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    Star Wars: Knights of the Old Republic II - The Sith Lords

    Game » consists of 9 releases. Released Dec 06, 2004

    With the Jedi nearly extinct, the galaxy is on the verge of falling into complete anarchy. As an exiled Jedi Knight regaining the Force, you must choose your path: help restore the Jedi Order, or embrace the dark side.

    Short summary describing this game.

    Star Wars: Knights of the Old Republic II - The Sith Lords last edited by Marino on 05/27/22 04:34PM View full history

    Overview

    Darth Nihilus, one of the antagonistic Sith Lords of the game
    Darth Nihilus, one of the antagonistic Sith Lords of the game

    Star Wars: Knights of the Old Republic II - The Sith Lords is a third-person science-fiction role-playing game developed by Obsidian and published by LucasArts for the Xbox on December 6, 2004 and the PC on February 8, 2005.

    Set around five years after the end of the Jedi Civil War, The Sith Lords follows the adventures of a former Jedi Knight (a customizable protagonist known as the Exile), as they must restore their connection to the Force while finding the remnants of the near-extinct Jedi Order and escaping the clutches of a mysterious Sith force.

    It is the first game developed by Obsidian (founded by ex-Black Isle employees) and is built on the engine used for the original Knights of the Old Republic. The game features numerous gameplay changes, including a more streamlined user interface, a crafting system, and enhanced character building (most notably allowing players to build or lose influence with their companions, affecting their alignment and unlocking new abilities and dialogue).

    The game is known for its rushed development cycle, leaving some of the game in an "unfinished" state with various unused content in the game files. This led to some unofficial add-ons in the PC version to restore this content, the most prominent being The Sith Lords Restored Content Mod.

    It was later digitally re-released for the PC via Steam (on August 23, 2012) and via GOG.com (on January 2015). On July 21, 2015, the Steam version received an enhanced Steamworks update by Aspyr (adding Mac and Linux support, Steam Workshop support for mods, Steam Cloud support for savegames, Steam Achievements, dedicated controller input support, and widescreen support).

    Squad Roster

    The game includes numerous companions that can join the Exile in their missions. Players can choose up to two squadmates at a time and can switch members at certain areas when out of combat. Unlike the previous installment, some characters are mutually exclusive based on the Exile's gender and alignment. The fates of certain characters can change over the course of the story.

    At certain points of the game, players will have to progress with a group that does not include the Exile. For example, the optional tutorial mission has players in the role of T3-M4 (who temporarily recruits fellow utility droid 3C-FD).

    Unlike the previous game, all companions have at least one exclusive feat or ability that gives them specific advantages over other companions (for example, droid G0-T0 can float over mines without tripping them). As the game progresses, the Exile can gain and lose "influence" with each character, affecting their alignment (for both dialogue and Force Powers) while giving them new bonuses (and, for Force-sensitive characters, multi-classing).

    Kreia

    A mysterious and manipulative Jedi, Kreia is the Exile's mentor and a "Grey Jedi" (one who does not follow the Jedi Code but has not fallen into the dark side). Unlike Jolee Bindo from the previous game, however, Kreia is cold and disdainful (especially towards the Exile's other companions) and treats compassion as a weakness.

    She is automatically recruited on Peragus II.

    When Kreia is in the party, she provides an experience point bonus for the player. In addition, the bond between Kreia and the Exile allows both of them to share the effects of self-boosting Force powers. She also gains the Force Camouflage power from the start. Unlike other characters, her alignment does not change as influence with the Exile changes.

    Class: Jedi Consular
    Weapons: Blaster Pistols, Melee Weapons, Lightsabers
    Armor: Robes
    Starting Level: 3
    Starting Attributes: STR 10, DEX 16, CON 16, INT 14, WIS 16, CHA 12
    Starting Feats: Dueling, Class Skill (Stealth), Finesse (Melee Weapons)

    Atton

    A smuggler and former Republic soldier during the Mandalorian Wars, Atton Rand is apathetic and slow to trust others (especially Jedi). He was initially reluctant to join the Exile, only to become the ship's pilot after being rescued by the Exile and later blackmailed by Kreia due to his dark and mysterious past.

    He is automatically recruited on Peragus II. He is also a potential love interest for the Exile (female only).

    Like the Scoundrel class of the previous game, Atton gains two beneficial feats: Sneak Attack (which adds extra damage to his attacks when the target cannot respond to it) and Scoundrel's Luck (which gives him a base Defense bonus. In addition, he gets bonuses to all saving throws at low vitality and can instantly revive himself after some time (as long as someone else in the party is still standing).

    He also loves the game of Pazaak, and talking with him outside of combat allows the player to understand the rules and practice the game.

    Class: Scoundrel (can multiclass into Jedi Sentinel)
    Weapons: Blaster Pistols, Blaster Rifles, Melee Weapons
    Armor: Light Armor, Medium Armor
    Starting Level: 3
    Starting Attributes: STR 12, DEX 16, CON 14, INT 10, WIS 10, CHA 12
    Starting Abilities: Critical Strike, Sniper Shot
    Starting Feats: Weapon Focus (Blaster Pistol), Critical Strike, Sniper Shot

    Bao-Dur

    Always accompanied by a small droid Remote he built himself, Bao-Dur is a soft-spoken Zabrak engineer who served under the Exile during the Mandalorian Wars (always referring to them as "General"). Wracked with guilt over building a superweapon that killed everyone around Malachor V, he uses his mechanical genius to help people (more recently the Restoration Project on Telos IV).

    He is automatically recruited after reaching the Restoration Zone on Telos IV.

    Along with carrying his Remote companion around (which fires laser blasts that damage enemies and, eventually, can repair other droids), Bao-Dur can automatically disarm enemy shields using unarmed attacks (thanks to his cybernetic arm). In addition, he gains the Unarmed Specialist feat without the Jedi prerequisite and his unarmed attacks deal bonus electricity damage with a chance of inflicting Slow on the target.

    By talking with him outside of combat, the Exile can ask Bao-Dur to create Energy Shields for the party (provided the party has a low amount of them).

    Class: Tech Specialist (can multiclass into Jedi Guardian)
    Weapons: Blaster Pistols, Blaster Rifles, Melee Weapons
    Armor: Light Armor, Medium Armor
    Starting Level: 6
    Starting Attributes: STR 14, DEX 10, CON 14, INT 15, WIS 14, CHA 10
    Starting Abilities: Power Attack, Flurry, Critical Strike
    Starting Feats: Improved Gear Head, Conditioning

    T3-M4

    Returning from the previous game, T3-M4 is a T3-series utility droid that aids the Exile in their quest (usually with matters involving the Ebon Hawk). Despite never having a memory wipe or damaged memory banks, he is silent about his past adventure (even so far as to sabotage the ship's navigation records). His dialogue is unintelligible, even when players can choose what he says (which is sometimes used for comical effect).

    He is automatically recruited after recovering the Ebon Hawk from Telos.

    By talking with him outside of combat, the Exile can ask T3-M4 to create Computer Spikes for the party (provided the party has a low amount of them) or to upgrade an item for them (as a travelling Upgrade Workbench).

    Class: Expert Droid
    Weapons: Blaster Pistols
    Armor: Droid Plating
    Starting Level: 3
    Starting Attributes: STR 10, DEX 15, CON 14, INT 16, WIS 10, CHA 10
    Starting Feats: Caution, Gear Head

    Visas

    Relying on the Force to see the physical world (due to her race's innate blindness), Visas Marr is a quiet Miraluka assassin and the former second-in-command of Darth Nihilus. Feeling the Exile's presence in the Force, she was tasked with bringing the Exile to Nihilus, only to be defeated and shown mercy. She instead pledges her allegiance to the Exile.

    She is automatically recruited on the Ebon Hawk after either by becoming prominently light side or dark side, or by checking the status of three of the four Jedi Masters. She is also a potential love interest for the Exile (male only).

    With enough influence, she can train the Exile on the Ebon Hawk the Force Sight power, allowing the Exile to see the Force alignment (as a glow) of all sentients for a limited time.

    Class: Jedi Sentinel
    Weapons: Blaster Pistols, Melee Weapons, Lightsabers
    Armor: Robes
    Starting Level: 6
    Starting Attributes: STR 12, DEX 18, CON 12, INT 10, WIS 12, CHA 15
    Starting Abilities: Flurry (Improved), Critical Strike
    Starting Feats: Two-Weapon Fighting

    Mandalore

    The leader of the Mandalorian clan across the galaxy, the helmeted warrior known as "Mandalore" helps provide a safe passage for the Exile to the capital of Onderon from his base in the moon Dxun after they earn his respect. Afterwards, he joins the Exile to help stop the Sith and reunite his scattered Mandalorian forces. It is quickly revealed that the warrior has a familiar connection with the Ebon Hawk.

    He is automatically recruited after traveling to the capital of Onderon.

    Due to his experience in countless battles, Mandalore gains both a base Defense bonus (that increases as he levels up) and immunity to both the Fear and Horror effects. Also, Mandalore has unique implants (in addition to standard implants) that can be switched at any time (either health regeneration, bonus Constitution, bonus Strength, or bonus Dexterity).

    Class: Soldier
    Weapons: Blaster Pistols, Blaster Rifles, Melee Weapons
    Armor: Light Armor, Medium Armor, Heavy Armor
    Starting Level: 5
    Starting Attributes: STR 15, DEX 12, CON 15, INT 12, WIS 12, CHA 12
    Starting Abilities: Power Attack, Power Blast (Improved), Rapid Shot, Sniper Shot
    Starting Feats: Weapon Specialization (Blaster Rifle), Toughness, Close Combat

    G0-T0

    A G0-T0 planning droid and proxy for mysterious crime lord Goto, G0-T0 oversees the Exile's operations. Despite his amorality and lawlessness (among previous unintentional altercations with the Exile), Goto assists the Exile in help rebuilding the Republic.

    He is automatically recruited after rescuing the Exile from Goto in Nar Shaddaa.

    Along with being a floating droid (allowing him to float over mines without tripping them), G0-T0 is equipped with a personal cloaking shield, allowing him to use Stealth. At higher levels, he gains the ability to temporarily distract droids (and at even higher levels cause them to fight for him). He is also the only droid that can equip his special interface module (the G0-T0 Targeting Module, which gives him the Power Blast, Rapid Shot, and Sniper Shot abilities, all of which are Improved).

    By talking with him outside of combat, the Exile can ask G0-T0 to create Security Tunnelers for the party (provided the party has a low amount of them).

    Class: Expert Droid
    Weapons: Blaster Pistols
    Armor: Droid Plating
    Starting Level: 6
    Starting Attributes: STR 10, DEX 18, CON 16, INT 16, WIS 10, CHA 10
    Starting Feats: Two-Weapon Fighting, Caution, Improved Gear Head, Close Combat

    Handmaiden

    One of the personal aides to Jedi Master and historian Atris, the Last of the Handmaidens is a mysterious combatant of Echani heritage. If the Exile is male, she stows away on the Ebon Hawk at the request of Atris and observes the Exile's mission.

    She can only be recruited if the Exile is male, in which case she is automatically recruited after recovering the Ebon Hawk from Telos. She is also a potential love interest for the Exile (male only).

    Due to her Echani martial arts training, she gains the Unarmed Specialist feat without the Jedi prerequisite, deals extra damage on unarmed attacks (stacking with Unarmed Specialist) and has a chance of knocking down enemies with unarmed attacks.

    Training with her on the Ebon Hawk eventually grants the Exile the Battle Precognition power, automatically adding the Wisdom modifier to the Exile's Defense stat when not wearing Armor.

    Class: Soldier (can multiclass into Jedi Guardian)
    Weapons: Blaster Pistols, Blaster Rifles, Melee Weapons
    Armor: Light Armor, Medium Armor, Heavy Armor
    Starting Level: 6
    Starting Attributes: STR 14, DEX 16, CON 14, INT 10, WIS 10, CHA 14
    Starting Abilities: Power Attack (Improved), Power Blast
    Starting Feats: Improved Two-Weapon Fighting, Conditioning, Improved Toughness

    Disciple

    Briefly trained in the Jedi Enclave on Dantooine before the fall of the Jedi Order, the Disciple is a mysterious historian of the Jedi and a Republic medic. If the Exile is female, he joins the crew to assist in searching for the remaining Jedi Masters.

    He can only be recruited if the Exile is female, in which case he is automatically recruited after reaching him in the Jedi Enclave on Dantooine. He is also a potential love interest for the Exile (female only).

    By talking with him outside of combat, the Exile can ask the Disciple to create Medpacs for the party (provided the party has a low amount of them) or to help with .

    Class: Soldier (can multiclass into Jedi Consular)
    Weapons: Blaster Pistols, Blaster Rifles, Melee Weapons
    Armor: Light Armor, Medium Armor, Heavy Armor
    Starting Level: 6
    Starting Attributes: STR 14, DEX 16, CON 14, INT 10, WIS 10, CHA 14
    Starting Abilities: Power Attack, Flurry, Power Blast, Rapid Shot
    Starting Feats: Improved Two-Weapon Fighting, Conditioning, Improved Toughness, Close Combat

    Mira

    A successful no-nonsense bounty hunter known for her mercy and demolitions experience, Mira joins the Exile after trying to get crime lord Goto off their back. She also has a bitter history with bounty hunter Hanharr after evading his hunt and saving his life (ending up in an unintentional Wookiee "life debt" with him).

    She can only be recruited if, at a certain point in Nar Shaddaa, the Exile has not fallen to the Dark Side, in which case she is automatically recruited after the Exile is captured by Goto in Nar Shaddaa.

    Able to help navigate the party around traps, having her as the current party leader allows the entire party to navigate through mines without tripping them. She is also the only character who can equip the Wrist-Mounted Launcher item for one of her Arm slots, giving her the ability to launch grenades at a faster speed (and causing them to detonate on direct impact) while allowing her to fire unique darts and rockets.

    Like the Scout class of the previous game (and Hanharr), Mira gains three beneficial feats: Evasion (which negate all damage if the saving throw succeeds), Uncanny Dodge (which reduces the effect of enemy grenades), and Targeting (which gives an attack bonus on ranged weapons). In addition, Mira gains the Precise Shot feats for free.

    Class: Scout (can multiclass into Jedi Sentinel)
    Weapons: Blaster Pistols, Blaster Rifles, Melee Weapons
    Armor: Light Armor
    Starting Level: 6
    Starting Attributes: STR 10, DEX 16, CON 12, INT 14, WIS 11, CHA 10
    Starting Abilities: Critical Strike, Rapid Shot, Sniper Shot
    Starting Feats: Caution, Dueling, Close Combat

    Hanharr

    A sociopathic Wookiee of great strength, Hanharr is a bounty hunter with an immense hatred of humans (after being taken to slavery by the Czerka Corporation). He also has a bitter history with bounty hunter Mira, after failing to hunt her and ending up in a Wookiee "life debt" with her. Should the Exile agree to help kill his handler Visquis, Hanharr kills Mira in a duel and is forced by Kreia to serve the Exile.

    He can only be recruited if, at a certain point in Nar Shaddaa, the Exile has fallen to the Dark Side, in which case he is automatically recruited after the Exile is captured by Goto in Nar Shaddaa.

    His Wookiee toughness gives him extra health points when leveling up and allows him to negate some of the damage he receives. In addition, he can activate the Wookiee Rage ability (similar to the Fury power for Sith Marauders), which temporarily buffs his Strength, vitality, attack speed, and Fortitude/Will saves while weakening his base Defense, adding immunity to Paralysis and Stasis effects, and adding extra attack damage after killing enemies. While he cannot wear any armor, he can wear other equipment that requires any sort of armor proficiency.

    Like the Scout class of the previous game (and Mira), Hanharr gains three beneficial feats: Evasion (which negate all damage if the saving throw succeeds), Uncanny Dodge (which reduces the effect of enemy grenades), and Targeting (which gives an attack bonus on ranged weapons). In addition, Hanharr gains the Precise Shot feats for free.

    Class: Scout
    Weapons: Blaster Pistols, Blaster Rifles, Melee Weapons
    Armor: None
    Starting Level: 4
    Starting Attributes: STR 20, DEX 13, CON 20, INT 10, WIS 12, CHA 8
    Starting Abilities: Power Attack (Improved), Flurry, Rapid Shot
    Starting Feats: Close Combat

    HK-47

    A Hunter-Killer assassin droid originally created by Darth Revan, HK-47 is first seen in a malfunctioning state aboard the Ebon Hawk. Should the Exile repair him using parts from imitation HK-50 droids, he is reactivated to serve the crew as a combat droid. Despite his damaged memory banks, HK-47 still has an affinity for causing death and destruction (now with a new-found hatred of the HK-50 droids).

    He can optionally be recruited after recovering the Ebon Hawk from Telos, provided the Exile found all of the necessary components.

    Focused on combat, HK-47 has a random chance of critical hits dealing a significant amount of extra damage (based on the target's current health). He also has a native boost to his Defense bonus.

    Class: Combat Droid
    Weapons: Blaster Pistols, Blaster Rifles
    Armor: Droid Plating
    Starting Level: 6
    Starting Attributes: STR 16, DEX 16, CON 10, INT 14, WIS 12, CHA 10
    Starting Abilities: Power Blast
    Starting Feats: Weapon Focus (Blaster Rifle), Toughness

    Story

    Kreia, a major character in The Sith Lords
    Kreia, a major character in The Sith Lords

    5 years after the story of the original KOTOR, the story of KOTOR II follows the adventures of the Jedi Exile (canonically a female, and will henceforth be referred to as such), a Jedi who was punished for her part in the Mandalorian Wars with excommunication from the Jedi Order. After escaping from a ruthless assassin droid on the mining station of Peragus with her companions Kreia, Atton Rand and T3-M4, the Exile sets about finding a way to stop the hidden Sith menace and recovering her connection to the force--which was seemingly cut off by the Jedi Council after her excommunication.

    Mentored by the uncompromisingly pragmatic Kreia, the Exile gathers more and more companions (including a Sith Lord's former apprentice and the leader of the tattered remains of the Mandalorians) and travels to a wide variety of planets in her search for the last remaining Jedi Masters. As she travels about the galaxy, the Exile gains insights into the nature of the force, the flaws inherent in its black-and-white morality, and the dark pasts of her companions. Depending on her interactions, the Exile may begin a romance with either Atton Rand or the Disciple (if male, then the Exile can romance the Handmaiden or Visas Marr).

    After gathering the remaining Jedi Masters at the ruined Jedi Enclave on Dantooine, it is revealed that it was not the Council that cut off the Exile from the force at all. In fact, she severed her connection as a defence mechanism following the destruction of Malachor V--the sheer scale of which should have killed most force sensitives outright. The Council also reveal that the Exile has not recovered her connection to the force at all, but is rather acting as a leech, draining the force from those around her. Given her status as a "wound in the force", the Council resolve to actually sever the Exile's connection to the force, and nearly succeed but for the intervention of Kreia. Kreia berates the Council for their ignorance, and severs their connection to the force, killing them instantly. It is here that Kreia is revealed to be the Sith Lord Darth Traya, Lord of Betrayal. Following her recovery from the ordeal, the Exile tracks down Darth Traya to the ruins of Malachor V, where they confront one another, student and master, for the final time.

    On a dark-sided playthrough, the Jedi Council scene is decidedly less crowded--as the Exile has already killed most or all of the Jedi Council. If this is the case, Kreia instead berates the player for her brutality and foolishness, branding her a failure. The confrontation on Malachor V still occurs, but rather than it being the end result of the Exile's quest for insight and harmony, it is the end result of the Exile's lust for power.

    Cameos

    Two popular characters from the original game make cameos in KOTOR 2. Carth Onasi will appear and inquire to the Exile if she knows of Revan's current whereabouts. When it turns out the Exile does not know what happened to Revan, a short scene of a conversation between Carth and Bastila Shan plays, discussing why Revan left, and where he/she might be. If the player played the original KOTOR as a dark side character, Bastila will appear in a Sith Holocron on Korriban. Also on Korriban, there is a cave that the Exile must be an extremely high level to enter. Upon entering this cave, the Exile is shown Force apparitions of Revan and Malak, in addition to another appearance by Bastilla. Revan wears his/her mask however, so the player does not see his/her face. In addition to these, HK-47 and T3-M4 both return as party members in this edition. Also returning is Canderous Ordo, but he goes only by the name Mandalore, and never removes his helmet. It is only towards the end of the game that the player discovers that Mandalore is in fact Canderous. No other party members from the original KOTOR appear in KOTOR II.

    Locations

    Malachor V.
    Malachor V.

    KOTOR II Included a comparable amount of planets to the original KOTOR, all of them fully explorable:

    • Peragus II - A mining facility on an asteroid, the game begins in this mostly abandoned area, with the Exile having to gain access to the Hangar bay and escape.
    • Telos IV - A planet ravaged by Sith orbital bombardment during the Jedi Civil War, it is now the subject of a massive restoration effort, with the surface being terraformed back to a habitable environment, and the massive Citadel Station orbiting overheard.
    • Dantooine - A returning planet from the original KOTOR, Dantooine is in the middle of a rebuilding effort, after the Sith attack on the Jedi enclave near the end of the original KOTOR. A group of mercenaries wishes to overthrow the fledgling government on this planet, and they launch a full assault while the Exile is on-planet.
    • Korriban - Another returning planet from the original KOTOR, Korriban, the former seat of Sith power, has fallen into ruin. After Revan left known space, the remaining Sith turned against each other, and their empire collapsed. Nothing remains now but ruins and tombs.
    • Onderon - A planet in the throes of a civil war between it's monarchy and it's military. Onderon is also considering seceding form the Republic.
    • Dxun - A moon orbiting Onderon, Dxun is covered in jungles and ruins, including the tomb of ancient Sith Freedon Nadd. A secret Mandalorian conclave calls this moon home, led by Canderous Ordo, who has assumed the title of Mandalore.
    • Nar Shaada - A seedy industrial world, stuffed with refugees from the Jedi Civil War, and crawling with crime bosses and bounty hunters.
    • Malachor V - The planet where the final battles of the Mandalorian war took place. The hulks of ships destroyed in the final battle between Republic and Mandalorian forces clutter the planet's orbit.

    PC System Requirements

    • OS: Windows XP, Windows Vista and Windows 7
    • Processor: Intel Pentium 3 1GHz or AMD Athlon 1GHz
    • Memory: 256MB RAM
    • Hard Disk Space: 5 GB
    • Video Card: 32MB with Hardware T&L
    • DirectX®: DirectX 9.0b compatible
    • Sound: DirectX 9.0b compatible
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