kotor ll HELPPIÄ
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Viestit
Sivu 1 / 1Rekisteröitynyt:
29.12.2004
Kirjoitettu: keskiviikko, 02. maaliskuuta 2005 klo 22.59
miten sillä planeetalla missä on se myrkylline baari missä järjästyksessä sillä pikku robol pitää painella niitä nappuloita
.
Rekisteröitynyt:
15.07.2003
Kirjoitettu: keskiviikko, 02. maaliskuuta 2005 klo 23.57
a) Kirjoitusasu on saatanasta. Piti oikein kuluttaa aikaa ihan vain tuon sanalistan tulkitsemiseen edes jotenkin järkevästi
b) Oli sitten ihan pakko väsätä oma ketjunsa tälle pirun samalle kysymykselle, minkä esitit n. 22 minuuttia sitten tuossa massiivisen hienossa Knights of the Old Republic II -ketjussa
c) Ettei koko viesti menisi ihan harakoille ja haukkumiseksi, niin kaivelin ihan vain teikäläistä varten läpikulkuohjeet kyseiseen peliin, ja ihan vain puhtaan potutuksen ansiosta kaivelin sieltä jotenkuten vastaavan kohdan tekstiä - ja sitä on pitkästi:
Jos ei natsaa, niin etsiskele lisää informaatiota tuolta.
Esitä kuitenkin jatkokysymykset tuossa isommassa ketjussa. Sinne nimittäin saattaisi vastata vähemmän pottuuntunut ja asiaa enemmän tunteva henkilö. Pliis ja kiitti.
b) Oli sitten ihan pakko väsätä oma ketjunsa tälle pirun samalle kysymykselle, minkä esitit n. 22 minuuttia sitten tuossa massiivisen hienossa Knights of the Old Republic II -ketjussa
c) Ettei koko viesti menisi ihan harakoille ja haukkumiseksi, niin kaivelin ihan vain teikäläistä varten läpikulkuohjeet kyseiseen peliin, ja ihan vain puhtaan potutuksen ansiosta kaivelin sieltä jotenkuten vastaavan kohdan tekstiä - ja sitä on pitkästi:
Lainaus:The Jekk'Jekk Tarr
Try to enter the Jekk'Jekk Tarr. Regardless of which side you are on, the end
result will be Mira takes an environment suit, and heads to the Jekk'Jekk
Tarr posing as you. This happens even if you are Dark Sided, but don't get
too excited, this will be all you see of Mira. Also, if you're Dark Sided, do
NOT level her up. Waste of time. If you've never been in the Jekk'Jekk Tarr,
you can search its four rooms for Chemicals located in the corner dispensers,
and near the bar. Also, the captain of the Lunar Shadow is inside, and even
though Mira has no idea who that is, she can finish the quest for you. He's
in the room immediately to your left when you enter, in the back left corner.
Visquis is located in the far back room, which is over right once, then up
twice. Mira springs the trap, gets caught herself, and you wake up. You'll
see the Jedi Master here telling you to get over there yourself. Pushy.
You wake up in the flophouse, behind the false door in the last room that
you couldn't open before. Head over to the Jekk'Jekk Tarr, over near Pylon 3
in the upper right of this area. Make sure there is a good set of equipment
for either Hanharr or Mira when you get him/her. Hanharr can't wear armor,
but can use any implant. You won't be coming back for a bit, so when you're
good and ready, go in.
The poison starts to get to you (even if you are wearing a Breath Mask), but
good ol' Kreia sends you a vision and teaches you Force Breath Control. It
only protects from poisons, so you will get poisoned if you let it lapse.
(although since it lasts 200 seconds, you can easily keep it up all the
time, plus it gives you a "grace period" -- you get about 10 seconds after
you see it end before you get poisoned). Use it and enter the bar.
This will be a non-stop battle royale until you reach Visquis's room. You
don't have to, but there is also the room to the "left" to visit. Enemies
everywhere. I typically just sweep the place clean, Flurry on one guy (dead),
use the trigger (pauses) to switch to the next, Flurry the next guy. Repeat.
If your deflect blasters is good enough, they can't shoot you, although when
you reach the Gand room to the right, they mob you and attack with Melee.
You might consider a Mandalorian Melee Shield there, or use the Force Barrier
power.
When you get close, you get a cutscene as Visquis beats a hasty retreat out
of there. Keep going. You just have to get through this last room of Gand to
get to Visquis's room, although he's gone now.
In the last room before the tunnels, get the chemicals from the dispensers,
then talk to one of the Twi'leg attendants. They beg for mercy. You get these
options:
- LSP - Calm down, I mean you no harm. Where is Visquis?
- I'm looking for a Quarren. Have you seen him?
- DSP - Tell me where your master is, or you'll be corpses.
You can then ask for information (if you're Persuasive) about his defenses,
and the guards he has working for him. You can also ask about Mira/Hanharr.
Finish with either line:
- LSP - Get to safety. I'll handle your master.
- DSP - Then get out of here, now, before I kill you.
The exit is in the upper left and leads to the tunnels.
The Maze of Tunnels
o - S - M - M - o o - Empty Room
| | | | | = - no door
X - o - o - M - M = M M - Room with Mine(s)
| | | | E - Entrance
M - o - M - E J - Jekk'Jekk Tar
| | | F - Feraa's Corpse (with 2 mines)
F - M J X - Exit
S - Suyin's Corpse (with 2 mines)
Watch a cutscene that sets up where you are going...
You enter, and your mini-map immediately dies. You are in a maze of doors,
and tunnels. Complicating things, doors will close behind you. Try not to get
turned around. Your goal is to reach the Security Door at the end.
The basic rule of maze survival is to pick a direction and stick to it. In
practical terms, it works by following a wall. It doesn't matter which one,
just pick a wall, left or right, and always go in that direction the wall
goes. However, there are a few treasures to be found on some corpses who
died in the maze. If you feel comfortable wandering the maze, you can find
these things. It's actually a small, easy to read maze, once you get used to
it. The only trick is to not get turned around.
Once you hit the Security Door, you switch characters...
Tip: Before hitting the Security Door, if you have good defensive items,
unequip them now so they become available for Mira/Hanharr. Neither
can wear heavy armor, and Hanharr can't wear any armor. After they use
it and before the game switches back to your character, you can
unequip these items from them.
Visquis's Lair
-------------------------------------------------------------------------------
|---||---|
| || | W - Workbench
----d------d---- V - Ventilation Controls
| __ __ d To The Maze Ex - Escape Tunnel, with Controls
| | __[]__ | | (Goal)
| d d | S - Sparring Room
----| |-d----d-|-d|---- K - Key on a Corpse
| __|__W_V___|__ | d - Doors
| | | |
| d S S d |
|Ex-|--|---dd---|--|---|
| d d d d |
| | | | || |
|---| | | |---|
/ | |
/ /--dd--
| / |
| | Pit | |
/ / /
d/--dd--/d /
/ /K /
------
Hanharr Vs. Mira
Now these two finally get the no-holds-barred grudge match they deserve.
Which character YOU control depends on who you sided with earlier, and that
was based on your Light/Dark Alignment at the time. Dark Siders play as
Hanharr, while Light/Neutral Siders get Mira. It's an easier fight if you
play as Hanharr (especially if you didn't level her up).
Mira has a light step, and won't set off mines, and could just run a circuit
around the place letting Hanharr set off mines behind her. This isn't as
useful as you might think. Mines don't do a lot, and he runs too fast to
get hit by the poisoned mines. You can, however, run to just behind the mine,
shoot at Hanharr, let him get to the mine, then run away again. Repeat.
Note: Although you can level up Hanharr without thinking about it, if you
play as Mira you have to consider that she can become a Jedi later.
Should you level her up now, or wait for her to get those Jedi
levels? I'd just level her up. Saving levels never seems to pay off
like you'd think. Besides, she can be really good with the blaster.
Saving Mira's Levels Strategy...........................................
. For the first Mira battle with HanHarr, I levelled Mira only a couple .
. of times to make her more able to survive the battle. Since my Exile .
. had a high Demolitions skill, I'd retrieved a bunch of the more .
. deadly mines I'd come across earlier, so I had Mira lay down a couple .
. of big ones and encouraged Hanharr to walk right over them. He went .
. down quickly. .
. .
. A single Deadly Sonic caused enough damage that I just finished him .
. off with blasters and another mine or two. The hounds were even .
. easier. .
. .
. Then I levelled Mira up once more and gave her some stealth. Since .
. she has access to your entire inventory, if you've got any left over .
. stealth belts you haven't broken down yet, this is the easiest way to .
. complete this level. Sneak all the way to the controls, and then let .
. the Exile finish off all the bad guys (because if Mira isn't levelled .
. up, these guys can be too tough for her). .
. .
. That way you can choose to save most of her levels till after she's a .
. Jedi. (from David Pidcock) .
.......................................................................
Mira
Scout -- Level 6
Stats Skills Powers
-------------------------------------------------------------------
STR 10 0 Vitality 54 Computer Use 8 none
DEX 16 +3 Force 0 Demolitions 8
CON 12 +1 Defense 19 Awareness 8
INT 14 +2 Fortitude 6 Repair 8
WIS 11 0 Reflex 8 Security 2
CHA 10 0 Will 5 Treat Injury 5
Feats: Caution, Uncanny Dodge I, Dueling, Evasion, Targeting I & II,
Close Combat, Point Guard*, Precise Shot I
Items: Mira's Ballistic Mesh Jacket (+5 DEF, resist melee 5/-), Wrist
Launcher
* When Mira is in the lead, the party cannot set off mines
If you do simply level up Mira right away, put points into Repair and
Computer Use, or any skill your current group lacks. Mira is good at
ranged weapons, and becomes better at higher levels. She gains feats on
the Precise Shot tree for free. Mira becomes a Jedi later, if you get
Influence with her, but there's nothing that says she can't be a Jedi
with blasters. She's good at them.
Hanharr
Scout -- Level 4
Stats Skills Powers
-------------------------------------------------------------------
STR 20 +5 Vitality 60 Demolitions 6
DEX 13 +1 Force 0 Awareness 6
CON 20 +5 Defense 11 Repair 4
INT 10 0 Fortitude 9 Treat Injury 5
WIS 12 +1 Reflex 5
CHA 8 -1 Will 5
Feats: Armor Proficiency (Heavy)*, Improved Power Attack, Weapon Focus:
Melee, Uncanny Dodge I, Wookiee Toughness**, Targeting I, Precise
Shot I, Close Combat, Wookiee Rage***
Items: Rykk Blade (2)
* Despite having proficiency in it, Hanharr cannot wear armor.
** Works like the Marauder/Weapon Master feat, reducing damage taken
*** Works like the Marauder Fury ability, adding to STR and damage, with
a penalty to DEF at the same time. The high level abilities are
supposed to give extra attacks, and like the Marauder, don't. BUG.
Hanharr cannot become a Jedi, so level him up immediately. Take nothing
but STR with him, after an initial point of DEX. Hanharr will take some
hits, but with his sky high CON, he has Vitality to spare. He has many of
the same abilities as a Sith Marauder, the Rage, the Toughness, making
him a wicked melee fighter. Give him the toughness feats to increase
that ability. Hanharr starts with two weapons, but doesn't have any of
the Two Weapon Fighting feats, which should be a priority.
Whoever you are, fight and win the battle. As reward for winning, whoever you
are, Visquis will unleash the Kath Hounds! Now you have to fight off the
monsters.
Recover any unused mines, search all the bodies in the pit, then enter the
Kath hound lair to find the Old Beast Tender Corpse, who has the key out of
this dive. There's another corpse in here with some items for Mira's wrist
rocket, or for Hanharr, things to break down at a workbench.
Now we can leave this pit. When you open the door, you'll see a couple of
Ubese bounty hunters. These guys are annoying, and neither Mira nor Hanharr
are all that great all alone, so fighting them starts to seem rather
difficult. Especially if you see more than two at a time. They are melee
fighters, and Mira has some resistances to that type of damage from her
default armor.
Get the Jedi!
Now, what you need to do is let the Jedi in through the door, however, you
can't open that door by going there, you have to open it elsewhere. And no,
you don't open it from the main security terminal either. You need to find
the Escape Tunnel and use its nearby console to open all escape tunnels,
which lets in the Jedi.
However, if Mira/Hanharr has a better Repair than you, good news! You can use
the workbench to break down items at a better rate! (Normally breaking down
items always uses the Exile's skill, unlike Creating Items which always uses
the skill of whomever used the workbench) You can find the workbench and use
it to great effect.
With some consistency, every room here has 2 or 3 Ubese Bounty Hunters in it.
Most hallways are guarded as well. I'd kill them all, but you don't have to
do it as Mira/Hanharr. If you find battle easier with them, by all means,
clear the place out. If you just want your Lightsaber back, rush over to the
Escape tunnel.
The absolute QUICKEST way out (if you just want your Jedi back) is to go
Forward through the first door out of the Pit, then turn left in the
"Sparring Room" through that door, then the Escape Tunnel will be ahead on
your left. Use the Emergency Tunnel Control, and you switch back to your
main character. (Only do this if you're ready. There are Locked doors and
Lockers here, and Mira starts with Security)
The "Ventilation Controls" are in the same room with the workbench. It's
technically "straight up" (as seen on the map) from the pit, but you have
to go through one of the side rooms to get there. Use it, then Slice it
[0 spikes], then you can access cameras. The two rooms give you the
"Gas Room" option, or "Overload power conduit", either of which will kill
the Ubese inside. Since you had to go through at least one of these rooms
to get to the controls, you only need to do one of them. You get nothing on
its own merit for doing this, but you can easily kill Ubese this way. You
still get XP for killing them. Finally in the System Commands, you can
upload a map (1 spike) or open all security doors (1 spike). (490 XP)
Return of the Jedi
Once your Jedi is back inside (after watching a cutscene you can't use (A) to
cut his lines short), your eventual goal is to head back down to the pit.
However, that avoids clearing this place out. There's nothing else that you
HAVE to do here, but going room by room searching for treasures and killing
Ubese is good practice... and profitable to boot. Every room has treasure, so
go everywhere.
Also, if you're having trouble with the Ubese, perhaps you need to start
working on other strategies for fighting enemies. There are going to be more
times in the game where you don't have backup companions. Also, being able
to do more than one thing is useful. Being dependent on Force Powers can have
consequences with a certain boss later. (But being a straight up Fighter
never really hurts, except at the workbench)
When you're ready, go to the center pit, your Precognition will try to warn
you... go on in. Visquis here is glad that you've arrived. Two general ways
to answer his questions.
Light Path > I'm not looking for trouble - I was hoping for a civilized
discussion. (LSP)
> Because you've all put a bounty on my head.
> I only just arrived on Nar Shaddaa - I couldn't have helped
these people any faster. (LSP)
> Enough - why did you put a bounty on me?
> Leave him alone! (LSP) > END
Dark Path > I'm here to kill you, Visquis. (DSP)
> Because you've all put a bounty on my head.
> I don't care what happens to refugees - only myself.
> Enough - why did you put a bounty on me?
> Go on, kill him - slowly. (DSP)
Then watch how the Exchange takes care of their own... This loads over to a
Mira or Hanharr cutscene, where the Jedi Master arrives a little late.
If you are Light/Neutral you'll see a Hanharr/Kreia cutscene next.
Mira/Hanharr heads over to your companions and puts together a rescue party
for you, you just need to find Goto's ship. Talk to Mira for a bit, until
she reveals that all of Vogga the Hutt's ships are targetted by Goto. This
leads to the basic tactic of getting a blank transponder, and a valid code
from Vogga's warehouse...
Jos ei natsaa, niin etsiskele lisää informaatiota tuolta.
Esitä kuitenkin jatkokysymykset tuossa isommassa ketjussa. Sinne nimittäin saattaisi vastata vähemmän pottuuntunut ja asiaa enemmän tunteva henkilö. Pliis ja kiitti.
Ketään, jonka kivekset on murskattu tai jonka elin on leikattu, ei saa lukea Herran kansaan kuuluvaksi. — Raamattu
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