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KotOR Manual

A very small percentage of people may possibly experience a seizure when exposed to certain light patterns, flashing lights or other visual images. IMMEDIATELY STOP PLAYING AND CONSULT A DOCTOR. Children and teenagers are reportedly more likely than adults to experience seizures from viewing computer software games.
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0% found this document useful (0 votes)
302 views36 pages

KotOR Manual

A very small percentage of people may possibly experience a seizure when exposed to certain light patterns, flashing lights or other visual images. IMMEDIATELY STOP PLAYING AND CONSULT A DOCTOR. Children and teenagers are reportedly more likely than adults to experience seizures from viewing computer software games.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 36

WARNING: PLEASE READ BEFORE

INSTALLING OR USING THE SOFTWARE


PHOTOSENSITIVE SEIZURES
A very small percentage of people may possibly
experience a seizure when exposed to certain light
patterns, flashing lights or other visual images that appear in
computer software games. If you, or anyone in your family,
have an epileptic condition, consult your physician before
installing or using the software. Even people who have no history
of seizures or epilepsy may have an undiagnosed condition that can
possibly cause a seizure while viewing a computer software game.
Reported seizures may have a variety of symptoms, including
lightheadedness, altered vision, eye or face twitching, nausea,
headaches, jerking or shaking of arms and legs, disorientation,
confusion or any involuntary movement
or convulsion.
If you experience any
of these symptoms,
IMMEDIATELY STOP
PLAYING AND CONSULT
A DOCTOR. Parents or
guardians should watch
for or ask their children
if they are having any of
the above symptoms
children and teenagers
are reportedly more
likely than adults to
experience seizures
from viewing computer
software games.
SAFETY WARNING
Introduction.........................................................2
Installation...........................................................3
Default Controls..................................................4
Keyboard Map....................................................6
Main Menu..........................................................8
Game Screen......................................................9
In-Game Menus..................................................11
Character Generation........................................20
Rules ....................................................................28
Playing the Game...............................................29
Mini Games.........................................................34
Dialog...................................................................38
Advancing Levels...............................................39
J edi Classes.............................................39
Force Powers......................................................40
Equipment............................................................45
States...................................................................48
Appendices ........................................................52
How to Contact LucasArts ...............................66
Credits..................................................................68
Software License and Limited Warranty.......72
PUBLIC ACCESS
AVAILABLE>
VISUAL/VERBAL
COMMANDS ENABLED>
READY FOR INQUIRY>
CONTENTS
KOTOR_PC_MAN.qxp 10/22/03 10:29 AM Page 1
A LONG TIME AGO IN A GALAXY FAR,
FAR AWAY....
Four thousand years before the rise of the Galactic
Empire, the Republic verges on collapse. DARTH
MALAK, last surviving apprentice of the Dark Lord Revan,
has unleashed an invincible Sith armada upon an
unsuspecting galaxy.
Crushing all resistance, Malaks war of conquest has left the
J edi Order scattered and vulnerable as countless Knights fall in
battle, and many more swear allegiance to the new Sith Master.
In the skies above the Outer Rim world of Taris, a J edi battle fleet
engages the forces of Darth Malak in a desperate effort to halt the
Sith's galactic domination.
INTRODUCTION
0
2
1. Close all running programs, including any virus
scanners. Some virus scanners can interfere with
the installation of some games. If you are concerned
about shutting down your virus scanner, scan the CD
first, then turn off the scanner.
2. Insert the Star Wars: Knights of the Old RepublicCD 1
into your CD-ROM drive. Press the Install button on the Autorun
program to begin installation. If the Autorun screen does not
automatically appear after inserting the Star Wars: Knights of the
Old RepublicCD 1 into your CD-ROM drive then follow these steps:
2a. Double-click on the My Computer icon on the desktop or
access My Computer from the Start Menu.
2b. Double-click the CD-ROM icon representing the Star Wars:
Knights of the Old RepublicCD 1.
2c. Double-click on the Setup.exe icon to launch the installer.
3. Follow the onscreen instructions to install the game.
4. After installing the game, you will be offered the choice to view
the readme or play the game. The readme is a text file which lists
additions and changes to the manual since printing.
5. The installer will prompt you to install DirectX 9.0b if you do not
have it installed. If you install DirectX 9.0b, you will have to restart
your computer to complete the installation of DirectX.
6. If you have shut down your virus scanner, please restart it.
INSTALLATION
0
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LEADER COMMANDS
Cancel Combat F
Change Leader TAB
Solo Mode V
Stealth Mode G
Flourish Weapon X
GAME PLAY
Show Tool Tips T
Game Menu ESC
Quick Save F4
Quick Load F5
MINI-GAME COMMANDS
Move Up W
Move Down S
Move Left A
Move Right D
Shift Gears or Fire Turret SPACEBAR or ENTER
or MOUSE 1 Button
Pause Mini-Game PAUSE/BREAKor P
0
5
CHARACTER AND CAMERA MOVEMENT
Move Forward W
Move Backward S
Move Left Z
Move Right C
Rotate Camera Left A
Rotate Camera Right D
Toggle Free Look CAPS LOCK
Look About Hold CTRL or
MOUSE 2 Button
INTERACTING WITH THE ENVIRONMENT
Pause SPACEBARor
PAUSE/BREAK
Cycle Targets to the Left Q
Cycle Targets to the Right E
Select Object MOUSE 1 Button
Default Action on Target Ror MOUSE 1Button
TARGET ACTION MENU HOT KEYS
Use Leftmost Action 1
Use Center Action 2
Use Rightmost Action 3
ACTION MENU HOT KEYS
Use Current Friendly Force Power 4
Use Current Medical / Repair Item 5
Use Current Miscellaneous Item 6
Use Current Mine 7
QUICK MENU SCREEN ACCESS
Messages and Feedback J
Map and Party Management M
Quests L
Skills / Feats / Force Powers K
Options O
Player Record Sheet P
Party Inventory I
Equip Character U
DEFAULT CONTROLS
0
4
KOTOR_PC_MAN.qxp 10/9/03 5:35 PM Page 5
0
7
KEYBOARD MAP
0
6
ESC
Tab q w e r t y u i
Space Alt Windows Ctrl (HOLD)
Shift z x c v b n m
j h g f d s a Caps Lock
1 2 3 5 6 7 8
F1 F2 F3 F4 F5 F6 F7
NORMAL KEYPRESS
GAME
MENU
QUICK
SAVE
QUICK
LOAD
USE LEFT-
MOST
ACTION
USE
CENTER
ACTION
USE RIGHT-
MOST
ACTION
USE
CURRENT
FRIENDLY
FORCE PWR
USE
CURRENT
MEDICAL
USE
CURRENT
MISC
USE
CURRENT
MINE
DEFAULT
ACTION ON
TARGET
CYCLE
TARGETS
LEFT
MOVE
FORWARD
CYCLE
TARGETS
RIGHT
SHOW
TOOL
TIPS
CHANGE LEADER
ROTATE
CAMERA
RIGHT
CANCEL
COMBAT
STEALTH
MODE
MESSAGES
AND
FEEDBACK
TOGGLE FREE LOOK
PAUSE/
SHIFT GEARS OR FIRE TURRET
LOOK ABOUT
MOVE
BACKWARD
MOVE
LEFT
FLOURISH
WEAPON
ROTATE
CAMERA
LEFT
MOVE
RIGHT
SOLO
MODE
MAP &
PARTY
MANAGE-
MENT
PARTY
INVENTORY
EQUIP
CHARACTER
4
o p [ ] \ Delete End Page Dn
Up
Left Down Right Ctrl (HOLD) Click Windows Alt
MOUSE 1 Button MOUSE 2 Button
Num Lock / *
7 8 9 +
4 5 6
1 2 3
0
Enter
.
-
, .
/ Shift
Return ' ; l k
9 0 - = Backspace Insert Home Page Up
F8 F9 F10 F11 F12
Print Scroll Pause
MOUSE
QUICK
SAVE
SKILLS/
FEATS/
FORCE PWR
LOOK ABOUT
PLAYER
RECORD
SHEET/
PAUSE MINI
GAME
OPTIONS
QUESTS
SELECT OBJECT
DEFAULT ACTION
ON TARGET
SHIFT GEARS
OR FIRE TURRET
LOOK ABOUT
PAUSE/
PAUSE
MINI GAME
SHIFT
GEARS
OR
FIRE
TURRET
KOTOR_PC_MAN.qxp 10/9/03 5:34 PM Page 7
NEW GAME
Starts a new game of Star Wars: Knights of the Old Republic.
LOAD GAME
Loads a previously saved game. Click on the appropriate file, then
click Load to start from that saved game.
MOVIES
Watch movies seen while playing the game. Click on a movie to
view it.
OPTIONS
Adjust sound, controls, and other preferences. See Optionson
page 19.
NOTE: Star Wars: Knights of the Old Republicsupports Creative's
EAX ADVANCED HD Environmental Audio technology to accurately
simulate sonic effects such as Multi-Environment, Environmental
Panning, occlusion, obstruction, and advanced reverberation
in real time.
QUIT
Left click on QUITto exit the game and return to
the desktop.
MAIN MENU
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8
1. ACTION MENU
This is how you access your characters items and friendly Force
powers. You can activate one of them by clicking on them, or by
pressing one of the Action menu hot keys. You can also change the
indicated icon by clicking the arrows above and below it.
2. TARGET ACTION MENU
When a door, mine, container, friendly character, or enemy is
selected in the world a Target Action menu will appear above the
object showing its name and vitality bar if applicable. A blue target
box indicates friendly creatures, as well as objects or doors. A red
target box indicates a hostile creature. There are two types of
menus that can appear over a selected target:
a. Targeted Hostile: This is how you access your characters
feats, items, and Force powers that are directed against an enemy.
You can activate one of them by clicking on them, or by pressing one
of the Action menu hot keys. You can also change the indicated icon
by clicking the arrows above and below it. Clicking on the enemy
without using the menu options will do a default attack.
b. Targeted Object: Some objects in the world will have
their own context sensitive menus such as mines, doors,
containers and friendly characters. The choices on
these types of objects are limited to Open, Security or
Bash for doors; Disarm or Recover for mines and
Start Conversation for friendly characters.
GAME SCREEN
0
9
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2
5
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Press the hot keys or the menu icons during your
adventure to access the various in-game menus.
Move the mouse over the icons at the bottom of the
screen and left click to go directly to that menu.
1. Vitality: The amount of health the character has
(Current / Maximum).
2. Defense Rating: The characters current defense rating.
3. Attack Bonus/Left and Right (Main) Hands:
The attack bonus for each hand.
4. Damage/Left and Right (Main) Hands: The damage
caused by the weapon equipped in each hand.
5. Available Equipment: Equipment that can be used in the
highlighted slot.
6. Armor and Weapons Slots: Characters can equip
various armor, weapons or items in each of these slots. Each slot
displays the currently selected armor, weapon or item.
Clicking a slot will open a menu where you can select
something different to equip.
IN-GAME MENUS
1
1
3. CHARACTER PORTRAITS
There is one portrait for each member of your
current party. The large portrait is the party leader
(the one youre currently controlling). To control a
different party member, click their portrait. Click the
party leaders portrait to go to the equip screen for that
character. If your character is ready to level-up, a yellow L
will flash over the portrait, and clicking on the portrait while
they are the party leader will take you to the level-up screen.
4. MINI-MAP
A small map that shows your immediate surroundings and the
cameras orientation.
5. MENU BUTTONS
You can use these menu buttons to go straight to particular
menu screens.
6. COMBAT QUEUE
When you enter combat, this indicator will display the combat
actions youve chosen for that character. Clicking the queue will
remove actions from it.
7. MODE BUTTONS
These three buttons allow the player to make changes to specific
states in the game world that can be toggled on and off.
a. Pause: This button will pause the game. The game will remain
paused until the player presses this button again.
b. Solo Mode: This button allows the currently controlled
character to move about in the world without having the party
NPCs following. Solo mode will remain active until the character
clicks on this button again.
c. Stealth Mode: Allows characters to enter Stealth mode
if they have spent points to gain ranks in the skill. Note that
activating Stealth mode automatically activates Solo
mode as well. The character will remain in Stealth
mode until they attack an enemy, turn off Solo mode
or turn off Stealth mode.
1
0
1
2
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4
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PARTY INVENTORY
The Party Inventory screen shows everything your
party is carrying that is not currently equipped by a
character or otherwise in use. Any character in the
party can use items from this Inventory screen, as long as
the character is not restricted from using them.
Filtering items: Click on the FILTERbutton (1) to toggle the
Inventory list filters so it only lists the quest items, the useable items,
the equipable items, the utility items or the new items.
Using Items: There are several ways to use items in the game.
Items can be used off of the Action menu on the main game screen,
or they can be used on the Inventory screen by selecting them and
left clicking. The item will be used when the game is resumed.
Reading Items: To read a description about a certain item,
including its use and other statistics, move the cursor over the
item to highlight it. Left click on the scroll bars to scroll the
text description UP or DOWN.
1
3
EQUIPMENT
Any equipment in a characters inventory that
will work in a particular slot is displayed on the
right-hand side of the screen. To equip an item in a
slot, highlight the slot location using the mouse or
keyboard, and then left click to confirm. Next, highlight
the item and click on it to read the item description. Then
click OKto equip it.
NOTE: Equipment is restricted to a specific location on a
characters body. Also, droids and humanoids have slightly
different equipment slots.
1
2
F. Special Weapon/Right Arm
G. Left Weapon
H. Shield/Belt
I. Right Weapon
A B C
D E F
G H I
Here are the various slot locations on
each character:
A. Utility/Implant
B. Sensor/Head
C. Utility/Hands
D. Special Weapon/Left Arm
E. Plating/Body
1
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SCRIPTS
Set up simple commands for party members when
theyre not under direct control. Left click on the
SCRIPTS button while viewing a character sheet to
assign one of the following actions:
Default Attack: Characters will attack the nearest
enemy using their equipped weapon. They will use feats, Force
powers and occasionally medpacs. This is the most balanced
combat action.
Grenadier: Characters will use grenades in combat when
appropriate. If party members are in danger of being caught within
the blast radius, or if there is only one target, a grenade will not be
used. Otherwise, the character will follow the Default Attack action.
Jedi Support: Characters will use Force powers until they
have no Force points remaining. When all Force points have been
depleted, the character will follow the Default Attack action.
1
5
CHARACTER INFO
1. Character Name
2. Character Class(es) and Current Level
3. Vitality Points: The characters current and maximum
vitality points.
4. Force Points: The characters current and maximum
number of Force points.
5. Attributes: The current scores for each key attribute.
6. Experience: The characters current experience point (XP)
total and the number of experience points needed to achieve the
next level.
7. Light and Dark Side Meter: The background color, as
well as the characters facial expression and stance, shows where
that character sits on the spectrum of good and evil. All of the
actions that the character makes throughout the game will have a
subtle effect on that characters alignment to the light and dark side
of the Force. Those characters who achieve mastery over the
dark or light side of the Force will gain special abilities unique
to their alignment and class.
8. Character States: During gameplay both
harmful and beneficial effects can be applied
to your character. Go to page 48 for more
information on each States icon.
1
4
7
1 2
3
4
5
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KOTOR_PC_MAN.qxp 10/9/03 2:54 PM Page 15
MAP/PARTY MANAGEMENT
The Map screen shows your location on the current level. Important
locations are marked with map nodes. As you explore more of the
area, more of the map will be revealed.
Party Management: From the Map
screen, click on Party Selection(1) to
enter the Party Management screen.
Highlight the character and left-click the
ADDbutton to add them to the party.
Highlight and left click on DONEto confirm
selections and return to the Map menu.
NOTE: There are only two additional
slots for party members. Completing
some missions may require certain party members to possess
certain skills, so balance the party carefully.
Returning to the Ebon Hawk or Home Base:
To instantly return to the Ebon Hawk or a particular home base,
click on Transit (2).
NOTE: Returning to the Ebon Hawk can only be used when
the party is in a safe situation. This option cannot be
used during combat, and in some areas of the game
this option is completely disabled.
1
7
ABILITIES
1. Description Window: Contains the detailed information for
the currently highlighted skill, feat or Force power.
2. Skill Rank: The selected characters current rank in that skill.
3. Bonus: The applied bonus for that particular skill.
4. Force Powers Menu: This is only available to characters
in one of the three J edi classes. The description of the Force power
is displayed here.
5. Feats Menu: Some feats may require that another feat be
obtained as a prerequisite.
6. Related Attribute: The key attribute for that skill. Raising
this attribute may help the related skill.
1
6
1
2 3 4
5
6
1
2
KOTOR_PC_MAN.qxp 10/9/03 2:54 PM Page 17
OPTIONS
Highlight and select any of the following options
using the mouse or keyboard.
Load Game: Load any previously saved
game. Use the mouse to highlight a previously
saved game and click to load it.
Save Game: Save a game in progress. Use
the mouse to highlight an empty slot or to select
a previously saved game and overwrite the
existing data.
To delete a previously saved game, highlight the
game data and then click the DELETE button.
Remember, deleting a previously saved game
is permanentbe careful when deleting
saved games.
Gameplay: Adjust various gameplay options,
including the difficulty level.
Feedback: Turn the various onscreen Feedback
options on/off.
1
9
QUESTS
Active Quests: This screen shows a quick summary of all of
the currently active quests. Use the mouse to highlight each of the
active quests and view its current information. Left click on the
TEXT button (1) to sort the quests by NAME, ORDER RECEIVED,
PRIORITYor PLANET.
Quest Items: This option displays quest-related items that have
been collected. These items are linked directly to plot events and
cannot be sold in normal stores.
Completed Quests: When selecting this option, it contains
a list of all of the quests that have been completed and general
information about each one.
MESSAGES
The Messages screen
will keep a log of the most recent
critical information for the current
area. When entering a new
load point, this information is
discarded, and will begin again
in the new area. Left click on
ShowFeedbackto see the
current Rules System feedback.
1
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1
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CHARACTER PORTRAIT
Left click on the directional arrows to cycle through
the portrait list. When an appropriate appearance has
been chosen, click Acceptto continue.
2
1
CHARACTER CLASSES
There are three initial character classes to choose from at the
beginning of the game, each with male and female versions.
NOTE: J edi character classes are not available at character
creation, but become available as a character progresses within
the game. See J edi Classes, page 39, for more information.
Scoundrel: Scoundrels survive through wit and guile, traits that
sometimes place them on the wrong side of the law. Intelligence,
Dexterity and Charisma are the trademarks of a scoundrel.
Basic Class Attributes:6 vitality / level, fast skill progression, slow
feat progression.
Scout: Scouts are explorers, trained to understand their
surroundings and how to survive in them. Dexterity, Intelligence
and Wisdom are the most important abilities of a scout.
Basic Class Attributes:8 vitality / level, average skill progression,
average feat progression.
Soldier: Soldiers are masters of combat in all its forms,
believing that the best way to survive a fight is to win it.
Dexterity, Constitution and Strength are key to an
effective soldier.
Basic Class Attributes:10 vitality / level, slow
skill progression, fast feat progression.
CHARACTER GENERATION
2
0
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SKILLS
Skills primarily relate to non-combat situations, and
in some cases will allow the party to avoid combat
altogether. Each skill relies on a particular attribute.
Computer Use: Related to Intelligence. Used with computer
spikes to access computer terminals. Harder tasks require more
spikes. This skill reduces the number of spikes needed by 1 for every
4 points total.
Demolitions: Related to Intelligence. Used to set or disable mines
of low (DC15 to set), medium (DC20 to set), or high difficulty (DC25 to
set). Disarming adds +5 to the DC. Recovery adds +10. Cannot be
used untrained.
Stealth: Related to Dexterity. Enables the use of stealth field
generators and Stealth mode (see page 31). Combat cancels
Stealth mode. Cannot be used untrained.
Awareness: Related to Wisdom. Helps spot hidden objects.
This skill is checked against an enemys Stealth skill or the
DC of a mine. If successful, the enemy or object
becomes visible. Awareness is always active, but
running imparts a -5 penalty.
2
3
ATTRIBUTES
Strength (Str): Represents physical power. A high Strength
adds modifiers to melee damage and chance to hit, which is
important for characters who use close-combat weapons
(vibroblades, lightsabers).
Dexterity (Dex): Represents agility and reflexes. A high
Dexterity adds modifiers to ranged attack rolls (blasters) and
increases a characters Defense rating, making them harder to hit.
Constitution (Con): Represents health and resiliency. A high
Constitution adds modifiers to the vitality points gained at each
level up. This is important for everyone, but essential for soldiers
and J edi guardians.
Wisdom (Wis): Represents willpower and perception. A high
Wisdom adds modifiers to J edi Force points and Force power
saving throws. The Force powers of a J edi with high Wisdom are
also much harder to resist.
Intelligence (Int): Represents knowledge and reasoning.
A high Intelligence adds modifiers to the number of points a
character has to spend on essential skills.
Charisma (Cha): Represents personality and the
ability to lead. A high Charisma adds modifiers to
Force-related feats and powers that are very
important to all the J edi classes. It is also
central to any persuasive talker.
2
2
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FEATS
Feats are primarily combat-focused abilities that allow a character
to use specific weapons, armor or items. They can also grant
special attacks or give bonuses to skills and abilities. Characters
are given certain feats during character creation, depending on
class. As characters increase in level, they will gain new feats.
The following lists the basic Feat Progression Trees available to all
characters throughout the game. To select a feat, highlight it by
clicking on its icon and then left-click the ADD FEATbutton.
NOTE: You must select the lower-level feats in the tree before you
can progress to the higher-level feats in the tree.
PASSIVE COMBAT FEATS
Once selected, these feats are always active. They allow the
character to use specific armor, weapons or items; or grant special
bonuses during combat.
Armor Proficiency, Light:Character can wear light armor.
Progression Tree:Armor Proficiency, Medium;
Armor Proficiency, Heavy
Weapon Proficiency:There are several versions of this feat, one for
each weapon type in the game. A character cannot use a weapon
type if they do not have proficiency in it. As characters
progress through the feat tree they gain bonuses with the
selected weapon type.
Weapon Types: Melee, Blaster, Blaster Rifle,
Heavy Weapons, Lightsaber
Progression Tree:Weapon Focus,
Weapon Specialization
2
5
Persuade: Related to Charisma. Persuade
dialogue options use friendly coercion to press for
sensitive information or avoid conflict. Higher skill
allows for more extreme requests. Only available to the
main player-created character.
Repair: Related to Intelligence. Used with disposable parts
to fix disabled droids. More difficult repair jobs require more
parts. This skill reduces the number of parts required by 1 for
every 4 points total. Also modifies vitality points recovered when
used by party member droids to repair combat damage.
Security: Related to Wisdom. Used to open electronic locks.
Appears as an option on targeted locked objects. Security spikes in
Inventory will also appear as a default option and add to the skill if
selected. Only available if the character has paid points into the
skill. Cannot be used untrained.
Treat Injury: Related to Wisdom. This skill is added to the
vitality points healed by medpacs. Higher quality packs
apply multipliers to further increase the amount healed.
2
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KOTOR_PC_MAN.qxp 10/9/03 2:54 PM Page 25
Sniper Shot:Increases the chance of a critical
hit on an opponent when using a blaster or
missile weapon.
Progression Tree:Improved Sniper Shot,
Master Sniper Shot
SKILL FEATS
These feats grant a bonus to a characters skill checks.
Caution:Bonus to Demolitions and Stealth skill checks.
Progression Tree: Improved Caution, Master Caution
Empathy:Bonus to Persuade, Awareness and Treat Injury
skill checks.
Progression Tree:Improved Empathy, Master Empathy
Gear Head:Bonus to Repair, Security and Computer Use
Progression Tree:Improved Gear Head, Master Gear Head
2
7
Dueling:Improves attack bonus and Defense
when using only one weapon.
Progression Tree:Improved Dueling, Master Dueling
Two-Weapon Fighting:Reduces the penalty for fighting
with a weapon in each hand and for using double-
bladed weapons.
Progression Tree: Improved Two-Weapon Fighting, Master
Two-Weapon Fighting
Conditioning:Character receives a bonus to all saving throws.
Progression Tree:Improved Conditioning, Master Conditioning
Toughness:Character gains bonus vitality points each level.
Progression Tree:Improved Toughness, Master Toughness
ACTIVE COMBAT FEATS
These feats allow the character to make special attacks
during combat. They must be activated during combat using the
Action menu.
Critical Strike:Increases the chance of a critical hit on an opponent
when using a melee weapon.
Progression Tree:Improved Critical Strike, Master Critical Strike
Flurry:The character gets an extra attack each round when using a
melee weapon.
Progression Tree:Improved Flurry, Master Flurry
Power Attack:Increases damage of melee weapon attacks.
Progression Tree:Improved Power Attack, Master Power Attack
Power Blast:Increases damage of missile and blaster weapon attacks.
Progression Tree: Improved Power Blast, Master Power Blast
Rapid Shot:Increases the number of attacks when using
blaster or missile weapons.
Progression Tree:Improved Rapid Shot,
Master Rapid Shot
2
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KOTOR_PC_MAN.qxp 10/9/03 2:54 PM Page 27
COMBAT DISPLAY
PLAYING THE GAME
2
9
CORE MECHANIC
Whenever you attack an enemy, use a skill or make
a saving throw, a random number between 1 and 20
is generated (1d20). Your characters attack bonus, skill,
rank or attribute modifier is then added to this random
number to determine success.
COMBAT AND DEFENSE
Defense is a measure of how difficult a character is to hit in
combat. Defense is base 10 plus the modifiers for armor and
Dexterity. Whenever you attack an opponent, the Core Mechanic is
applied like this: [1d20 +attack bonus] versus Defense of the target.
Example:You have a total attack bonus of +4. You target an enemy
with a Defense of 16. You would hit on a 12 or higher [12 +4 (attack
bonus) =16].
DIFFICULTY CLASS
The Difficulty Class (DC) represents the relative difficulty of a task.
DC applies to skill use and saving throw attempts.
SKILLS AND DC
If you have a skill that is usable on a target, it will be selectable in
the Default Action list. The Core Mechanic is applied like this: [1d20
+skill rank +attribute modifiers] versus the DC of the task.
Example:You have 3 skill ranks in Demolitions and an Intelligence
modifier of +2. You attempt to disarm a simple mine (DC15). If the skill
check is 10 or higher [10 +3 (skill rank) +2 (Int modifier) =15] you
disarm the mine.
SAVING THROWS AND DC
Saving throws represent resistance to certain attacks, effects or
powers. The Core Mechanic is applied like this: [1d20 +base save by
level +attribute modifier] versus the DC of the saving throw. The
three types of saving throws and their linked attributes are Reflex
(Dex), Fortitude (Con) and Will (Wis).
Example:You have a base Reflex save of 7 and a Dex
modifier of +4. You are hit with an adhesive grenade
(DC25). If your saving throw is 14 or higher [14 +7
(Reflex save) +4 (Dex modifier) =25] you would
avoid getting stuck.
RULES
2
8
1
4
10
6. Target Action Menu
7. Action Menu
8. Targeted Enemy Info
9. Combat Message
10. Current Action Box
11. Current Action
1. Character Portrait
2. Character Health
3. Force Power
(if applicable)
4. Enemy
5. Targeted Enemy
3 2 7
5
6
8
9
11
KOTOR_PC_MAN.qxp 10/9/03 3:15 PM Page 29
Queuing Actions: If a player enters more
than one command for a particular character the
subsequent actions will be stored in the action queue
for later use. Once the commands are entered, the
character will attempt to follow each command in the list
in the order they were selected. For example, a character
could be directed to use a medpac, use a Force power to heal
the group and resume attacking an enemy.
Fighting Using a Party: By default, party members will
automatically enter combat in response to the player
engaging hostile creatures. To change this behavior,
assign specific scripts to guide their actions (see
Scripts, page 15, for more information), or give
commands by controlling them directly. Left click
on the different character portraits or press the
TABkey to switch between the different
active party characters.
Combat Pause: Press the pause button
or hit the SPACEBAR at any time to pause
or un-pause the game. While combat is
paused, two different types of commands
can be given to characters. Commands
selected from the Action menu are
resolved as soon as the game becomes
un-paused. If more than one command is
selected before the game is un-paused,
they will be added to the action queue.
Stealth Mode: Stealth mode covers
the character in a camouflage field. Enemies
must make an Awareness check versus the
characters Stealth skill to see them. Only
useable by characters that have spent points
in the Stealth skill and are equipped with
stealth field generators. Combat cancels
Stealth mode, but mundane tasks do not.
3
1
Character Portrait: The bottom character
portrait is the currently selected character. If
there are multiple party members, the other
character portraits can be seen to the right of the
selected characters portrait.
Vitality Points: The red bar represents a characters
health, measured in vitality points. Vitality points (VP) decrease
when a character takes damage from an attack or other effect.
If the total reaches zero, the character falls unconscious and
is unable to move or fight until healed. If the entire party falls
unconscious, the game will end. To continue, load a previously
saved game or begin from the last AUTO SAVEpoint. As long as one
character in the party remains conscious to guard the others, the
game will continue.
NOTE: Unlike Force points, vitality points do not regenerate and
must be healed through the use of Force powers, medpacs and
other items.
Force Points: The blue bar represents a characters connection
to the Force, measured in Force points. Each Force power subtracts
a Force point cost from the total when used. If the character does
not have enough Force points left to cover the cost of a power, the
power cant be used. Force points regenerate slowly out of combat.
NOTE: Force powers are only available to the J edi classes.
Real-Time Turn-Based Combat: When a hostile creature
is targeted the game will pause. The player can left click to engage
the creature and bring up the Target Action menu. The Target
Action menu will show what Force powers, feats or items can be
used against that creature. Left-clicking on the creature after it has
been engaged will result in a default attack being done. Once the
player has engaged the enemy the game will go into Combat mode.
Left clicking on one of the buttons in the Action menu will place
that action (represented as an icon) in the action box. If the
action box is currently full with an unresolved action then
the selection will be placed in the action queue. As
soon as the current action is finished, the icon in the
action queue will move to the action box. The
character will now perform this action.
3
0
KOTOR_PC_MAN.qxp 10/9/03 2:54 PM Page 31
SPECIAL COMBAT EVENTS
Deathblow: When a successful attack is made
against a disabled and defenseless opponent of
4th level or lower, they will be instantly killed. These
situations arise when a Force power or a special grenade
is used to immobilize a target.
Critical Hits: When a character attacks, and the randomly
generated number is a 20 (out of the possible range of 1-20), there
is a chance that they have scored a critical hit. This is called
scoring a threat. Another number is generated, and if that number
equals a hit, then a critical hit is scored
and double damage is inflicted upon the
target. Some weapons have an
increased threat range, meaning
you can score a threat on a lower
number. With these weapons, a
generated number of 19 or 20
can result in a critical hit. Some
feats increase the threat range of the
weapon being used. The threat range
can become 18, 19, 20, or even better.
3
3
Solo Mode: When a character enters
Stealth mode they will be put into Solo Mode.
This stops the party NPCs from following the
currently controlled character. Switching between
party members will not exit the stealthed character from
Solo Mode. It is not possible to use the Stealth skill without
also being in Solo mode. However it is possible to move
around in Solo mode without having to also use stealth.
Using a Computer or Droid:
To use a computer or a disabled droid a
character must target it, and then press
the RKey or left click. The Terminal
Interface screen will then come up.
From here the player can spend computer
spikes or parts to manipulate the
computer or the droid. The amount of
spikes or parts that the player must
spend is determined by their skill with
computer programming or repair.
Experience Points and Gaining Levels: Experience
points (XP) are gained in several ways. Victory in combat and
completing quests are the most common, but many encounters
reward the use of Persuasion to avoid conflict. Generally, the
harder the task, the more XP earned.
Periodically a character will earn enough XP to level up, gaining
new skill points to spend (see Advancing Levels, page 39, for more
information). Depending on the level, they can also raise basic
attributes and select new feats or powers, similar to character
creation. Select the Level Up option on the Character Page to
customize these improvements. To skip this process, select
Auto Level Up. This option automatically applies any
changes to the most common abilities associated with
the characters class.
3
2
KOTOR_PC_MAN.qxp 10/9/03 2:54 PM Page 33
When the
match
begins, four
of the cards
from the side
deck will be
randomly drawn to
form the player's HAND
during the match.
Additional side deck cards
can be found with values
from +/- 1 to +/- 6. The first player draws a card from the main deck
and plays it face up to begin the turn. This is done automatically.
After each card is played, an additional card can be played from the
HAND by dragging the card up into the area where the currently
played cards are displayed. If a card in the hand has a +/- value, it
can be flipped before it is played. Click on the arrows to flip the
card. Playing a HAND card is optional. Also, you can only play one
hand card per turn. Once you've decided the current action for the
round, left click END TURNto allow the opponent to play out their
turn. This continues until one player wins the set. Ties do not count.
Cards from the player's hand can only be used once, so the four
cards must last the entire match.
Tip: If the total is over 20 after the draw and there is a negative card
in the side deck, you can play it to bring your total back under 20.
3
5
PAZAAK
When challenging another player to a game of Pazaak, the first
order of business is to make a wager on the match. Use the mouse
and keyboard to change the amount wagered, and then left click on
the ACCEPTbutton to begin the match. Once the wager has been
locked in, the side deck for the match must be selected from the
currently available cards in the deck. A basic Pazaak deck has two
of each card numbered +1 to +5 available to create a side deck. The
side deck must consist of 10 cards. Use the mouse to highlight a
card and left click to add it to the side deck. Cards can be
removed from the side deck by highlighting the
card to be removed and left clicking.
Highlight the ACCEPTbutton to
proceed to the game once 10 cards
are in the side deck.
The object of the game is to have
the face up cards total higher
than the opponent's hand, without
exceeding a total of 20. If a
player's total is greater than 20 at
the end of a turn (a 'BUST'), the
opponent wins the set. A
player must win three sets
to win the match.
MINI GAMES
3
4
KOTOR_PC_MAN.qxp 10/9/03 2:54 PM Page 35
SWOOP RACING
Swoop racing is becoming a popular form of
entertainment on many Republic worlds. Fans are
attracted to tournaments both by the flamboyant
personalities of their favorite racers, and the potential for
spectacular failures. Swoop races are all about speed, and
bikes are stripped of all nonessential parts, including brakes
and other deadweight.
Press the MOUSE 1button to activate thrusters or use the Wkey,
and move side-to-side using the Aand Dkeys. Steer over the
acceleration pads to receive speed boosts, and each time the speed
indicator tops out, click the MOUSE 1button or hit the Wkey again
to shift to more powerful thrusters. The time taken to complete the
course is tallied at the top of the screen.
NOTE: Activating initial thrusters too soon, failing to shift at the
optimal times or hitting obstacles on the course will cause speed
to drop.
EBON HAWK GUNNER STATION
Fleeing planets isnt always going to be easy. In a
galaxy where everyone is looking for you, there are
bound to be some daring escapes. In those situations,
its good to have a heavily armed spaceship at your
disposal. Aim the ship's targeting reticle at incoming enemy
target by moving the mouse reticle to the desired target. Fire
the cannons by pressing the MOUSE 1button.
3
6
4 2
1
3
1. Target Reticle
2. Ship Damage Indicator
3. Enemy Fighter
4. Sensor
1. Shift Indicator
2. Timer
3. Swoop Bike
4. Acceleration Pad
1
2
4
3
3
7
KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 37
Characters can advance levels or level-up once
they achieve a set number of XP. A large yellow "L"
will flash over the character portrait to indicate that
enough XP has been earned. Leveling-up may give the
character access to additional skills, feats and / or Force
powers. Adding these to the character is handled the same
as Character Generation (see page 20), and can either be
automatic or fully customizable.
NOTE: The maximum TOTAL level that can be achieved is level 20. For
example: For a multi-class character such as this - Level 6 Scoundrel /
Level 14 J edi Guardian is equal to a total character level of 20.
The number of points available AND the number bonuses are
determined by character class, and will be different each time the
character gains a level. The current XP total and the XP needed for
the next level can be seen on the Character Info screen (see page 14).
JEDI CLASSES
J edi classes become available after characters have undergone the
proper training within the game. During this time they will learn the
tenets of the J edi Code, the basics of lightsaber combat, and be
given a J edi class that suits their actions and skills.
Jedi Guardian: This J edi battles against the forces of evil and
the dark side. They focus on combat training and masterful use of
the lightsaber.
Basic Class Attributes:10 vitality / level, 4 Force points / level, slow
skill progression, fast feat progression
Jedi Consular: This J edi seeks to bring balance to the universe.
They focus less on physical combat and more on mental disciplines
in order to augment their mastery of the Force.
Basic Class Attributes:6 vitality / level, 8 Force points / level, slow
skill progression, slow feat progression
Jedi Sentinel: This J edi ferrets out deceit and injustice,
bringing it to light. They strike a balance between the
physical and mental disciplines of the J edi Order.
Basic Class Attributes:8 vitality / level, 6 Force
points / level, average skill progression, slow
feat progression
ADVANCING LEVELS
3
9
Many non-player characters (NPCs) can be dealt with through
conversation instead of combat. A conversation is triggered when
a non-hostile NPC is targeted and the MOUSE 1button is pressed.
No matter what party character triggers the event, the main
character created by the player will be the one that actually
initiates and begins speaking.
In conversation, left click on the UP or DOWN arrows to scroll
through the available responses. Highlight the text and left click
to select a response. Options to use the Persuade skill, bribe or
threaten may appear, and dangerous situations can sometimes be
avoided through careful dialogue. Force Persuade options will also
appear for J edi characters with the Affect Mind or Dominate Mind
powers. Left clicking the mouse will rapidly advance through the
NPC dialog.
NOTE: Dialog responses can also be selected by
pressing a number key that corresponds with the list
of dialog choices.
DIALOG
3
8
1
2
3
4
1. Character in the Conversation
2. The Last Line of the Conversation
3. Available Responses
4. Arrow Indicating Additional Response Available
KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 39
Force Resistance: Fortifies a
J edi against Force-based attacks,
granting a good chance of negating their
effects. Duration is 60 seconds.
Force Immunity: Steels the J edi against
Force-based attacks, granting a superior chance
to negate their effects. Duration is 60 seconds.
Affect Mind: Enables Force Persuade dialogue
options that allow the main character to manipulate the
weak minded. Does not affect droids.
Dominate Mind: This reinforces the will of the J edi.
Force Persuade dialogue options become very hard to
resist. Does not affect droids.
Force Suppression: Attacks the will of the target,
canceling all first and second tier Force powers. This
will individually affect each active Force power.
Force Breach: Shatters the target's concentration,
canceling ALL active Force powers. This will individually
affect each active Force power.
LIGHT SIDE FORCE POWERS
Stun: The J edi uses the Force to overwhelm the mind
of the target, stunning them for 9 seconds. Does not
affect droids.
Stasis: The target is held in a paralytic stasis, unable
to move or take any action for 9 seconds. Does not
affect droids.
Stasis Field: This power can lull the senses of a
group, placing all enemies near the target into a
catatonic stasis. Does not affect droids.
Stun Droid: This power can send a
surge of energy through the processor
of a droid, rendering them immobile
for 12 seconds.
4
1
FALLING TO THE DARK SIDE
A character gains dark side points by misusing
J edi abilities or through cruel and callous action. His
or her appearance will eventually begin to match their
behavior, and become more sinister. Atonement through
consistent good works can reverse this. Some Force
powers are inherently light or dark in nature, and cost more
Force points to use if a character is of opposing alignment.
CORE FORCE POWERS
NOTE: Force power effects based on level reference the
characters total levels in all classes.
Throw Lightsaber: Using the Force, the J edi
guides the lightsaber to the target and back. A
successful attack confers damage based on level.
Burst of Speed: Allows a J edi to press his or her
body to its limit, gaining double movement speed and
+2 defense. Not useable with armor.
Knight Speed: Attuned with the Force, the J edi
briefly gains double movement speed, +4 Defense, and
+1 attack per round. Not useable with armor.
Master Speed: Focusing the Force within, the J edi
briefly gains double movement speed, +4 Defense, and
+2 attacks per round. Not useable with armor.
Force Push: The J edi lashes out with the Force.
The target is pushed back and knocked down, suffering
damage modified by the J edis level. May also stun target.
Force Whirlwind: The J edi creates a maelstrom
of dust. The target takes damage based on the J edis
level and is immobilized by a small pocket of air.
Force Wave: The Force pulses from
the J edi. Nearby enemies are thrown
back and knocked down, suffereing
damage modified by the J edis level.
May also stun target.
FORCE POWERS
4
0
KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 41
DARK SIDE FORCE POWERS
Wound: The J edi triggers spasms in a
victim's lungs, stunning them and inflicting
damage that increases with level. Does not
affect droids.
Choke: The J edi uses the Force to throttle the
target at range. This stuns, inflicts damage and
lowers attribute scores. Does not affect droids.
Kill: A vile use of the Force. The target must succeed
at a Fortitude save or simply choke and die. Does not
affect droids.
Slow: This power clouds the mind, inflicting penalties
to Defense, Reflex saves, melee attacks and damage.
Does not affect droids.
Affliction: Functions like a poison. The target is
slowed and suffers attribute penalties that get worse
over time. Does not affect droids.
Plague: Horribly debilitating, this power slows the
target and inflicts attribute penalties that get far worse
over time. Does not affect droids.
Fear: Attacking the mind, this power causes temporary
fear in the target, prompting them to flee the J edi. Does
not affect droids.
Horror: Tapping primal fears, this power inflicts a
temporary catatonic state in all enemies around the
target. Does not affect droids.
Insanity: The J edi temporarily inflames paranoia
and doubt, rendering the target horrified. Does not
affect droids.
Shock: The J edi uses the Force to pulse
electricity through a target, inflicting
damage modified by level. Not
useable with armor.
4
3
Disable Droid: Temporarily shuts
down all droids within 5 meters of a
target droid. Affected droids remain
disabled for 12 seconds.
Destroy Droid: All droids within 6 meters of
a target droid take damage based on the level
of the attacker. May also stun target droid.
Force Aura: Cloaked in the Force, the J edi gains a
temporary +2 bonus to Defense and all saving throws.
Not useable with armor.
Force Shield: Drawing the Force into a protective
barrier, the J edi temporarily gains +4 to Defense and all
saving throws. Not useable with armor.
Force Armor: Becoming one with the Force, the J edi
temporarily gains +6 to Defense and all saving throws.
Not useable with armor.
Force Valor: The J edi pulls the Force around the
party. All physical attributes and saving throws briefly
gain +2. The J edi cant be wearing armor.
Knight Valor: The J edi further surrounds the party in
the Force, granting poison immunity and +3 to attributes
and saving throws. The J edi cant be wearing armor.
Master Valor: The J edi essentially encases the party
in the Force, granting poison immunity and +5 to attributes
and saving throws. The J edi cant be wearing armor.
Cure: The J edi directs the Froce to heal the entire
party for 5 vitality points +1 point for every Charisma
and Wisdom modifier, and the level of the Force user.
Heal: The J edi directs the Force to cure
poison and heal the entire party for 10
vitality points +1 point for every Charisma
and Wisdom modifier, and the level of the
Force user. This does not affect droids.
4
2
KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 43
WEAPONS
All weapons fall into 5 basic proficiency types.
Melee Weapons: This broad category
includes non-powered weapons like swords
and quarterstaffs, as well as powered weapons
like stun batons and vibroblades.
Simple swords and staffs are still in use on many worlds where
resources or traditions restrict the availability of modern weapons.
Vibroblades are standard equipment for many soldiers and bounty
hunters, and come in a variety of styles, including double-bladed.
Blasters: This category includes all small side arms.
Typical blasters fire bolts of coherent light generated by
compact energy cells.
Ion blasters disrupt electronics, doing exceptional damage against
droids and personal shields, but none against organic targets.
Sonic pistols stun with high frequency sound waves, incapacitating
the enemy for a few seconds instead of doing physical damage.
Disruptor pistols reduce matter to component molecules, though all
blasters can be deadly if the character is a skilled shot.
Blaster Rifles: This category includes the two-
handed blaster weapons more commonly used by
bounty hunters or professional soldiers.
Blaster rifles use large, high-capacity energy cells. They are
more powerful than pistols, but come in the same variety of
damage types.
Unique to the rifle category is the Wookiee bowcaster. It uses a
magnetic accelerator to hurl an explosive energy quarrel at
the target.
EQUIPMENT
4
5
Lightning: The J edi sends bolts of
electricity through all enemies around
the target, inflicting damage modified
by level. Not useable with armor.
Force Storm: An electrical attack on all
enemies near the target, inflicting level-based
damage to both vitality and Force point totals.
Not useable with armor.
Drain Life: This vile power taps the targets life to
heal the J edi. Damage drained and healed is modified
by level. Does not affect droids.
Death Field: Truly dark, this power tears life from
surrounding enemies and heals the J edi by the highest
damage suffered. Does not affect droids.
4
4
KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 45
ARMOR
Heavier armor encumbers by restricting dexterity
modifiers. For example, a character with Dex 18
receives a +4 Defense bonus. A heavy battle suit
provides Defense 9, but restricts the maximum allowed
Dex bonus to +1, for a total Defense rating of 10. Characters
with exceptionally high Dex may be better off relying on a
combination of their unrestricted modifier and lower level armor,
or even no armor at all.
Light Armor: Armor of this type offers good protection
without hampering movement. Best suited to characters
light on their feet.
Medium Armor: This type of armor gives solid protection
with moderate encumbrance. Good for characters that see
frequent combat. Light Armor is prerequisite.
Heavy Armor: Heavy and complicated, this armor type
appeals to characters willing to trade mobility for the best
protection possible. Medium Armor is prerequisite.
4
7
Heavy Weapons: This category
of weapon includes some of the
largest non-vehicle mounted blasters
available to ground-based troops.
Heavy weapons use high-output cells and recharge
quickly. Soldiers skilled with these weapons can produce
exceptional rates of fire.
Lightsabers: Only J edi have the skill to use these
weapons. Any other users would be more likely to injure
themselves than their opponents.
The blade of a lightsaber is a weightless beam of pure energy,
produced by up to three different focusing crystals in the hilt.
Many J edi modify their lightsabers to fit their personal
combat styles. Changing the focusing crystals can produce
numerous effects.
Some lightsabers produce a short blade for optimal off-hand use.
Others emit two energy beams at once, one from either end of
the hilt.
Grenades: Characters do not require a weapon
proficiency to use grenades. These hand-launched
explosives affect any enemies caught in the blast
radius around a central target.
Grenades can release adhesives to slow enemies, disable droids
with ion blasts or, like the thermal detonator, simply incinerate
the target.
4
6
KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 47
4
9
During gameplay, both harmful and beneficial
effects can be applied to your character. A stack of
icons is displayed to the right of your character on
your Character Information page to let you know how
your character is being affected. Below is a legend that
describes what each icon means.
Character has obtained dark side mastery bonus.
Character has obtained light side mastery bonus.
Character debilitated by Affliction.
Character has extra speed.
Character debilitated by Choke.
Droid disabled.
Droid disabled by Destroy Droid.
Character debilitated by Fear.
Character has Force armor.
Character has Force aura.
Character has Force immunity.
Character has Force Valor.
Character debilitated by Force Push.
STATES
4
8
Character debilitated by Force Wave.
Character debilitated by Force Whirlwind.
Character debilitated by Stasis.
Character debilitated by Horror.
Character debilitated by Insanity.
Character debilitated by Force Kill.
Character has Knight Valor.
Character has Knight Speed.
Character has Master Valor.
Character has Master Speed.
Character debilitated by Plague.
Character has improved Energy resistance.
Character has Force resistance.
Character has Energy resistance.
Character debilitated by Stasis Field.
Character slowed.
Character debilitated by Stun.
KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 49
Character has Force Shield.
Character protected by Energy Shield.
Character protected by Sith Energy Shield.
Character protected by Arkanian Energy Shield.
Character protected by Echani Energy Shield.
Character protected by Melee Shield.
Character protected by Power Shield.
Character protected by Echani Dueling Shield.
Character protected by Dueling Shield.
Character protected by Verpine Shield.
Droid protected by Energy shield.
Character debilitated by Stun Ray.
Character debilitated by Flame Thrower.
Character debilitated by Carbonite Projector.
Character slowed by Gravity Generator.
Character debilitated by Flash Mine.
5
1
Droid disabled by Stun Droid.
Character debilitated by Force Wound.
Character enhanced by Adrenal Strength.
Character enhanced by Adrenal Alacrity.
Character enhanced by Adrenal Stamina.
Character enhanced by Hyper Adrenal Strength.
Character enhanced by Hyper Adrenal Alacrity.
Character enhanced by Hyper Adrenal Stamina.
Character enhanced by Battle Stimulant.
Character enhanced by Hyper Battle Stimulant.
Character enhanced by Speed Stimulant.
Character debilitated by Stun Grenade.
Character debilitated by Sonic Grenade.
Character stuck by Adhesive Grenade.
Character debilitated by Cryoban Grenade.
5
0
KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 51
5
3
APPENDICES
5
2

L
e
v
e
l

B
a
s
e

A
t
t
a
c
k

B
o
n
u
s


F
o
r
t

R
e
f

W
i
l
l

S
p
e
c
i
a
l

F
e
a
t

P
r
o
g
r
e
s
s
i
o
n

D
e
f
e
n
s
e

B
o
n
u
s

1

+
0

+
2

+
2

+
2

S
t
a
r
t
i
n
g

f
e
a
t
s
,

I
m
p
l
a
n
t

L
e
v
e
l

1

1

0

2

+
1

+
3

+
3

+
3


1

0

3

+
2

+
3

+
3

+
3


1

0

4

+
3

+
4

+
4

+
4

U
n
c
a
n
n
y

D
o
d
g
e

1
,

I
m
p
l
a
n
t

L
e
v
e
l


2

0

0

5

+
3

+
4

+
4

+
4


1

0

6

+
4

+
5

+
5

+
5


0

0

7

+
5

+
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KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 53
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KOTOR_PC_MAN.qxp 10/22/03 10:42 AM Page 57
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KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 59
6
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KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 61
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KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 63
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A L I G N M E N T S C O R E
KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 65
6
7
<<THANK YOU FOR ACCESSING THE
GALACTIC DATABASE>>
<<SHOULD YOU REQUIRE
ADDITIONAL HELP, UTILIZE THE
OPTIONS TO YOUR LEFT AND A
PROTOCOL DROID OR HUMANOID
ALIEN WILL ASSIST YOU>>
<<FOR THOSE OF YOU
INFLUENCED BY THE FORCE, REST
ASSURED WE PROVIDE UNBIASED
ASSISTANCE REGARDLESS OF
YOUR LIGHT OR DARK SIDE
PREFERENCES>>
LucasArts has set up a variety of services to provide you with information about our latest games,
hint and gameplay assistance, and technical support.
Hint Line
U. S.
If you need a hint, you may call our automated Hint Line. This service costs $1.99 per minute,
requires a touch-tone phone, and you must be at least 18 years old or have a parents permission
to call. The number is 1-900-329-J EDI (1-900-329-5334). The option to speak with a live Hint
Operator is also available from this number. Hint line operators are available during regular
business hours, Monday- Friday 9:00 a.m. to 6:00 p.m. (Pacific Standard Time). (Average call
length is three minutes.)
Canada
Our Hint Line is also available to our Canadian customers. This service costs $1.99 (U.S.) per
minute, requires a touch tone phone, and you must be at least 18 years old or have a parents
permission to call. The number is 1-900-677-J EDI (1-900-677-5334). Hint line operators are available
during regular business hours, Monday- Friday 9:00 a.m. to 6:00 p.m. (Pacific Standard Time).
(Average call length is three minutes.)
Where To Find Us Online
Visit the LucasArts Technical Support Web site at support.lucasarts.com. From there, you can
receive online technical support through Yodas Help Desk, browse technical documents, or leave
a message for an online representative.
Yodas Help Desk
We are proud to feature Yodas Help Desk, an interactive knowledge base, which is available in the
Technical Support section of the LucasArts Web site at support.lucasarts.com. Yodas Help Desk
offers solutions to technical issues based on information you provide. Visitors to Yodas Help Desk
will be able to receive technical support 24 hours a day, seven days a week. If Yodas Help Desk
is unable to provide you with a solution to your problem, you can send an e-mail message to an
online representative.
Technical Support Phone Number
This number is for technical assistance only. Hints will not be given out over the Technical
Support line.
You can reach our Technical Support department by calling 1-415-507-4545. We are available to
help you Monday-Friday, 9:00 a.m.- 6:00 p.m. (Pacific Standard Time).
Technical Support Fax
For your convenience, we also offer the option of faxing us with your technical questions at:
1-415-507-0300. When sending us a fax, please include your name, return fax number with the
area code, and a voice phone number so we can contact you if we experience any problems when
trying to fax you back.
Technical Support Mailing Address
LucasArts, a division of Lucasfilm Entertainment Company Ltd.
P.O. Box 10307, San Rafael, CA 94912
Attn.: Product Support
LucasArts Company Store
Safe, quick, convenient shopping is just a click away. Visit our secure online store at
store.lucasarts.comfor great deals on games and unique items you wont find anywhere
elsehats, T-shirts and so much more. Place your order online or call us toll-free at
1-888-LEC-GAMES. (Technical support is not available on this line.)
HOW TO CONTACT LUCASARTS
6
6
KOTOR_PC_MAN.qxp 10/9/03 5:33 PM Page 67
CREDITS
6
8
BIOWARE
www.bioware.com
LUCASARTS
www.lucasarts.com
STAR WARS: KNIGHTS OF
THE OLD REPUBLIC
www.swkotor.com
BIOWARE
Core Game Design
DAVID FALKNER
STEVE GILMOUR
CASEY HUDSON
DREW KARPYSHYN
J AMES OHLEN
PRESTON WATAMANIUK
DEREK WATTS
Producer / Project Director
CASEY HUDSON
Executive Producers
RAY MUZYKA
GREG ZESCHUK
Lead Programmers
DAVID FALKNER
MARK BROCKINGTON
Lead Designer
J AMES OHLEN
Assistant Lead Designer
PRESTON WATAMANIUK
Art Director
DEREK WATTS
Lead Animator
STEVE GILMOUR
Audio Producer
DAVID CHAN
Lead Tools Programmers
TOM ZAPLACHINSKI
DARREN WONG
Lead Graphics Programmer
J ASON KNIPE
Quality Assurance Lead
SCOTT LANGEVIN
Assistant Producer
NATHAN PLEWES
PROGRAMMING
Programmers
MARC AUDY
ROBERT BABIAK
SOPHIA CHAN
HOWARD CHUNG
MIKE DEVINE
DAN FESSENDEN
AARYN FLYNN
ANDREW GARDNER
ROSS GARDNER
RYAN HOYLE
J ANICE THOMS
CRAIG WELBURN
Graphics Programmers
J OHN BIBLE
PAT CHAN
PETER WOYTIUK
BioWare Lead Tools Programmer
DON MOAR
Tools Programmers
OWEN BORSTAD
TIM SMITH
KRIS TAN
SYDNEY TANG
BioWare Director of Programming
SCOTT GREIG
Additional Programming
BROOK BAKAY
KORIN BAMPTON
ROB BOYD
BRENON HOLMES
STAN MELAX
CHARLES RANDALL
DON YAKIELASHEK
DESIGN
Senior Writer
DREW KARPYSHYN
Designers
J ASON BOOTH
DAVID GAIDER
LUKE KRISTJ ANSON
CORI MAY
ANDREW COLONEL BOB NOBBS
BRAD PRINCE
AIDAN SCANLAN
PETER THOMAS
J OHN WINSKI
AUDIO
Sound Implementation /
Additional Sound Design
DAVID CHAN
J OHN HENKE
STEVE SIM
ART
3D Artists
DEAN ANDERSEN
NOLAN CUNNINGHAM
MIKE GRILLS
LINDSAY J ORGENSEN
J ESSICA MIH
MATTHEW (J OONSEO) PARK
ARUN RAM-MOHAN
SEAN SMAILES
MIKE SPALDING
J ASON SPYKERMAN
MICHAEL TROTTIER
2D Artists
SUNG KIM
MIKE LEONARD
ROB SUGAMA
RION SWANSON
Technical Artists
HARVEY FONG
TOBYN MANTHORPE
3D Visual Effects Artist
ALEX SCOTT
2D GUI Art
ROB SUGAMA
Additional Art
MATT GOLDMAN
Concept Art
J OHN GALLAGHER
CASEY HUDSON
SEAN SMAILES
MIKE SPALDING
DEREK WATTS
BioWare Director of Concept Art
J OHN GALLAGHER
BioWare Director of Promotional Art
MIKE SASS
Promotional Artists
TODD GRENIER
MIKE SASS
ANIMATION
In-Game Animation
CARMAN CHEUNG
CHRIS HALE
MARK HOW
RICK LI
KEES RIJ NEN
J OHN SANTOS
LARRY STEVENS
HENRIK VASQUEZ
Cutscene Director / BioWare
Director of Art
DAVID HIBBELN
Lead Cutscene Animator
TONY DE WAAL
Pre-Rendered Cutscene Artists
CHRIS MANN
SHERRIDON ROUTLEY
GINA WELBOURN
SHANE WELBOURN
In-Game Cutscene Animators
CARMAN CHEUNG
MARK HOW
RICK LI
KEES RIJ NEN
LARRY STEVENS
HENRIK VASQUEZ
QUALITY ASSURANCE
Quality Assurance
ALAIN BAXTER
DERRICK COLLINS
NATHAN FREDERICK
MITCHELL T. FUJ INO
KEITH K2 HAYWARD
SCOTT HORNER
CURTIS KNECHT
BOB MCCABE
RYAN PLAMONDON
CHRIS PRIESTLY
IAIN STEVENS-GUILLE
STANLEY WOO
BioWare Director of Quality Assurance
PHILLIP DEROSA
BIOWARE MARKETING/
COMMUNICATIONS
Director of Marketing
SCOTT MCLAUGHLAN
Communications Coordinator
TERESA COTESTA
Communications Associate
TOM OHLE
Communications Manager
BRAD GRIER
Senior Web Developer
ROBIN MAYNE
Web Developers
J EFF MARVIN
DULEEPA "DUPS"WIJ AYAWARDHANA
Community Manager
J AY WATAMANIUK
Live TeamProducer
DEREK FRENCH
BIOWARE ADMIN
J oint CEOs
RAY MUZYKA
GREG ZESCHUK
Director of Finance
RICHARD IWANIUK
Director of Human Resources
MARK KLUCHKY
Accountant
J O-MARIE LANGKOW
Payroll/Benefits Administrator
KELLEY GRAINGER
Human Resources Coordinator
THERESA BAXTER
Human Resources Assistant
LEANNE KOROTASH
Senior Systems Administrators
CHRIS ZESCHUK
CRAIG MILLER
Systems Administrators
BRETT TOLLEFSON
J ULIAN KARST
NILS KUHNERT
Receptionist
AGNES GOLDMAN
Special Thanks
SCOTT GREIG
DIARMID CLARKE
J ONATHAN EPP
CHRIS CHRISTOU
BRENT KNOWLES
KEVIN MARTENS
DEO PEREZ
KEITH WARNER
DAN WHITESIDE
6
9
KOTOR_PC_MAN.qxp 10/9/03 2:55 PM Page 69
Cutscene Mixing
J ORY PRUM
Original Star Wars sound effects
BEN BURTT
MUSIC
Original Music Composed By
J EREMY SOULE
ARTISTRY ENTERTAINMENT INC.
Original Star Wars Music Composed
By J OHN WILLIAMS (P) AND
LUCASFILM & TM. ALL RIGHTS
RESERVED. USED UNDER
AUTHORIZATION. PUBLISHED
BY BANTHA MUSIC (BMI)
ADMINISTERED BY AND/OR
COPUBLISHED WITH
WARNER-TAMERLANE MUSIC
PUBLISHING CORP.
VOICE
VO Director
DARRAGH O'FARRELL
Senior Voice Editor
CINDY WONG
Assistant Voice Editors
HARRISON DEUTSCH
COYA ELLIOTT
Voice and International Coordinator
J ENNIFER SLOAN
Voices Recorded At
SCREEN MUSIC STUDIOS
CAST
MAIN CHARACTERS
Bastila Shan
J ENNIFER HALE
Carth Onasi
RAPHAEL SBARGE
Darth Malak
RAFAEL FERRER
Canderous Ordo
J OHN CYGAN
LUCASARTS
Producer
MICHAEL GALLO
Assistant Producer
J ULIO TORRES
Content Coordinator
J USTIN LAMBROS
QUALITY ASSURANCE
Lead Tester
KIP "TWENTYSEVEN"BUNYEA
Assistant Lead Tester
ADAM "MAN OF VISION"GOODWIN
Testers
NICK "EYE OF THE TIGER"DENGLER
CLAY "RULES LAWYER"NORMAN
TONY "CHUUUCH"CHRISTOPHER
CHRIS "J IGGIDAH"THOMAS
RANDY "SHO-NUFF"CHU
BRANDON "20/20"HUTT
J ASON "THE MAN"LEE
IAN "HAP"PARHAM
J AMES "WAFFLEHOUSE"MORRIS
SONY "GRAMMAR SNOB"GREEN
COMPATIBILITY
Compatibility Supervisor / Lead
Technical Writer
LYNN TAYLOR
Compatibility Technicians
DARRYL COBB
BENJ AMIN ESTABROOK
KRISTIE GARBER
KIM J ARDIN
DAN MARTINEZ
Quality Services Computer Technician
J OHN CARSEY
SOUND
Lead Sound Designer
J ULIAN KWASNESKI
Additional Sound Design
PAUL GORMAN
TODD DAVIES
CLINT BAJ AKIAN
HK-47
KRISTOFFER TABORI
J olee Bindo
KEVIN MICHAEL
RICHARDSON
J uhani
COURTENAY TAYLOR
Mission Vao
CAT TABER
Master Vrook
ED ASNER
Additional Voices
Provided By
ANDRE SOGLIUZZO
APRIL STEWART
BILL E. MARTIN
BRIAN GEORGE
CAM CLARKE
CAROLYN SEYMOUR
CHARITY J AMES
CHARLES DENNIS
DAN HAGEN
DARAN NORRIS
ETHAN PHILLIPS
FRANK WELKER
GREGG BERGER
GREY DELISLE
HILLARY HUBER
J . KAREN THOMAS
J AMES HORAN
J ASON MARSDEN
J ESS HARNELL
J IM WARD
KEVIN SCHON
KIMBERLY BROOKS
KRISTOFFER TABORI
LIZ MARKS
LLOYD SHERR
MICHAEL GOUGH
MICHAEL RALPH
NATHAN CARLSON
NEIL KAPLAN
NEIL ROSS
NICK J AMESON
PAT FRALEY
PAT PINNEY
PAUL AMENDT
PHIL LAMARR
RINO ROMANO
ROBIN ATKIN DOWNES
ROBIN SACHS
SIMON TEMPLEMAN
STEVE BLUM
SUMALEE MONTANO
TAMARA PHILLIPS
TOM KANE
INTERNATIONAL
LOCALIZATION
Manager of International Production
DARRAGH OFARRELL
International Producer
BRYAN DAVIS
International Lead Tester
DAVID CHAPMAN
MARKETING AND
PUBLIC RELATIONS
Director of Marketing
LIZ ALLEN
Product Marketing Manager
DAVID ZEMKE
Marketing Coordinator
CHRIS SUSEN
Public Relations Manager
HEATHER TWIST PHILLIPS
Public Relations Specialist
ALEXIS MERVIN
Internet Community Relations
Specialist
RONDA SCOTT
Internet Marketing
J IM PASSALACQUA
Manual Editor
BRETT RECTOR
Manual Writers
MICHAEL GALLO
J AMES OHLEN
LUKE KRISTJ ANSON
DREW KARPYSHYN
Manual Cover/Manual 3D Art
and Design
GREGORY HARSH,
BEELINEGROUP
SALES AND
OPERATIONS
Director of Sales
MEREDITH CAHILL
Sales Coordinator
MIKE MAGUIRE
Sales Analyst
GREG ROBLES
Channel Marketing Manager
TIM MOORE
Channel Marketing Specialist
KATY WALDEN
Director of Sales Operations
J ASON HORSTMAN
Materials Manager
EVELYNE BOLLING
QUALITY SERVICES
Manager of Quality Services
PAUL PURDY
Quality Assurance Supervisor
CHIP HINNENBERG
Product Support Supervisor
J AY GERACI
DVD / CD Burning Goddesses
WENDY KAPLAN
KELLIE WALKER
LucasArts I.S.
CHRIS BRODY
J IM CARPENTER
J OHN DOAK
J OHN VON EICHHORN
J OHN "GRANDPA"HANNON
DARYLL J ACOBSON
CHRIS MCALLISTER
GARY PFEIFFER
RICHARD QUINONES
J OE SHUM
VICTOR TANCREDI-BALLUGERA
CHAD WILLIAMS
Lucas Licensing
STACY CHEREGOTIS
CHRIS GOLLAHER
KRISTI KAUFMAN
Special Thanks
ADRIA WILSON
ANDY ALAMANO
BRENT OSTER
BRETT SCHNEPF
CAMELA MCLANAHAN
CANDICE GINDY
CLINT YOUNG
DAN MARTINEZ
DENISE GOLLAHER
DONNA CZERWINSKI
EMILY DUVAL
HADEN BLACKMAN
J AMES MILLER
J ANNETT SHIRLEY-PAUL
J EFF KLIMENT
J OHN CARSEY
J ON KNOWLES
K.C. COLEMAN
KAREN CHELINI
LEC-RPM
LELAND CHEE
LISA SWART
MALCOLM J OHNSON
MARK BARBOLAK
MARY BIHR
MATT URBAN
MATTHEW FILLBRANDT
MIKE NELSON
PEGGY ARY
RACHEL HARDWICK
RANDY BREEN
REEVE THOMPSON
RJ BERG
SETH STEINBERG
SHARA MILLER
SIMON J EFFERY
STEVE MATULAC
TINA CARTER
TOM MCCARTHY
Very Special
Thanks
GEORGE LUCAS
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