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Star Wars: Knights of the Old Republic II: The Sith Lords Hints
General Notes
1 of 11: This hint file is based on three playthrus I made of the game on the unpatched PC version. I played with a male Jedi Sentinel who went Light Side, a male Jedi Guardian who went Dark Side, and then a male Jedi Guardian who went Light Side. Between those three characters, I should have experienced just about all there is to experience in the game.
2 of 11: When choosing the class of your starting character, pick a Jedi Guardian if you prefer the "might over magic" style of play (using heavy armor and powerful weapons in combat instead of depending mostly on the magic-like Force powers). If, however, you prefer a magic-user kind of character, choose to be a Jedi Consular, since they are poor in physical combat, but can become very powerful in the use of the Force. The Jedi Sentinel is a kind of "in-between" character that balances the two, and that has better skills.
3 of 11: I found that my favorite was the Jedi Guardian with starting stats of (in top-to-bottom order) 14, 12, 14, 14, 12, 12. When he reached level 15, I had him become a Jedi Weapon Master, which worked out really well. I recommend this for anyone who's not sure of what to do, and doesn't want the game's combats to be too hard.
4 of 11: Whatever kind of character you choose to create, be sure to give him some points in the Demolitions skill, since you get some XP every time you disable or recover a mine. This also goes for using the Security skill to unlock doors and containers. (You could in some cases have skilled companions do these things for you, but this isn't always possible.)
5 of 11: Another great thing about having a high Demolitions skill is that you can set a trail of mines to lead your enemies through. When you know some tough opponents are ahead, set mines in a line (preferably in a narrow corridor) and then go get the enemies' attention and lead them back through your mine line. Remember that you can run right through a minefield that you set without setting any of the mines off yourself.
6 of 11: When containers have random items in them, those items are set when you first enter an area. That makes it rather impractical to restore a save in order to get different random items from the containers -- you'd have to replay the whole area. However, it doesn't always work like that with other things. With shops, for instance, the inventory is set when you first talk to the shopkeeper. Also, some quest rewards are randomly chosen when you report in for the reward.
7 of 11: Once you've gathered several companions, always check their skills to see what they're better at than you. For instance, if T3-M4 is better at Demolitions, switch to him before you try to disarm or recover a mine.
8 of 11: During combat, it's very useful to pause the game (SPACEBAR) and switch to each character in your party and issue separate orders to each. Sure, it's often much easier just to control one of them and let the others go on "autopilot," but in difficult battles that you can't win that way, it can be better to micromanage everyone. (Also remember that you could have one character heal and/or buff up others during battle with medpacs or Force powers while the others fight. Setting the behavior icon of a Jedi, such as Kreia, to "Jedi support" can be very helpful.)
9 of 11: When you first spot a group of enemies at range, you should have everyone (even melee specialists) switch to ranged weapons and fire on one of the enemies. This will weaken him as he approaches you, plus you can often draw one enemy to you at a time this way instead of taking them all on at once (this works particularly well with animals).
10 of 11: Whether your Jedi is Light Side or Dark Side affiliated, you should take the Force powers of Shock, Force Lightning, and then Force Storm as soon as you can get them. Force Storm is *so* useful in battles that include lots of enemies at once. On the defensive side, even Dark Jedi should get Heal, Improved Heal, and then Master Heal for healing during combat. Anyone who can cast Master Heal and Force Storm over and over in a battle is likely to win every time!
11 of 11: Two other very useful Force powers that you should get ASAP are Affect Mind and Dominate Mind. They often give you extra "[Force Persuade]" options in dialogue that can be very helpful.