly and a little wetly, and climbed onto the bed, resting his hands and knees on the mattress. Mithra had to move her legs so that he had a place to stand, but it turned out that she did it wrong, and on the contrary, her legs needed to be bent at the knees, lifted and spread apart. They wasted a few more precious minutes trying to settle into the sleeping cell.

Bao-Dur began to kiss her again, and she grabbed her back, pressing her bare breasts against him: it was so unusual to feel his skin on her skin, to kiss, stroke him and touch him as she pleased. Mithra suspected that she was doing everything rather ineptly, but now she simply enjoyed touching him: the greatest pleasure came to her not even from thoughts of sex, but simply from the opportunity to cling to Bao-Dur, entwining his thighs with her legs, hugging his neck and kissing his lips , listen to those affectionate nonsense that he whispered to her - she could just lie with him like that for hours, but he wanted more.

Mythra knew that she would experience pain and was preparing for it, so when Bao-Dur carefully 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 herself, to feel Bao-Dur’s intermittent, hot breath on her neck, as if he was either experiencing severe pain, or no less intense pleasure - she found it difficult to say what exactly. He was burning with passion, and now his emotions were intertwined like exposed wires: the Exile would not risk unraveling them. Soon she felt a stinging pain in her perineum, which resonated deep inside: it grew until it became dull and aching, but there was nothing in it that Mithra could not endure for the sake of Bao-Dur.

Are you hurt? - he asked her, stopping halfway; Sweat glistened on the Zabrak's forehead. He began to lightly kiss Mithra's swept lips, which she licked every now and then, and she forced herself to unclench her fingers, with which she clutched the sheet with a death grip.

“Everything is fine,” Mithra 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 peace. If every woman in the galaxy goes through this, she can handle it too.

If it hurts, tell me.

I will say.

No, you won’t say: you always endure until the last. But now you don't have to endure anything.

I know,” Mithra rolled her head on the pillow, and Bao-Dur pecked her on the cheek, picking up the pace a little. When it became scalding hot inside, she sobbed weakly.

Hush, hush, - his breath tickled her ear, and his voice sounded guilty: as if he was apologizing for the fact that his pleasure was so closely connected with her pain.

He carefully, leisurely moved in her for a while, and the pain almost went away: Mithra tried to relax her muscles as much as possible, facilitating penetration. She vaguely remembered that men, on the contrary, liked it when everything was tightly and tightly squeezed, but it was too painful for her to squeeze. Bao-Dur was breathing heavily, turning to measured thrusts: in order to distract herself, she began to think about Revan and what Kreia would say to her when they met, because because of the Chains of Power that connected them, she was forced to survive the meeting with Bao-Dur together with Mithra.

She was torn from her thoughts by a quiet groan from Bao-Dur: he pressed himself tightly against her, then moved back a little - and again lay on her with his whole body, surging like a wave; He moved the mattress a little and Mitra lightly hit her head on the bulkhead. When he kissed her, she readily returned the kiss, having already tasted his mouth, the taste of his saliva, the elastic touch of his tongue - and then she felt that warm seed was spilling inside her.

Bao-Dur fell silent in her arms. Now he was lying on her, as she wanted, nevertheless not allowing himself to fall on her with all his weight: apparently, for fear of crushing her. Touching him in the Force, Mithra felt peace and fatigue, and began to stroke his head and shoulders: his feelings became her feelings, and she was happy because he was happy - she didn’t want anything more for herself.

“My general,” he called. - Mithra.

Now will you avoid me again like before? - asked Bao-Dur, rising on his elbows.

Have I ever avoided you? - she was surprised.

Yes,” he answered after thinking. “When we met on Telos, you acted as if you had seen a ghost.

“It was so,” she answered softly, and briefly, 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 tearing himself away from her mouth. His flesh went limp and slid easily out of her as Bao-Dur carefully got on all fours and crawled out of the sleeping cell. His penis looked like a deflated balloon, and there were bloody stains on his stomach and lower abdomen. A little blood remained on the sheets, on the inner sides of Mithra’s thighs: the blood, mixed with sperm, gave a strange, specific smell.

That I love you,” she said as Bao-Dur pulled out a napkin and antiseptic gel from the pocket of his overalls. Having quickly dried himself, he began to dry Mithra: this time he touched her as he might touch his favorite turret - with the precise movements of a person who knows perfectly well how the structure with which he is now working functions. Mithra could try to take the antiseptic from him, but she knew that Bao-Dur would not give it up anyway: he loved to do everything himself too much. But the bloody stains from the sheets could not be removed so easily, and the Exile absentmindedly thought that - in general, she didn’t care; It will be enough to simply move to another cell. So far there were not enough crew members on the Hawk to cause a shortage of sleeping places. In the end, when they got to Onderon, the sheets could simply be washed, although she had little idea how or where.

And also,” added Mithra, “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 this will all lead, but I don’t want to hide anymore.

Good feeling? - asked Bao-Dur, sitting on the edge of the bed and pulling her towards him: the Exile pressed herself against his warm side, hugging him around the waist and leaning her head on his shoulder.

He carefully touched her eyelids with his lips, and Mithra closed her eyes: his touch was soft, soothing, unhurried. And at that very moment she felt something else that alarmed her a little. When Lucien Drey told her about the gift of foresight with which his mother was endowed, he most often 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 it with your bare hands.” its ringing strings."

Mythra felt the spark of a tiny, monstrously defenseless life that was about to arise within her: she did not know exactly when, but she was sure that it would definitely happen. Now this spark was like a firefly, fluttering right next to her face: when it landed on her stomach, it glowed faintly from the inside, like a paper lantern. Perhaps not now, thought the Exile, and the light of her little life went out. Not now, but one day, she added - and again felt her warmth inside her.

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

And I... And I... But I’ll punch 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 would, if not surpass it, then at least re-take the high bar set by BioWare.

The development was carried out by the team Obsidian, famous for sheltering the employees of the unforgettable Black Isle Studios(remember Planescape: Torment). And there seemed to be no signs of trouble. But then something happened...

Either the developers overstrained themselves, or the publishers from LucasArts, who at all costs wanted to coincide the release of the XBox version of the game with 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 about minor errors and glitches that populated the release and almost completely moved to the PC version. Sudden falls - it doesn't happen to anyone. “Broken” races that cannot be won will be tolerated. Cutting video inserts are a small thing; they can be viewed from the main menu. Bad character AI that can't get around a closet is forgivable. Still a role-playing game, not a shooter. You should not throw thunder and lightning, even when the character in the midst of battle does not react to an unambiguous command or even stupidly stops. After all, you can click the mouse button one more time without your hands falling off.

The unevenness and roughness of the game is what upsets me. We don't require Kotor 2 the oceanic 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 drawn nightmarishly? Why are there a lot of good quests waiting for us on Telos, and empty caves on Korriban, translated as carbon copies from the first part of the game?

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

Why, at the end of the game the plot remained unsolved; everything is at the level: “He is a Sith, he is bad, we will kill him. I’m also a Sith, I’m good, but you kill me anyway, and before I die I’ll make a speech full of vague hints.” Planescape: Torment hiccups, but there is nothing like a solid and elegant plot here SW: KotOR.

Who knows - maybe if the developers had been given more time, they would have pulled out the game. And we would see the planet of robots, and the meaning of 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. You can ignore its shortcomings... if you don't compare it with the first part of the game.

This is a bug: If the game suddenly starts in windowed mode, don’t panic. Switch it to full screen manually.

Role system

Everything is very simple here. D&D, third edition, modified to fit the Star Wars universe. The maximum level has increased to fiftieth. Three classes are “Jedi”, three are regular. After the fifteenth level, a character who has well-determined his side of strength can receive a prestige class.

You immediately start the game as a Jedi. Choose a class: combat Guardian, magical Consul and mixed Sentinel. I advise you to choose the Guardian class - this way you will have much less problems in the future.

Distribute the attributes.

Force: determines damage in melee 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 as he increases in level.

Intelligence: affects the number of skill points you gain with level. The skills of the demolitionist, hacker and master depend on it.

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

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

How to distribute points? Definitely set it higher strength, intelligence and physique. The rest is up to taste.

There are six skills in the game. You invest points in skills as your level increases (their number depends on intelligence). The actual increase depends on the corresponding characteristics of the main character.

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

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

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

Caution (wisdom). The ability to notice mines (not necessary) and open new lines in dialogues (necessary!)

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

Repair (intelligence). Repairing computers and especially droids. For a droid, the number of health units that the “droid” first aid kit restores. The game now has the ability to disassemble objects into basic parts (parts, reagents) in order to then make first aid kits and other useful things. The skill increases the number of “parts” that the team receives when unscrewing an object.

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

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

Apart from persuasion, the most useful skills in the game are the ability to open locks, operate computers, and defuse mines. But pay attention: for mines and computers you will have a good technician Bao-Dur. True, he is not very strong in battle.

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

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

The best, in my opinion, prestige classes are Jedi Weapon Master for light and Sith Marauder- for the dark ones. Simply because military skills are clearly decisive in battle, and you always have an extra Jedi in reserve for support. But don't forget about the fighters: the blasters in the game are strengthened, and I can't even decide for myself what is more effective: two Jedi with laser swords plus one soldier with a blaster, or two soldiers plus one Jedi. For the sake of experimentation, I even entered one of the last levels in the game with a group of three “blaster carriers”. Everything went perfectly. Even the Sith who managed to reach my group died when their laser stings broke off on their armor.

Characters

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

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

Exile

The main character, alter ego and the root cause of all troubles. Once upon a time, even before the civil war, he (or she) joined the renegade Jedi who, without the orders of the Council, decided to start a war against the impudent Mandalorians. For this, the Council tore off the scoundrel's shoulder straps, took away his laser sword, deprived him of his connection with the Force, and kicked him out. True, it later turned out that he had deprived himself of the Force, 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 others. True, the expulsion of the hero did not help the Council later - the Sith still dispersed everyone and forced the valiant Jedi to scatter into corners and crevices.

Despite the fact that the hero (or heroine) now poses no threat, the Sith still pursue him in hijacked Republic ships. The people who love the Exile least of all are stony-faced Zion and tall Nichevok in a cute theatrical mask.

It is after an unsuccessful battle with the dark lords that the unfinished “Ebon Hawk” with the main character on board will fall into our tenacious clutches.

You can choose a character's gender and a dozen face options (Asians turned out to be the cutest). Gender influences some scenes and the composition of the team: men get a nun from Telos, women get a librarian from Dantooine.

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

Kreia

A blind, unpleasant old woman, it is unknown how she ended up on our ship. As we later find out, she is also a Sith, and with a full set of ugly Sith habits. Regularly establishing a telepathic connection with the main character, Kreia will teach, warn, pressure and comment. True, only through it can the hero receive a prestige class (required: level fifteen, strong bias towards the dark or light side) and several good increases to the characteristics of the character and his laser sword.

But despite this, and despite the fact that she can develop into a good support Jedi and all her healing and strengthening spells echo on the main character... I would not take her on campaigns. He doesn’t wear armor, and for certain reasons he can’t use two swords. Leave her on the “Hawk”, in the plot places she will appear on her own to say her weighty “fi”.

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 lover of Pazaak and a former Jedi fighter. Good for blasters, and when you turn it into a Jedi, also for laser swords.

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

Bao Dur

During the Mandalorian wars, this brave technician served under your command. He lost an arm, but acquired a very useful prosthetic, allowing him to knock down force doors and protective fields with one blow. In battle, Bao-Dur is weak, his strong point is technique. With careful conversation you can turn a guy into a Jedi Guardian. It's a pity that with the acquisition of the Power, Bao-Dur becomes Very laconic.

He will join the team on Telos. Having appeased Bao-Dur, you can beg him for energy shields. His little electronic assistant, a Christmas tree ball, always flies around Bao-Dur. In battle, he shoots at enemies, but it doesn't have much effect. However, it's still nice.

Nun

You will find this blonde girl on Telos, in an all-girls Jedi school run by a strange Mother Superior. But this will only happen if you are playing as a male character, otherwise you will be joined by a librarian from the Jedi enclave of Dantooine. In terms of characteristics, they are very similar.

To turn a stupid nun into a Jedi, you need to fight her three times in a duel and don’t forget to talk to Kreia about the girl’s past. But even in her ordinary, non-Jedi form, the girl is very good in battle. I made her a specialist marksman and did not regret it.

As for the librarian, he has the unique ability to operate a mobile chemistry laboratory. You can make first aid kits and antidotes directly on it. With polite conversation and “correct” answers, he can be made a Jedi Consul.

HK-47

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

  • You will pick up the first one from the wreckage of the NK in the mines of Perag.
  • Buy the second one from a merchant on Nar Shaddaa or pick it up from the droids that attacked you near the Jedi girls' school.
  • You will find the third there, in the wreckage of the robots that attacked T3.
  • Buy the fourth one on Onderon from the droid merchant.

Hurray, the droid has come to life! If you stood up for a Twi'lek merchant on Nar Shaddaa, you can then purchase a unique behavior modifier for the robot from her.

The HK-47 can make a good fighter. Ingratiating yourself with an assassin droid is easy if you're a dark Jedi, but very difficult if you're a light Jedi.

Visas Marr

A dyslexic Sith in a funny mask will send blind Visas to kill the main character. Once 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's not difficult to defeat her if you run through the corridors for the team's help. Bao-Dur, who was doing repairs nearby, helped me hammer it in. By defeating and refusing to kill Visas, you will receive a powerful combat Jedi on your team. It is easy to win her favor if you carefully persuade her to leave her old master in favor of a new one (that is, you). Take her with you to Nar Shaddaa in the refugee sector and do a couple of good deeds - this will greatly touch Visas, she can even instantly turn from a dark Jedi into a super-light Jedi.

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

Mira

You will pick up Girl Scout Mira on Nar Shaddaa if you follow the light side (the dark side will get the Wookiee Hanharr, also a scout). She makes a good sniper, and her unique wrist grenade launcher is a nice addition. Ask her to make you a couple of grenades and she won't be able to refuse.

Gaining influence from Mira is not difficult. When she is on your ship, immediately offer her comfort. Take her with you on Dxana and when the tadpole thugs appear, tell her: “Mira is the real bounty hunter here.” She will really like the compliment.

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

What about Hanharr? He's an excellent melee fighter, but why need a Wookiee if you already have Jedi with laser swords? In addition, Wookiees cannot wear armor or implants. You can win his favor by being harsh in conversation. Stupid monkey.

G0-T0

Perhaps the most “cropped” character on the team. This spherical flying droid will join you after the battle on Goto's yacht. Can make master keys and fly over mines. We never find out 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. Give compliments.

The Mandalorian

An excellent soldier, owner of excellent armor (tightly glued) and a powerful gun. Will join you on Dxana 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. Take this into account when talking to him.

Walkthrough

Life in the distant galaxy is getting worse and worse. The evil Sith have finally unleashed themselves and are openly destroying Jedi everywhere. The last surviving knight lies unconscious aboard a well-beaten ship, which slowly drifts towards a mining colony off the planet Perag. Without qualified medical care, he is doomed...

Fortunately, there is a hero who can save him and the ship. And its name is T3-M4, a “bucket” vacuum cleaner.

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

Prologue

Prologue is a regular tutorial mode for those who have not 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 wish, but don’t think that they will leave you behind so easily. Training will continue at the station near Perag, but for now, grab your droid and start exploring the familiar (or not yet familiar) guts of the Ebon Hawk.

This is a bug: If character models become distorted and take on surreal shapes, don't be alarmed. Get used to it. It's even more fun this way.

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

Now you can use the elevator and go out into the cold vacuum, onto the surface of the Hawk. Remove a few unnecessary parts from the holes in the body. 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 Hawk, but the fact remains: two mines were installed on it. Carefully remove them from the case and put them in your pocket. Search the proton torpedo and quad laser stuck in the hull.

This is a bug: Carefully install all three mines on the hull. After a couple of seconds, the mine in the torpedo will be “reborn”. Take it and place it on the body too. Then again. Having accumulated half a dozen mines, place them inside the ship in any box. Exit to the surface of the ship and repeat. Mines are never superfluous.

All that remains is to repair the main engine. Here's the thing - the door is jammed. Use the mine. The droid will be able to put to work the unnecessary parts collected from around 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 control room. But if you want, find the 3C-FD droid in the cargo hold and repair it so you can shoot moving targets together. A rescue pistol lies in one urn, sparkling Christmas tree balls fly out of another. Kill them and search all the urns in the room.

You can chat with your droid comrade in the main computer in the central control room. Hack it and in solo mode lead another 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 is really nothing to do on the ship. We moor to one of the asteroids of Perag.

This is a bug: If you do not, as usual, complete the Prologue, but skip it by thoroughly searching the entire ship, then all the items accumulated by the robot will remain in the protagonist’s pockets. Including mines accumulated by dishonest means.

Perag

Someone took the main character out of the bedroom and preserved him in a medicinal “glass”. However, just as suddenly, the hero, aka the Exile, found himself in the center of the room, lying on the floor among a round dance of small televisions. There are corpses floating around in “glasses”, so we can say we were lucky. The game will inform you that you can climb into healing containers to fully restore your health. Forget this right away - you won’t need “glasses”.

Go out into the corridor, take the first aid kit from the trash can in the next room. Clean out the bins in the warehouse. Start to get used to kleptomania, now you will have to drag everything that is bad, and shift everything that is good.

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 a plasma torch - not really. Having caught the moment when the hero turns his back, the dead old woman wakes up and begins to say strange things. You have your first choice: polite answers will add points to the light 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 her health after an unexpected resurrection, and you are given a clear order: take care of the evacuation.

The plasma torch will help you break down the door in the corridor. Look how dashingly the hero gallops in front of the castle, waving a plasma bomb. Take the vibroblade from the corpse, search the fallen droid and start moving through the rooms, destroying the droids. Don’t forget to pick up spare parts for them and listen to old Kreia’s advice. Search the body in one of the rooms for a master key and open the computer with it. Gradually you learn that the asteroid station near Perag is a mining town, but not an ordinary one. By extracting fuel from asteroids in the open, miners risk blowing up not only themselves, but the entire asteroid field. And ever since the Ebon Hawk docked at the station, things have gone awry. The robots do not obey, strange explosions occur in key places, and an NK-class droid that arrived on the ship withdraws its photoreceptors upon meeting.

Examine nearby premises using security cameras. Before the next door, Kreia will offer to save, and the Exile will have a new Jedi gadget - the feeling “when it would be nice to save.” Kill the three robots behind the door. Congratulations on the next level.

Take the “invisibility” generator and use it to quietly take out all the droids in the large hall behind the door. However, you can quietly go 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 valuables. After this, turn left towards the prison block. Hello Atton! Hello Exile!

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

There is a new addition to your ranks. Having reached the console in the center of the hall, call your T3 from the hangar. We need help from a “bucket”.

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

Go down the corridor and find the fuel compartment. If you find yourself at a dead end, search everything you can get your hands on. Re-equip T3 by giving him an ion cannon - it will be useful in the battle with the mining droids on the way back. Use a mine to blow up the locked door to the hangar, search the room and, using the items you find, repair the control console in the next room.

SECOND PAGE

You need emergency control commands, with their help you will open the locked door. Fight three more droids and two more behind the door. There's a useful implant waiting for you in the locker - don't miss it. Step into the elevator.

At the end of the long corridor, a control panel awaits you. Give your Jedi an emergency passage to the administrative level.

After talking with Etton, go down into the mines through the emergency exit. Your partner will want to give you useful advice over the radio. Shut him up or let him speak out - 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 miner's protective field will help you get through the overheated tunnel. Search the bodies and go out into the round room with droids. The bridge will take you to the computer and here you can ease your lot. Open all the passages blocked by the fields and, depending on the number of pins, choose: order the droids to “extract metal” from the doors, prohibit them from “extracting” living people, blind them, or order them to fight each other.

Many tunnels opened up in the four corners of the room. While destroying the droids, go through them and collect everything you can reach: pins, money, implants, mines (if you have the demolition 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 area (these are his own words!). Walk out to the turbolift and watch the scene with the Exile flying out from behind the doors. There will be a battle with mining 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 informs you that he was forced to get rid of all the station personnel so that they would not harm the kind owner. He has something to tell you, so in between looting, interview him.

But the robot does not want to open the door that is locked with a voice lock, although it can. Motivated by the fact that we should wait for help. You have several options. Open it simply and primitively by breaking the control panel. You can take a sound sensor and trick the robot into saying “Sim-Sim, open up.” Don't forget to build an ionite rod (workbench) into your vibroblade.

New battles await you behind the door. In addition to spider-like droids, you will begin to meet humanoid bipedal companions. 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 lift the veil of secrecy over events at the base. Destroy it to open the gateway. Search the urn and go out into open space.

Carefully walk around the edge of the platform to see the plasma jet and watch the Sith ship dock at the station. The 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 installations, carefully shoot them from a distance. On the left is a warehouse - a joy for a kleptomaniac. Exit through the door and deal with the fire installations again.

Behind the door you will have another battle with the participation of different-sized robots. 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 the large robot, search the body. Watch the recording and open the door with the mine.

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

In the rooms on the left, look at the notes and you will find out the first three numbers of the code to the door. Code: 3-17-13-5-7. If the hero has developed intelligence, he will figure it out on his own. From the holographic recording you will learn that the cunning NK has reversed the code. Enter: 7-5-13-17-3 and go to the administrative level. Before you is Kreia, who has grown in level!

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

The plan is simple: get onto the Sith ship Harbinger through one airlock, go through the entire ship and exit to the hangar through another. The architecture of the Harbinger 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.

I'll have to talk to my friends. Your credibility with your comrades depends on your answers. I advise you to agree with Etton - this will help later make him a Jedi.

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

Then everything is simple. Make your way around the ship, returning from dead ends. Search all the rooms. Exterminate the Sith. One of the rooms will seem familiar to the Exile. Search it a little more thoroughly than the others. In the medical bay, look at the records of the stone-faced Sith who suddenly came to life and repair the medical 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, that 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 the rest of the regatta participants a head start. Unfortunately, you won't get rid of it that easily, so just move on. When, obeying the unknown call of the Sith nature, the stone-faced one cuts off Kreya's hand (“Nooo!!!”), the hero associated with her will feel a slight malaise. After talking about this topic with Etton, 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 about that. Give the droid a couple of compliments, disarm the mine and start the good old fun: endless battles with droids.

The console will help you remove the energy field, behind which... that's right, several 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 help of pins. Finally you have reached the Ebon Hawk. Before entering the ship, make sure that you have not forgotten anything in the lockers, drawers, bins and droid debris.

Once you're 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 Rock Eater and his half-dead Sith in cloaks... suddenly dozens of stormtroopers in shiny armor, familiar to us from the first part of the game, will appear from somewhere. They will run around the ship and carefully imitate targets from Rambo. You control the ship's cannon, and your task is to don't kill a single one!

Let me clarify the idea: you will not receive experience for killing stormtroopers from a cannon. At all. The survivors will end up on the Hawk, and you will have to fight them in the usual way. And then just have time to shovel XP. There are no more than three thousand XP units lying around on the road. Simply and without haste, recharge with stimulants, check your weapons and go to the main hall.

After the fight, Kreia will suddenly appear in the corner swinging her stump. You can blow up the asteroids or leave everything as is - they will explode either way. Having entered hyperspace, insert the first part into the broken NK - a dictionary generator. Kreia is in her bedroom thinking about new fighting styles that don't require her right hand. Talk to her about the mysterious connection between you. Talk to Etton. The guy pretends to be working on the remote control, but you and I can clearly see that he is beating his fingers in the air. Tell him about your exile and the old laser sword. Mention its color and shape. Whatever sword you describe, that’s how it will appear in the holographic recordings. Don't forget to talk to T3 and slightly modify its internals.

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

Telos

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

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

After this, the preventive measure will be softened to house arrest in a hotel. But you won’t have to just sit and meditate. The phone rings: the snail Hodo Habat wants to hire you to fight the Zerka corporation, which is taking over the program for restoring the living world of the planet. The second call is from Zerka: they want to hire you to fight intelligent snails. It’s not hard to guess that snails (aka Ithorians) will give you the opportunity to upgrade your “light,” and Czerka is the choice of the Dark Jedi.

Finally, due to lack of evidence, you will be released. Get comfortable in the corridors of the building. All your property was taken during the arrest, so it's worth going and getting it. Roll into the entertainment module. Admire the three soldiers who are mindlessly crowded in the corner, bumping into each other. Walk past the cantina to the office of the local Telos Security Service, TSF. Along the way, you will meet a Cheburashka covered with metallic paint, which Zerka’s mercenaries run into in an unfriendly manner. Protect the poor eared fellow or kill him? The choice is yours. True, you will have to fight without weapons, but this does not matter.

See what two tadpole brothers are selling in a store nearby. In the office, talk to the “Eyes on the Chin” droid. Alas, your ship has been hijacked by unknown individuals 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 will reluctantly clean out several lockers out of habit. Arm yourself and dress.

Detective Officer Grenn, the same one who arrested you, stands nearby and is sad. Take quests from him for an alternative source of fuel for the station and for catching several scoundrels.

You will find an alternative source of fuel on Nar Shadaa by talking with 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 Zerka. Tell him there is nothing to be afraid of - the killer is dead. Pay 25 credits and return to the detective with the information received.

You will find the escaped criminals in Zerka's office. They are sent to the surface of the planet, away from the authorities, and you will not be able to stop them. But call them out anyway. To complete the quest, it is not necessary to eliminate them - you can try to deceive Grenn by saying that you chased them and killed them (first answer). The trusting operator will have no choice but to give you a reward. An honest Jedi, meeting both on the surface later in the story, will kill them and return to Grenn with good news.

There is one last quest left - Batono, a missing TSB agent working undercover for Zerka. Talk about it with the corporation employee next to the tadpole at the third pier. Ask about Batono in Zerka's office at Lorso and agree to look for him. In the snail complex, talk to the chief Ithorian, Hodo Habat. Be more convincing. Threaten with an oper. You will be given a key to apartment C1. All that remains is to decide what to do with Batono: return him to Grenn, extract money from him for his “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, in one of the locked apartments, the plot tadpole Opo Chano lives. Sells droid parts. Twi'lek Harra lives in complex A; he lost his girlfriend in Pazaak to a certain Doton Het. You will find him in a club (extraordinarily nasty music), but he won’t give you the girl just like that. You will have to play for the slave or ransom her. In the racing room, find the woman selling cards and make a deck. If you beat her three times in a row, you will receive a rare card. Atton 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 will be able to visit her at the club and requisition the proceeds.

When you try to rob a box of valuables, an angry owner will burst into room A2. Finally, at least someone noticed what unseemly things our main character is doing. By killing him, you will receive “darkness”, but will increase your rating with Etton (don’t forget to send Kreia away so that the old woman is not indignant). Apologizing won't get you anything. However, the stolen items will remain with you. As 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 in time with the left mouse button, avoid collisions with red mines and accelerate on special platforms. Jump over obstacles. You can take the first race for free, then you will have to shell out a hundred credits for each. The reward for the record is 500 credits, but it is unlikely that you will be able to win. Bug.

When, according to the plot, you get 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: uncover a smuggling network. Convince merchant Samhan (one of the tadpole brothers in the store next to the club) to accept you into the gang. Listen to him and inform Grenn. He will give you fake goods and order you to frame Samkhan. Escort him to the pier and shoot him (sorry, it happened that way!). However, without bringing the matter to a fatal end, the tadpole will give up. The merchant will sit down and you will lose the opportunity to visit his shop, so make all important purchases in advance.

What should the Dark Jedi do? Offer Samhan to help with smuggling, and he will offer to get some leaves of a “special” plant from the Ithorians. Visit 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 piers 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 guard, take the shield. Return it to Samkhan.

Third task: steal medicines from the clinic. This will not be difficult to do: there is no medical bay in the rooms no one. Open the drawer from the terminal, take medicine and a first aid kit. On the way back you will have to fight with a representative of the law.

Finally, the overjoyed merchant will ask you for one last favor: to escort him to the piers. Easily. You won’t be able to escape when meeting with TSB - fight them and kill them all.

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

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

Find Slask's secretary, purple Luxa, in the club. The girl is on her own, she will offer you to rid her of her boss in exchange for help with the ship. Find the entrance to the cartel premises and tell the cowardly eye that Luxa sent you. If you don't want to fight the pigs in the first room, trick the girl in the reception area. Turn right and defeat the Slask fighters. The bribed Gamorreans are waiting for you behind the door; they will open the door. Kill two droids. After talking with Slask himself, go over to the side of his secretary to make the battle 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 cage.

Return to Hodo and be modest - this way you will earn not only a reward, but also “light” Power points.

Next task: find out what shady things the corporation is involved in. This can be done in several ways. Find the overbought employee Zerka in the club. Ask him about Lorso, tell him that the matter is secret, convince him that all this is not a joke. You can get into the system through the droid B-4D4. 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 frame Zerka, with whom he has a contract. Hodo will give out the required amount without a word.

With the pass, go to Zerka's office and invite the droid to go with you. The Ithorians reprogram him, and you now play as B-4D4. Already disguised as a robot, enter Zerka’s office and talk to Lorso. There will be a funny dialogue with the “bucketroid”. When the shots stop, copy all the data and erase information about yourself. Return to the Ithorians.

You have completed all the snails' tasks, and Hodo 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: Zerka militants burst into the room and threaten to kill Hodo. Go back and with your team carefully clear the room. First turn left to the vivarium: Moza will give you the key. Then save Hodo.

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

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

But if you don’t mean well, if you are attracted to darkness, try working for Zerka instead of communicating with snails. Lorso will give you the first task, a pass to the Ithorians, and send you to the second dock.

Deceive the Ithorian at the entrance and run to the shuttle. After the fight 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 Luxa 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 shady deal. Go to the clinic, get your comrades out of sight. Answer the call and proceed to safe house B3. Get ready for a fight. After receiving the money, return to Luxa and tell her everything. And again you will have to meet the ill-fated Opo Chano. Kill him or provide him with money. The third task is to kill Slask. Unhappy comrade - everyone around him wants him dead. Enter the Exchange office and do everything as it should.

Returning to the office, you find that everyone around you is up in arms against you. You will have to fight with the population of the rooms to rescue Lorso from the clutches of the mercenaries. Take the reward and go down to the surface of the planet on Zerka's 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 on the team.

Search the mined mercenary cache next to the fallen shuttle. Take out the first group of mercenaries on the way, destroy the lone droid and deal with the next group of mercenaries (or criminals, if you took this quest earlier). Admire the extraordinary AI of your companions as they calmly run across detected mines.

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 won't hurt.

In front of you is a large minefield. Let Bao-Dur clear the mines, and let everyone else arm themselves with blasters and bring out automatic cannons from afar.

An unknown Twi'lek girl (we never find out who she is or where she comes from) incites two droids to attack us. Ignoring the mines, rush into battle and get rid of all three. Around the corner is Zerka's base, chock-full of mercenaries. Move towards the first group carefully and take out the main fighter last - he has a “melee” shield. Then pay attention to the group of fighters on the left. When they are all down, it is very important for all three characters to run up the ramp to the platform and disable the automatic cannons. Under no circumstances should you be separated, although the heroes strive to scatter in all four directions. Rest 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 continually escapes from areas of the floor covered with mesh. It would seem, what does it cost not to step on the nets? But no, you definitely need to run through it and get poisoned. Nothing can be done about this until you disable the security system.

Bao-Dur can open barriers from force fields with his artificial hand. Using this useful quality, move forward along the long and winding base, like a gut. Destroy droids and automatic guns. Collect everything you can reach along the way. Pay special attention to bags lying next to someone's bleached bones. Sooner or later you will reach the shuttle. You can use it to reach 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: by approaching the shuttle and activating the scene, you will fully heal your team. Why is unknown.

Around the corner you can (finally!) disable the “poisonous” security system. Move towards the reactor, blow up several droids along the way by shorting out their chargers from the information panel.

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

Pay attention to the door marked in blue on the map. This is a transition to the “sub-level” of the base. You can't go there. At all. No way. Never. Think about it. Keep thinking about it until your head explodes.

After the room with four guns that are harmless for the time being, you will find yourself in the reactor control room. Turn on the reactor and go back, destroying four “revived” guns. Don't forget to open the locked door in the room where you blew up the droids and take the start codes for the shuttle.

Be aware that a huge droid tank is now roaming around the shuttle. Only three people can kill him, and just near the shuttle, the excellent game AI forced one of the characters to 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 where the tank came out. The door opens in the room next to the shuttle. Forward to the North Pole.

Unfortunately, NK robots tracked us down and ambushed us. The ship, as usual, was shot down, and the entire crew, as usual, flew through the windshield. Before us are three impudent NKs. 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 the small hill on the desert plateau. This is the door to the women's 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 Etton 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 with Atris, the discolored abbess. Answer thoughtfully and intelligently to demonstrate your wisdom and earn “light.”

When 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 Atton, pick him up from the floor and shake him off. In one of the rooms you will find Bao-Dur and Kreia. Conversations with them affect your affiliation with the Force and your reputation. In my case, I earned both light and dark Strength points, as well as an increase and decrease in reputation with Bao-Dur.

Find T3, and now there is nothing holding you back in the monastery. Except for, perhaps, the only fun quest - several duels with sisters. Approach any of them and offer battle. They will take away your armor and weapons in order to offer you a hand-to-hand fight with one of the sisters. You cannot use the Force. This is the first stage, it's easy to get through. In between contractions, rest and recuperate.

Second stage: you can use swords.

Third: swords and Strength.

The fourth will be more difficult: two sisters will be pitted against you at once. But if you have first aid kits and Mandalorian shields for hand-to-hand combat on hand, you will complete this task.

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

Before departure, make sure that you have emptied all the base's warehouses down to the last bin.

T3 managed to steal from the monastery old records about the expulsion of our Jedi and information about the location of each of the Order's council. View the recording. You can choose your lines, but nothing depends on you. A nun emerges from the darkness and immediately starts a quarrel. Calm her down. Talk to Bao-Dur about your new laser sword and let him modify the T3.

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

If you have already seen a video insert about a masked man with poor diction, then on the next planet, when you return to the Hawk, a girl in red will be found on it - Visas. She will try to kill you with her stylish laser sword. She is a strong opponent, and she would certainly have finished me off if I had not escaped in time to the cargo compartment, where at that time I was tinkering with the hardware of Bao-Dur (I did not take him with me to the planet). With his help, we easily defeated Visas in four hands, broke her laser sword and accepted 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 there is no need to admit our true Jedi identity yet.

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

Talk to the woman. If they call you a Jedi, deny everything. Do not remove the laser sword (if you already have one). Carefully walk around the perimeter of the yard, clearing trash bins. Your first target is Hunda, the local government building.

Listen to the dialogue between two talkers, talk with Suulru about the stolen evaporators. 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 note that it would be nice to work as a PR manager in favor of the Jedi and create a good opinion about them. Forget it. This is a blank for a quest that never showed up in the game.

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

Let's look at side quests. The Ithorian sitting in the waiting room next to your Hawk is another Pazaak player. He is willing to gamble on good parts to improve his armor.

In Hund, farmer Suurlu complains that treasure hunters “found” his evaporators when he carelessly left them in the ruins of the enclave. Talk to treasure hunter Horran inside the enclave. Kill him or convince him to give up the vaporizers.

Berun wants to frame his boss Gerron. To help him, we need to find incriminating evidence on Gerron and provide it 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 them to Terena.

Zherron, in turn, wants to get rid of the queen of kinraths that have infested the area. By pure chance, she chose a cave with crystals. Kill the queen.

He will also mention a certain Zherevik, a treasure hunter who is suspected of murdering his colleagues. We need evidence. A female treasure hunter will invite you to look for corpses in the underground levels of the enclave. There you will find both corpses and evidence of Zherevik’s guilt - a will. It can be faked or left as is. On the way back you will be met by Zherevik himself in the company of several bandits. The reprisal will be short.

You can easily find the story cave with the crystals if you go east from Khunda.

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

A mercenary wanders in the cave itself, and the Kinrat do not touch him. Question him: it turns out that he found the special anal glands of insects, and now they mistake him for their comrade by smell. You can only take glands from a soldier by gaining Dark Side points.

In the same cave you will find several urns, and at the very end of it - crystals. You'll have to kill a lot of Kinrath and their queen. Everyone died in my battle except Etton. The guy ran from the Kinrat for a long time, laying mines as he went. Imagine his surprise when he discovered the dead heroes hobbling towards him. True, they were immediately “killed” again, but the mines did their job - the queen 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.

What about the eggs in the corners? Nothing. Break them up or let them live.

It's time to visit the destroyed enclave. Along the way, you can try to talk with Deraala, she will offer you to find the corpses already mentioned above and return them to her for suspiciously large money. She can also sell several Jedi artifacts at a reasonable price. Stalker Ralon will offer you an inexpensive, but, unfortunately, fake holocron. He was deceived, and now he wants to sell the fake out of his hands. The good ones will take pity on the poor fellow and buy the 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 to the right - be polite to them. Release them on all four sides or kill them.

The dungeon is very simple. Just go counterclockwise, clearing it of insects and valuables. To the left of the entrance, behind the door, is the treasure hunter Horran, the same one who unscrewed the evaporators. He hid behind the door from the insects. Release him or kill him. The good Jedi will release Horran so that they can then visit the treasure hunters’ camp and buy a laser sword lens (1000 credits) and a part from the evaporator (the price can be reduced to 250 credits).

If everything is done correctly, then you now have everything you need to make a laser sword. Call Bao-Dur and he will arrange everything. I chose the green color of the blade - it doesn’t tire the eyes.

Move further along the corridor without missing any rooms. Dealing with common insects is easy. Collect mines and put them in your pockets. There is no way you can miss two corpses (one with a will). The most dangerous thing for you is the far corridor; there are a dozen large insects there, and it would be better for you to “pluck” them from the general pile one by one. But there is an easier way. Walking down the hallway counterclockwise, you'll find a room filled with 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. One of the panels after the explosion will open you up to a warehouse with valuables. Until then, look into the library (the farthest part of the dungeon) and talk with a certain librarian - a scientist studying the history of the republic. If your main character is male, the scientist will go to Hunda. If you are playing as a woman, he will join your team instead of the nun.

Be sure to find and loot three mercenary corpses with traces of a laser sword. You will discover that the mercenary leader Azkul may be involved in the disappearance of Jedi Vrook.

It's time to remember the abandoned camp in a cave with crystals. And that’s right - 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 henchmen.

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

Azkul himself is waiting for you outside the cave. He still hopes that you will change your mind and come over to his side. If you're bad, maybe that's how it will be. If you are not sure which side to take, lie to him. Then you will have the opportunity to calmly decide what to do next.

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

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

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

And now the funniest thing: do nothing No need. If you just rob all the rooms... whatever, even if you eliminate the mines and turn off the turrets altogether, those whose side you chose will win! That is, in this case - Hunda. The only thing worth engaging in defense (or, conversely, sabotage) for is experience. It will get ridiculous: if you agree to help equip the base, but quietly engage in sabotage, Azkul, who burst into the building, will be angry with you for the “surprises” that you allegedly arranged for him.

The fight will be very easy. On your side is Vruk, a powerful Jedi. Save if you're on the mercenary side (for the same reason). After the battle, they will thank you and offer you a reward of four thousand (“Do you want it? Don’t you want it? Whatever 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.

There is nothing else for you to do on the planet. Hello again, Ebon Hawk.

Let me remind you once again that if you play as a female character, you will find a librarian on the ship - an almost exact copy of the 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. Atton very eloquently characterizes this place: a haven for bandits, bounty hunters and smugglers, a shelter for refugees, and generally a hole. And at first glance, you wouldn’t think that the planet deserves such epithets: up close it looks like a respectable Coruscant.

After the scene in which the local authority Goto orders his bandits not to touch the Jedi, you will find yourself on the landing pad. The Jedi argue and quarrel - Visas turned out to be the last one, as always, as the “darkest” of all. But then a long-nosed “Carlson” Toydarian flies onto the stage and, with his signature Odessa accent, orders the trough to be removed from the landing site. Do what you want with him: threaten, pay, convince - but your place is already filled behind another ship, and you will meet with its crew later. 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 bend, two impudent bandits press on a frightened, gray-haired refugee. You know what to do. Ask the rescued one, and he will tell you something important: you cannot directly meet with the head of the Exchange. The point of adventures on Nar Shaddaa is to interfere in the affairs of the mafia, either helping them or putting a spoke in their wheels. Only then will you be granted an audience. If you cannot do this, you will have to find a hobbit with the head of a bat near the club - he will help to anger the Exchange, but for a decent amount.

Sensing the Jedi, the other refugee will immediately beg. Grant the request if you want to increase influence with Kreia. 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 the blind alien Tabb, who can change the numbers of your ship and replace them with others. You'll need it a little later, but you can loot his workshop right now. His mechanical servant will ask you to get an old droid, model 31, whose brain contains important drawings. Buy, trade or beg the droid from the merchant in the square. You can take the brains separately, but your T3 won't like it. Take the purchased droid to the workshop and collect your well-deserved reward.

Behind the door to the left of the Hawk 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 a merchant, improving your finances well. T3 will still return to you later, but the same trust will no longer exist.

Immediately on the square, a certain citizen will approach you and present the rights to the “Ebony 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. Once back on the ship, be sure to search the Visas room (to the left of the entrance). Don't worry about the ship - the problem will solve itself later.

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

Two merchants in the square - Oondar and Twi'lek Gida - want to get rid of each other. Oondar will be the first to offer you a deal (along with a discount card). Agree immediately to quickly defect to Guide - her reward is better. Talk to 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 Gida again. Buy everything you need from Oondar and tell him everything. Now, after each planet you visit, the range of Guides will grow.

An illegal transaction 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 the Exchange, right?

A purely dark quest awaits you at the bookmaker's office. Use the Force to fool bookmaker Lupo and you'll get a nice sum, complete with Dark Side points.

In a bar where a Twi'lek is lying around drunk to death, you will find a sad girl of the same race. Her name is Borna the Fox, and she grieves for the invincible droid pilot. Invite her to reprogram the droid and extract the access codes from her. The droid is in the room nearby. Destroy it, tell the owner that the warranty has apparently expired. Offer to sell the Bar to Borna himself. The delighted girl will share two thousand credits with you. You are supposed to replenish your budget by winning races, but a bug prevents you from doing this.

It's time to visit the club behind the door with a bright sign. The club is on the right, the private gambling hall is on the left. If you want to play, buy a password right there. There are four players: a droid, a Twi'lek, a tadpole and a Chomp. The bet is one hundred credits (Chavka has five hundred). Defeating Chomp will give you a rare card. The droid can be “repaired” for its gambling addiction.

And in the club itself there is an audition for the position of a dancer for a local authority and the main competitor of the Exchange. The slug's name is Vogga the Hutt, and he is tired of Twi'lek-looking dancers. It just so happens that we need to talk to Vogga if we want to anger the Exchange. Offer your help, but first put on an invisibility belt and eavesdrop on the conversation of the bandits right there. 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 this at the dock warehouses if we use the same belt. You can buy juice at the club from the bartender.

Visas will immediately refuse to participate in the adventure. Offer to dance with a nun or, if you are playing as a female character, try your luck yourself. The exhausted entrepreneur will immediately agree to everything. Let's dance! Vogga is sleeping. Put the dogs to sleep by giving them juice and unlock the door to get a laser sword. Now it’s worth waking up Vogga and offering all possible help in the fight against crime. Goto steals Vogga's transport ships and takes them as his own. Not good! Promise the Hutt to deal with Goto, but in return demand fuel for Telos. You were ahead of your competitor, who was hovering at Vogga's door 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 stands nearby, concerned about the lack of energy at the launch sites. Offer your help. Optimize the energy schemes from the console, go to the second pylon and sort the ships from the console: the first is Silver Zephyr, the second is Alakandor, the third is Toorn's Profits. Get experience and reward from Fassa.

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

Busy scientist Beat will send you to the third pylon to meet the courier there. A cleaning droid (it doesn’t look much like a vacuum cleaner) wanders around the pylon, 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. All that was left of the scientist was his hand, clutching a notebook. It looks like there was a droid involved here too. This is all. The quest is stuck, there are no more clues.

Around the corner, an illegal Ithorian will mistake you for a policeman. 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. Don't forget to return to the Ithorian for your reward.

Finally, at the end of the corridor you will find Luthra, who has lost his wife. The Exchange wants to recruit him, and you can convince the unfortunate man to join the syndicate. However, if you set yourself the goal of angering the Exchange, help him. His wife Aaida lives in the refugee sector. Help her by first destroying the guards. A delighted Luthra will share his lightsaber.

Since you have climbed into the refugee sector, go around its perimeter. There is no need to pay bandits to enter - there is always an alternative option. Clear all rooms of valuables and destroy 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, don't forget to talk to her. There is a second way to solve the quest: convince Nadaa to sell herself into slavery to save her daughter.

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

A woman named Karanna cannot fly off the planet because she was cheated on her ticket. The evil ones will deceive her, the good ones will help her. Talk to the Ithorian or Fassa, then return to Karanna.

If you find yourself in a sector without Etton, you will see two Twi'leks discussing him. Question them, and then talk to Etton. By choosing the right lines and gaining influence, you can turn him into a Jedi.

In the middle of the square between the containers stands Hussef, he asks you to convince the Exchange to improve the living conditions of the inhabitants of the sector. Playing as a bad Jedi, you will persuade him to stop resisting. This will only work if you convince Geriel to kill himself and Nadaa to sell herself into slavery. To help Hussef, you can convince the leader of the Serocco gang and Saquesh to delve into the needs of ordinary refugees - or kill them all. In the case of the Serocco, I advise you to first convince them to leave the refugees alone... and then kill them anyway! Experience does not lie on the road, and neither do laser swords.

There is a broken speeder lying in the serocco's area of ​​influence. After repairing it, you will be able to quickly move around the city (like on Telos). Three parts are missing. The interface is in Tubb's workshop, the flaps are on the third pylon, the Ithorian will give you the battery.

Sooner or later you will see a scene: the Trandoshian slave traders, whose place on the pier was so imprudently taken by the Ebon Hawk, are rude to the unfortunate “Carlson”. Quickly return to the ship. The fun begins. The Trandoshians are weak. You will easily overcome the path to your ship. Save before entering the ship. It's crawling with slaver fighters! I advise you to kill them all - experience is never superfluous. The battle will be very simple if the team does not split up (and the local AI, I remind you, really likes to do this).

If violence disgusts you, quickly run to the captain's cabin and turn into the small room on the right, before reaching the bridge. The leader of the slave traders sat imposingly here. By a lucky coincidence, he solved our problem with the rogue claiming the ship. Negotiate with the leader or kill him. If he chooses life, you can then visit him at the club and demand money.

Whiskey, another subject with tentacles on his lip, 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 Etton, the girl Mira or the Wookiee Hanharr will come out to you - depending on whether you are a light or dark Jedi.

You will be unobtrusively offered to rest while Mira (let it be Mira) goes on reconnaissance herself. Meanwhile, Etton, relaxing in a club (ordinary, human), got into trouble. It was attacked by two powerful bounty hunters of the Twi'lek race. To be honest, the chances of winning in a fair fight are slim. But there is an opportunity to cheat. As soon as the fight starts, immediately grab your legs and run behind the bar. The assassins' artificial intelligence is not enough to bypass the counter, and Etton will quickly shoot the defenseless girls. Tellingly, the bartender won’t even blink an eye.

Once again you play as the Exile. Mira fell into a trap intended for the Jedi - she must be saved. A Jedi with a Zaporozhye mustache will tell you about this - the same one we are looking for.

Enter the alien bar. Kreia will give the hero a breath-holding spell, so that the poisonous air will not bother you. Destroy everyone on your way. The first room will be the most difficult. The Jedi will pass through the rows of bug-eyed aliens in other rooms like a knife through butter. Whiskey is evacuated in panic, and in the VIP room you will only find terrified dancers. Ask them about where Whiskey went and exit through the door in the corner.

You are in a maze and the map is no longer working. You can easily pass it if you turn in one direction each time. When you exit, you will start the game again as Mira (the good Jedi) or Hanharra (the 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 along the mines, luring the Wookiees to them.

PAGE FOUR

The next stage is fighting the dogs. At first glance, it may seem that the song is over. In fact, winning here is also very easy. While running from the dogs, carefully search the bodies of your unlucky predecessors. Having found mines, place them and blow up the dogs on them. Gas mines work especially well. Having dealt with the dogs and picked up the key, get out to freedom. Mira/Harharr's task is to clear and loot the entire floor. I advise you to give the character an automatic carbine and, retreating in front of the Ubez hunters, fire in bursts. A very effective tactic, especially considering that the pursuers can fall behind if they turn the corner in time. However, if all else fails, you can sprint towards the tunnel. The Ubez hunters run well, 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 starring the Exile. The floor is empty, so head down to the arena. Here you will find the cunning Whiskey, who has decided to deceive his boss, Goto. Alas, alas, nothing worked out for him. But the Exile was captured by Goto, and he must be rescued.

Your next task is to make Goto, who has disguised his yacht, reveal himself. Since Goto likes to hijack Vogga the Hutt's ships, we should build a bait. Now you know why we needed the blind mechanic Tabb. He will help fake the Hawk's identification numbers so that Goto will mistake it for Vogga's ship. But we don't know the numbers. T3 will help us recognize them. He is now Vogga's property.

You control 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 control panel flatly refuses to let you through. Go back to the first droid and ask him to “neutralize” the second. Do this and they will let you through. You have a logical task ahead of you. Here is the solution: turn the middle key counterclockwise, the left one counterclockwise, the right one clockwise. In the droid's room you will get everything you need.

Get ready for battle and put on your shields: three NK-50s are against you. After death, one of them will “drop” the last part to repair your NK-47 robot. When you return from the yacht, you can immediately launch it. 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 point is that you need at least one character who is well versed in computers and explosives.

Goto took the bait, and his yacht was captured by the Hawk. You will have to run long and tediously through the interior of the ship. Download the shutdown program from the first droid and smoothly begin clearing the premises of droids. Ion mines, anti-droid spells and weapons - everything will be used.

Having found “vacuum cleaners”, download the programs. Upload them to the ship's computer. Over time, you will begin to come across access codes to elements of the computer system. There are five of them: mines, droids, automatic guns, cells and an energy system. Only the last one is important - by turning off the power, you will deprive the yacht of camouflage, and it will quickly be 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 you will download access codes to the energy system. You can clear the ship of droids using brute force (only a room with several automatic cannons is dangerous), but it is better, having discovered 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 are in the way. But nothing prevents you from switching Etton into solo mode, defusing the mines and luring the droids onto them. Also, nothing prevents you from detonating mines from afar using Jedi tricks. Make sure you have access to the energy system, and on the bridge, use the two panels to disable the cloaking. Enter the main power system and switch it to the secondary. Then go into systems management and activate the “shutdown” program.

If something doesn’t work out for you, it means you missed some room on the ship. Walk around the ship again, paying attention to the “buckets” and places where there may be access codes.

If you are lucky, on the way back to the “Hawk” you will be attacked by hired hunters who have come from nowhere. One moment the ship was empty, and now it’s on you. Only the first few tadpoles are dangerous. Two unfinished Twi'lek mercenaries will die very quickly. You can completely ignore the beetle-eyed ones.

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 mustachioed Jedi. He will teach you a new stance (if you are a good Jedi) or posthumously share magical energy (if you are a bad one)

Having settled the last matters with Fassa, the slave traders and the population of the refugee sector, hurry to the Ebony Hawk.

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

Onderon

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

Etton attempts an emergency landing on Onderon's jungle moon Dxan. If you are tormented by nostalgia for the first part of the game, you can shoot from a cannon at this time.

Etton remains to repair the ship, and we go out into the rain in search of civilization. Dxan is very easy to complete - the plot is very straightforward. Don't 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. Destroy the hired tadpoles whose ship fell right next to them, inviting them to measure their strength with Mira (if she is nearby at that moment). If you see a locked door to an underground vault, do not try to open it. Only thorium bombs will help, you will get them on Korriban.

No matter which road you take, you will eventually come across a Mandalorian post. You will be led 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 flying from Dxan to Onderon. This is very simple to do - complete several quests and return to him.

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

Here's what you need to do.

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

Right next door, the captain of the guard complains about a large animal - Zakkeg, a tank-shaped turtle. Kill the beast. This is very easy to do if you lure him into the cave - Zakkeg will get stuck and become an easy target. After taking his ear, return for your reward.

Xarga laments the missing scout named Kumus. Having found Kumus (he was engaged in explosive work, but the predators drove him up a hill and ran out of ammunition), save him. The villains will blow up the scout with his own bomb. Return for your reward. At the request of the scout, do not tell Xarga what exactly happened. If you are angry, of course, tell me.

In the jungle, the Mandalorian Kelborn worries that scouts from Onderon will get wind of the camp. You need to go through the jungle and kill all the scouts. Return to Kelborn and “turn in” the quest. While destroying the scouts, you will most likely stumble upon a second weapons depot. The door can be blown up, and inside you will find countless treasures, mines and stationary droids. They can be turned on via the main droid's control panel, detonated or hit. If you hit the droid, everyone will come to life at once and rush at you. The fight will be easy, and the XP will come in handy.

At the far end of the camp, young Mandalorians fight each other. After talking with the sergeant, enter the battle. There will be five battles in total, and they are much easier to win than the battles with the nuns of Telos. If you're having a hard time, take Kreia with you. You can't use the Force, but she can.

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

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

Onderon is a distinctly oriental style, warriors in hijabs and subtle politics. As a battle with Republican forces breaks out in orbit, the situation threatens to escalate into civil war. The Queen supports the Republic, General Vaklu wants to carry out 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 personalized or, even better, an open visa so that they can get off the planet at the first opportunity. According to the story, you will get two more visas, and your choice, as usual, depends on your desire to get light or dark Power glasses.

View the goods from the merchant, check the latest news from the holographic panel. In the corner stands a trainer trying to take the predatory bomas 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 become enraged and attack. Kill the beast.

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

In the square, several soldiers caught the journalist and accuse him of spying for the republic. Save him or invite the soldiers to spank the traitor.

There is a woman with children nearby, the wife of an enemy of the people, asking for an open visa to escape from the vigilant authorities. A businessman stands next to her; he wants to buy a visa for 2000 credits for resale. The choice is obvious, although you don’t have a visa yet (and your personal one is not suitable - it’s personal). In total there are five people in the city who want to leave the hospitable Onderon. As you progress through the story, you will get two visas, both from the still warm corpses of the bandits who attacked you. One is open, the other is personal. But it can be “cleaned up” from the hacker Kip. To do this, first find out from Bahima that Kip is a hacker.

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

If you are a general, Anda will ask you to remove three royalist captains from their posts and give you a card to access the computers. The quest is easy to complete. Bostuco can be blown up by overloading the terminal, or simply convinced to abandon his post. Riiken can also be persuaded. When you release the plot doctor from prison, Riiken, preoccupied with finding a new accused, will begin to wander the streets and become an easy target. There is nothing to do with Zhelezi at all - he is drinking in a club, and all he needs to do is threaten (or pay Panhard to threaten Zhelezi). 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 you find the Jedi Kavar who lives in the palace. He has been arrested on charges of murdering Captain Sullio, and you need to convince the authorities that he is innocent. Enter the club (there are pazaaks and races that cannot be won). First, talk to Panhar and find out why Dagon had to kill Sullio. Then have a conversation with Nikko, who suffers from diathesis, and find out that Dagon and Sullio were friends. Find out where the body was found,” the Mandalorian will intervene and suggest conducting an investigative experiment.

Next to a pool of blood... yes, another battle with hired killers. Very good, since one of them has a visa with him. When the robber begins to quarrel with Mira, abruptly cut him off. Examine the pile of garbage and the droid. Yeah, the droid is missing its head. Return to Nikko and Panhard. The head could have been stolen by homeless people to be sold for scrap metal. Who sells scrap metal here? A broken droid in the square nearby. If you want, repair it - he will thank you. He will sell the missing head anyway.

Hacker Kip is able to decipher what the droid saw before he died. The shooter was firing not from the direction of the doctor's house, but from the direction of the merchants' quarter. Disarming evidence of innocence, to be sure. Tell Nikko about this, and together you will convince Captain Riiken to let the doctor go.

The doctor is free and happy. How about meeting a Jedi? But it’s not enough for the impudent guy 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. Bandits live in the club, and an open visa is discovered on the chieftain's corpse! Only after receiving the disks does the doctor organize a meeting with the Jedi at the club. Do your business and fight your way back to the shuttle.

And 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 behind in the camp and load onto the Ebon Hawk. While Kelborn deals with the suddenly unsafe Onderon, we visit Korriban.

Korriban

Planet? Just kidding... A stub from the planet. Here are the Sith tombs already familiar to us from the first part of the game. You can’t enter them, the maximum you can do is go to the entrance and listen to Kreia’s comments. Here are the corpses. If you loot such a corpse, several crocodiles will respawn nearby and try to eat you. "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 the dark wisdom. Bats and angry hungry sheep live here. Ceramic eggs store valuables, and at the end of the cave a tomb awaits you, which only the main character can enter, and only if he gains enough levels. The developers wanted to remind us of Yoda's famous cave from the film, where Mike Hammill managed to kill himself in the fifth episode. Light Jedi do not recover Force points in the cave, so be careful.

Inside you will be greeted by bats (very strong and dangerous) and visions from the past. Here, young and still possessing a lower jaw, Malak seduces the Jedi to go and fight the Mandalorians. The sooner you attack him, the easier the fight will be. As soon as Malak “dies”, all troubles will be blown away by the wind. Let's move on, especially since we can't go back.

But the soldiers subordinate to you complain that they are being thrown into a suicidal attack on the Mandalorians. It is not difficult to guess that you are faced with a moral dilemma. The good ones will help defuse the minefield, the evil ones will simply send soldiers to attack. If you want, help “your” ghosts defeat the Mandalorians.

Here lies a dead Jedi. Loot the corpse and kill the crocodiles that came running at the sounds of looting. Now attention: loot the corpse again and kill the crocodiles again. And again and again. Before you is a source of endless XP. Enjoy.

And here is Revan himself. Knock him/her without further ado, listen to the voices in your head (Creia) and go through the door back into the cave.

In the Sith Academy you will find fights with the inhabitants. The first signs of the rapid finale of the game. Go around the academy according to the labyrinth rule, not paying attention to the stone-faced one. Behind the nozzles with poisonous gas are two locked doors. To open them, you need to find the information panel in the living quarters. Note that one of the locked chests contains thorium charges - they can be used to open the third locked door here and the underground bunker on Dxana.

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

  • There is no grave of Freedon Nadd on Korriban.
  • The number of ritual participants is twenty.
  • The most inappropriate pet for a Sith is the zizka (remember those?).
  • The statement “I always lie” is not a paradox.
  • The path to broken chains is passion, strength, power, victory (passion - stength - power - victory).

One of the doors is open - the training door. Open the cages and kill all the hungry animals. Because you did not meet the specified time, you were assigned an outfit out of turn. Go to the punishment room (the second locked door will open). Yeah, we won't be able to 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 Zeon, aka the stone-faced one, woke up and decided to kill our team. Focus fire and laser sword attacks on him. As soon as you take off half your health, Kreia will intervene and save everyone.

There is nothing else for you to do on Korriban. A message has arrived 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 built a base on Dxan, right under the noses of the Mandalorians. Three of the Hawk's team will go to fight the Sith, and the main character will fly to Onderon to help the queen (or general).

For a fight with the Sith, it is better to choose good fighters and definitely 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? Clear the cave, turn off or destroy the alarm. Carefully storm the base, luring out enemies one by one. There is nothing complicated here.

Once inside the base, move forward. You are in the tomb of Freedon Nadd. Turn left. Kill everyone, repair the medic droid (it will help a lot later!). The solution to the problem at the ancient terminal is “C”.

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

The doors to the main hall will open. Kill everyone, turn left and start fighting with the Sith trainers. Just some kind of circus. Open the locked door, use the island of dark energy and return to the large hall. Behind the doors, kill all the Jedi, and especially the three Sith Masters. The fight is already easy, but with a medic droid on your team it’s even more so. As usual, steal the sword from Freedon Nadd's mummy and return to the Mandalorian.

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

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

You are in the palace. At this point in the game, another bug appeared: scenes with dialogues began to scroll through 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, Siths, warriors pretending to be harmless battle droids. Find Kipha, who went over to the general's side, talk to him and release Riiken (or whoever ended up there) from the cage. Solving the puzzle in the warehouse: 66, 45, 39.

The animal breaking through the protective wall suddenly went berserk. We are lucky to have rabid 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 either Kavar and the queen or Vaklu. Decide what to do with the defeated general. Kavar (if you're on the queen's side) will teach you a new fighting stance.

And you are on Dxan again. Fly to Dantooine, where all the surviving Jedi have gathered. The finale is approaching.

There's not much to say. The Jedi repaired the enclave and gathered there. They will tell the Exile why he is so dangerous (because he is a leader), and will complain that they did not cut him off from the Force in due time.

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

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

After talking with Visas or the librarian (“Are you giving up...” - “Yes, I’m not giving up!”) we fly to Telos.

Our fair-haired nun will fight the entire monastery without our participation and win. But Abbess Atris is not so simple. It is difficult to damage her, and running from the angry abbess around the small hall is inconvenient. Heal yourself and use protective fields. After the abbess’s dishonest reception, our Exile will stand up for the nun. He can easily rid the Sith-serving abbess of her extra limbs. Twice.

Before his death, as is customary here, Atris will give a pathetic speech. It turns out that the Sith base is located on Malachor 5. So, we are on our way there. Calm down the agitated nun and fly... to Telos.

The Sith, on Kreia's orders, storm the orbital base. The solution is simple: kill them all. Just move along familiar corridors and destroy everything that has to do with the dark side of the Force. Dialogues with commanders and wounded soldiers have no meaning. When you fight through the entertainment module, the Mandalorian will offer you to blow up the Sith flagship. Before agreeing, make sure to kill all the Sith in the area.

The task is simple: you need to plant explosives in four key places on the ship so that the ship explodes. Why do this if you can calmly clear it from Lord Nichevok and his minions 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 every time - this way you won't miss anything. Once you get into the rocket workshop, remember the location. If you want, immediately go to the bridge and deal with Nichevok - the same master in the mask and with terrible diction. It's not easy to defeat him, but Very Just. One-two-three, pile on! Ready. Curious Visas will take off the mask and see who is hiding under it. However, she won't 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. Set it up in the designated 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 not even clear why he spent so much time fiddling with his padawans, developing them, giving them good weapons and modified armor... In order to go out to the last battle alone?

Avoiding places with a green glow, carefully destroy all the monsters in two places (Malachor and Malachor Depths). Once locked up with a monster, defeat it with brute force or run around with mines. Don't go out onto the bridge to the Sith Academy until you find the entrances to the four crashed ships.

Did you find all four? Come in. Oops, a lot of Sith assassins came out of the fog. However, why do they not rush into battle, but kneel? Mystery...

Now your task is to defeat your opponent, playing as Mira or Hanharr. Playing as Mira, run in circles and shoot. If you're playing Hanharr, go up and kill Mira with a few hits.

Who now? A small Christmas ball, Bao-Dur's assistant. The goal is to get into all four crashed ships and activate the reactors to blow up the asteroid. No battles - just fly and turn it on. We turn it 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 empty boxes of rooms representing the Sith Academy and carefully cut out the entire population. It's not so much difficult as it is long and disgusting. To heal after each room, knowing that there are still a dozen or two ahead, to run out of the battle around the corner to catch your breath...

Room, corridor, room. Sith, assassins, Jedi, masters, guns, droids and endless flashing of swords. When I finally saw the half-dead Zeon, 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 Zeon will tell why he so wants to kill Kreia and, for that matter, the Exile. He will tell you. It will sound like this: “I’m evil! Wow, how angry I am! I am an invincible villain. I’ll kill everyone and be left alone.”

The Curse of Zeon will reduce your fighting abilities. But it doesn't matter since the fight Very easy. Mainly because you can hide behind a pillar at any time. Yes, that’s right - run behind the column. Zeon will lose sight of you and stand there swinging his sword. Catch your breath, restore your strength, heal - and go back to battle.

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

When the convinced Zeon finally glues the stone fins together, you can clear out the rest of the academy (what fun) or go to meet the final boss.

- And you, Kreia?

- And I, Exile.

“I didn’t expect it, Kreia.”

- Surprise!

- And, actually, why do we have to fight?

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

- Well, I remember.

- And I am a Sith. And you, it turns out, are my Padawan. And we, the Sith, have this tradition: the student 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 recommend stocking up on mines from the very beginning of the game. Very helpful. Turn on the energy shield and hit 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 it and summon three laser swords to help. Here it would be nice to run around so that the swords and Kreia are separated and they can be defeated separately. Before her death, Kreia will give a long speech in which she will tell you what the future holds for you and your companions.

“Ebon Hawk” flies to distant galaxies, which means that you have completed the game.

Congratulations.

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