I finally finished this game and I have a few questions.
One, I never played Knights of the Republic I, did I miss anything?
Two, Near the end, the little remote went around an powered up the shadow maker thingie, then the remote that Goto gave me, (which I didn’t really want) shows up and threatens the remote and says it is going to wait till I get there. Then after my big final battle, I never go there, I just get on the magically fixed Ebon Hawk and take off, then the planet does something and the credits roll.
I’m about to finish my eighth run through the game, so if anyone has questions I can probably answer.
The ending didn’t make sense because it was rushed. LucasArts forced Obsidian to push the game through within a year. When you consider how much work they got done, it doesn’t end up looking like such a bad game.
And people have been digging in the game’s resource files. The original ending they had planned was really pretty amazing stuff - they even had the script finished, and the speech recorded. Most of us think the designers left that in there as a big fuck you to LucasArts.
You missed a superior game by not playing KotOR1, frankly. I played through KotOR2 once, went “WTF?” at the ending, and haven’t played since. KotOR1, for a game cited as having little replay value, found me replaying it several times. I even pulled it out again last night. Better character interaction, better plot, lots better ending.
Just a hint, though - you might want to go for a tough character your first time through, or the end battle might be too difficult for you.
I’ve had fun trying to stay at level 2 until beginning Jedi training - you get lots more Jedi powers/feats then. Tricky, but doable, depending on how you play through Taris.
KOTOR2 is clearly a set-up for a third game (what, a Star Wars title that isn’t a trilogy?). The ending was rushed, and it feels like it was rushed, but I think it can be redeemed with a third game. Playing it before playing the first one is probably very confusing, as you probably didn’t understand the Carth/Bastilla cameo at the end, nor nearly anything regarding Revan.
To clarify the ending in as simple a way as possible, your character is headed out into deep space to find Revan - either to track down and kill/redeem, or to track down and learn from.
Why do you get to keep your Force powers? Aren’t you a huge sucking hole in the Force that Kreia intended would destroy the Force itself if you continued to exist with those powers intact?
Where’s the earth-shattering kaboom? Er, I mean, WTF happened with that whole running-around-turning-things-on bit on Malachor V? You turn stuff on as the remote, then G0T0 comes in and… nothing happens when you leave?
You clearly see the Ebon Hawk fall into a chasm… then you fly off on the undamaged ship when you leave.
Do you just abandon your teammates on this destroyed world that was probably supposed to blow up (except it didn’t)? You get the “and this is what comes after” pre-cap from Kreia, which hints at you not seeing those people again. I’d think that at least if you were Light Side, you’d give them a ride out of there before going off into the Great Unknown.
For me Kirea tells me that my friends are the lost Jedi and I’m going to train them.
Except that Hunter babe is out fighting the wookie and the ship is all banged to heck and could I have saved myself a lot of trouble if I never gave Kirea a light saber? What if I equipped her with a stick? Could I have kicked her ass any easier?
Hah, I never tried giving her a crummy weapon. Maybe I should have.
Did you convert any of your friends to Jedi during the game? I ended up Jedi-fying Bao-Dur, Atton, Mira, and Disciple, and during her talk, Kreia said that Disciple would end up teaching new Jedi. (I think. I haven’t replayed it since I finished it in February.) I also played a female character, which can change your influence over certain characters - for instance, I’m not sure male characters even get Disciple. I know females don’t get Handmaiden.
:smack: I forgot to add, in my game I remember fighting the wookie with Mira (the hunter) on the end planet, and I think I refused to kill him, then left… presumably looking for my main character.
Maybe I missed something in Kreia’s ramblings, but I got the impression from her that because she was telling you their futures, you wouldn’t be seeing them. It was worded in past tense, but they aren’t dead.
I don’t think I ‘converted’ anyone. I did gain ‘influence’ over each character. I played a female/light side character. (Jude Grail) Visa was pretty light sided by the end.
You’d know if you did convert them - they talk about being able to feel the Force, change class to Jedi, can wield a lightsaber, etc. I went female/Light as well. Part of it is that you need to talk to your companions, the more the better. Click to initiate conversation, and you can ask about their past and stuff. The only one this doesn’t work on as well - i.e., only in a few instances do you actually get new conversation options - is Atton Rand.
This is true in KotOR1 as well, though in some instances there they will “prompt” you to converse, early on, as a way of letting you know it’s an option. (You get a message saying something like “So-and-so seems to want to say something to you” and the option to prompt a conversation or ignore it.) After that you typically have to check up on them to learn more. I forget if you get this prompting in KotOR2 or not.
Females get Disciple, and males get Handmaiden. And if no one’s tried to Sithify Bao-Dur yet, you’re missing out.
Zebra, the influence you gain on a character (sometimes by dialogue, sometimes by the things they see you do) will anchor your alignment with theirs. Certain feats help with this, but for best results, try to please your teammates. You get all kinds of perks from high influence. Stat bonuses, funny dialogue, even Force-Vision™.
A game with a complete story and fewer loose ends. KOTOR 1 was the superior game and if you enjoyed 2 you should certainly look into purchasing it. I thought the influence system in 2 was a great idea but instead of making me look forward to conversations it just made me dread them.
For whatever reason the game we got was incomplete. Who knows? You might be able to find spoilers elsewhere that descibe what was suppose to happen.
You are almost all the way to either light or dark mastery
When you reach this point, talk to Kreia and she should say something about “gaining more power”. Follow the conversation line to get your class.
The infinite Hriss spawn point, among other things. There’s an artifact that you can only use if you are dark sided. There are also a few cutscenes. I don’t think there is anything really essential back there but you do get more of the backstory of both the Exile and Kreia.
Off on a tangent; how do you go about Jedifying/Sithifying Bao-Dur? Even with a fairly high level of influence on him, I’ve never got anywhere along those lines with him … found myself writing him off as a boring conversationalist, in fact.
(Playing through it for about the fourth time, now, but the first as a Dark Side type. I note that falling to the Dark Side plays Old Harry with your complexion And Atton’s, I see … any more five o’clock shadow on him, and I think he’ll make a perfectly good Sith … )
And Bao-Dur’s facial tattoos darken as he turns DS.
To convert Bao-Dur, you have to keep him in your party pretty much all through Nar Shadaa. Let him see you heal the sick man in the Refugee Sector, let him help you protect the guy from the Exchange thugs. Repair the broken landspeeder by the mercenaries, and he’ll help fix it after you’re done. Thank him for it.
In other words, be nice. Keep talking to him.
What sucks about Bao-Dur as a Jedi, though, is that he can’t wear Jedi robes or non-Force restrictive armor, so you can’t use Force Lightning or anything.