You wake up on the Peragus II in the Medical Bay of the Administration Level. The Peragus facility largely consists of droids so bear that in mind when equipping and levelling up your character. The Morgue and the corridor to the south are blocked so you’ll need to start by investigating the Medical Bay at #2.
1) Medical Bay – The Kolto tanks in the med bay will heal your wounds although there probably won’t be much need as your wounds will heal over time anyway. There’s a Lab Station here that you can use to learn about creating and breaking down items. It can be a handy way to get rid of useless items and turn them into things you may need.
Use the Medical Computer. In the Patient Treatment records you may be able to track who gave the last treatment to the people in the Kolto tanks causing them all to die except for you. From the Medical Bay functions you can unlock the Morgue door and and door to the Medical Storage Room. The Medical Storage room should have some Chemicals and Med Packs.
2) Lab Station – Head over to the Lab Station and search the room for equipment. There’s a Lab Station here that you can use to learn about creating and breaking down items. It can be a handy way to get rid of useless items and turn them into things you may need.
Dec 25, 2015 Star Wars KOTOR 2 Wiki Guide. Guide part 6. Korriban: Endgame. Access the droid functions and reassign droids to mine sealed doors to open up a new area. Or, if you tremble at the thought. Korriban:KRRBN: - I always take Korriban last, for a couple reasons. One, it is a good diversion while I wait for Onderon to get back to me. Two, in order to enter the Sith/Shyrack Cave, you need to be at a certain power level, which you will be if you take it last.
Use the Medical Computer. In the Patient Treatment records you may be able to track who gave the last treatment to the people in the Kolto tanks causing them all to die except for you. From the Medical Bay functions you can unlock the Morgue door and and door to the Medical Storage Room. The Medical Storage room should have some Chemicals and Med Packs.
3) Kreia & the Morgue – There are two corpses lying on the beds. Search the one opposite the entrance for a Plasma Torch which can be used to open the corridor door to the south. When you grab it Kreia will wake up. Later she’ll join as one of your party members.
Leave the room and go south to the damaged door. Equip the Plasma Torch and then bash the door with it to open it. Head through and then open the door to the east. You’ll be attacked by a few Mining Droids. Continue making your way to the east. The exits at #4 and #5 will be sealed for now so skip down to #7.
4) Exit to Dormitories
5) Sealed door
6) Exit to Mining Tunnels
7) Security Room – Search the corpse and the lockers, then use the Security Desk. You can watch all of the logs to start to get an idea of what happened to the facility and have a look at the cameras. Continue to the north.
8) Droid Ambush – Before opening this door Kreia will give you a warning about something dangerous on the other side. It’s not really such a big deal. There are 3 Mining Droids here. Take them down and then search the Footlockers. Inside one of them you’ll find a Stealth Field Generator.
9) Administration Center – There are a few Mining Droids hanging around that will attack you on sight. You can either just kill them or wear the Stealth Field Generator, then use the Console at #10 to shut them down.
![Windows Windows](/uploads/1/1/8/9/118923062/962879879.jpg)
10) Administration Computer – Use the console here to shut down the droids if you’re taking the stealthy path and open the Prison door at #11.
![Door Door](/uploads/1/1/8/9/118923062/501498810.jpg)
11) Atton & Prison Cell – Go into the cell and have a chat with Atton. You can be nice or mean to him depending on your path. After the conversation he’ll join your party. Head back to the Administration Computer.
10) Administration Computer – Use the computer to contact Hangar Bay 25. This will get you in contact with T3-M4.
You begin in the Storage Room of the Hangar Bay. Search the room for items then take the west exit. Use the Droid Shock Arm to eliminate the Mining Droids quickly. Follow the ramps down and then open the door leading to the Fuel Depot.
Search the Broken Droid for items and then open the door leading through the fuel pipe. Search the Corpse for a Datapad and 3 Sonic Mines. Search the other Broken Droids for Parts and equipment for T3-M4 then head back to the Hangar Bay.
Make your way back up the ramps to the Storage Room and place a Deadly Sonic Mine on the eastern door. Inside is another little droid and some extra equipment, including 3 Spikes. Grab everything and then make your way through the southern door to the Hangar Bay with the Ebon Hawk. The doors to the Ebon Hawk are sealed but you can use a Part to repair the Hangar Control console.
From this console you’ll be able to watch a number of logs but the panel is too damaged to communicate with the Administration Level. From the main menu go to Emergency Control Commands and then Run Diagnostic on Damaged Systems with Repair skill. You should be able to re-route the sub-system commands to the terminal in the Fuel Depot.
Now you want to Check Status of Emergency Sub-Systems and then use a Spike to open the Blast Door to the Fuel Depot. Go through the door and continue to the exit to the Fuel Depot.
Head down the walkway and take a left at the end. Use the Console. Click on Call up Emergency System Schematics and then Open Emergency Hatch on Peragus Administration Level. You’ll switch back to your main character.
After having a chat with Atton head back to #5. The sealed door should now be open and the path clear to access #6, the Exit to the Mining Tunnels.
Open the container for a Safety Harness, Survey Gear and Peragus Mining Shield. You’ll also be able to find a Miner Uniform down here as well. Open the door to the next area.
The only way to go is to the west. There’s a broken droid here that you can repair for a little extra assistance. Continue around to the east. There are a lot of mining droids here so either use your Stealth Field to dodge around them or force your way through.
Run through the superheated blast tunnel to avoid taking much damage. Continue around and eventually you come to an open section with a walkway in the center.
Use the center console to unlock a bin and bring down the fields in the corner of this room. There are droids behind each of the force fields and a couple of exits behind the fields.
Behind by exploring the exit behind the south west force field. Use your Plasma Torch to break through the door. Grab all the items and then head back to the open area.
This time go to the south. Dodge or disarm the mines and grab the Basic Ionite Edge that you can use to upgrade a weapon later.
Head back and take the exit to the east. Follow it around and take the exit to the Fuel Depot.
You’ll enter the Fuel Depot this time from the north. To your left is a strange HK droid. He’s a chatty fellow but also seem suspicious. Ask him about the body on the floor and you’ll discover the the HK droid can emulate his voice.
Go over to the room on the other side of the corridor with the workbench. Search the container for a Sonic Imprint Sensor. Talk to the HK-50 droid once more and trick him into repeating the code in the miner’s voice. You can use this voice code later to open an airlock.
Head out the door to the south and get ready for a difficult fight with some droids. The Ion Grenades work really well against them if you are having difficulty or get close and attack them at melee range.
Continue to the east. Inside one of the rooms is a console where you can playback the voice code to unlock the airlock seal. There are some floating mines along the way. Shoot them from long range or you’ll take damage. Grab the Space Suit from the locker and then take the exit to the Asteroid Exterior.
This is a simple area. The only danger to avoid is the fuel venting from the side of the asteroid. Stay to the outside of the walkway to avoid taking damage.
Once you’re halfway around the walkway you’ll have a chat with Atton. Turn around and have a look at him inside the facility.
As you continue walking you’ll see the docking of the Harbinger. Continue around to the entrance into the Dormitories.
1) Entrance – The entrance to the Dormitory from the Asteroid Exterior.
2) Workbench – use a Plasma Torch to get into this room. If you have a Vibroblade you may be able to upgrade it here.
3) Freeze Turrets – When you enter this area the Turrets will fire on you. They’re easier to destroy then you think but if you’re having trouble use your melee weapons or use the Stealth Field. There’s more Turrets in the corridor on the other side of the Dormitory.
4) Shift Assignment Console – Use the console here and either repair it for 1 Part or slice into it for 1 Spike. Use the camera function and look at the Dormitory West. Use 1 Spike to shut off the ventilation system and clear the gas. Go back to the main menu and end the dormitory emergency lockdown to open the door behind you.
5) Refectory – It may be worth going into the dining area first because you’ll get some information about a secret in the Dormitory. Search all the containers and bodies. You’ll find a Datapad that gives you a clue about a hidden cache of weapons in the dormitories.
6) West Dormitory – Search the dormitory for items and then use the console. There is a code here that you need to work out. You may want to visit the East Dormitory first for more information. If you have enough intelligence you’ll automatically be given the answer. Each dot represents a 1 and a dash represents 10. The code is 7, 5, 13, 17, 3.
7) East Dormitory – Search the dormitory for items and a Datapad.
8) Secret – If you found the miner’s datapad at #5 then you’ll have a clue about this secret. You’ll Demolitions skill and a mine to be able to blow open the door.
9) Console – Here you’ll find out what happened to the last of the miners. Watch the logs and then enter the code. HK-50 has reversed the code so enter it in backwards to open the Turbolift back to the Administration Level.
10) Exit to Administration Level
When you enter at #4 you’ll meet up with Atton and Kreia to form a party. Head back to the command section #9 for a confrontation with HK-50. He can be difficult to take down but use Ion Grenades to make the fight a bit easier. Search the remains for the HK Vocabulator which you’ll use later to repair a HK droid in the Ebon Hawk.
Use the console at #10 and active the communications program to talk with T3-M4. Make your way to #13 to go to the Harbinger Command Deck.
Next Part: The Harbinger
http://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/KnightsOfTheOldRepublicIITheSithLords
This is based on opinion. Please don't list it on a work's trope example list.
Go To
They do not call him the 'Lord of Pain' without a reason.
Knights of the Old Republic II as a whole is significantly darker in theme when compared to its predecessor, or even other Star Wars-related media as a whole. Its bleak atmosphere and grey morality are what truly make it stand out in the franchise, and it doesn't come without a few chills.Advertisement:
- The first two stages make up an exercise in creepy. In the optional prologue, the player controls T3-M4 on the shattered wreck of the Ebon Hawk, the only other occupants of which are another droid, one nearly-dead Jedi, several corpses, and something in a sealed cargo room that won't stop banging on the door. This is eerie enough, but when the player finally takes control of the main Player Character, it's to regain consciousness on a remote mining station and discover that someone or something has systematically crippled the station and murdered everyone else there while you were unconscious. Right around the time the tension is at its highest, the PC meets the HK-50 assassin droid responsible... and, although the extensive dialogue that ensues makes it abundantly clear what went down, the PC isn't able to do anything about it until quite a bit later.
- 'Mocking Query: Coorta? Coorta? Are you dead yet?'
- Just the thought of Peragus is scary enough. You're on a mining planet and there's almost no way to escape until a ship appears...only it's full of assassins and dead people, with a powerful Sith Lord having done the killing. Escaping is basically going through a minefield. So there's almost no way out. It's definitely like something out of a horror game.
- Made worse: the thing that won't stop banging in the cargo room on the Ebon Hawk? That's HK-47. From his perspective, he's trapped and has no way out, so he just resorts to banging endlessly, hoping that he'll be able to eventually break free. Now picture that scene if you're incredibly claustrophobic. Also made worse when you realize that the HK-50 is probably the one that shot him to pieces.
- Going through The Harbinger is the worst part. It's littered with corpses and invisible Sith Assassins that pops up every now and then, especially when you enter a dead road. And Darth Sion is skulking around and of course he shows up in the worst part, the long, empty hallway with flickering lights. The unsettling music makes the whole level creepier.
- And if you use cheats to enter the Harbinger without recruiting Atton or Kreia, you get this scene without the dialogue, just Sion standing there, looking at you.
- HK-50's audio recounting of the engineer's last moments. The voice actor did an exceptional job at conveying pain when the droids start burning through his leg.
Advertisement:
- Korriban from the second game, where the Sith academy is abandoned. The door to the colony is collapsed, but there's clearly a reason you landed in the Valley of the Sith instead of there. There are decaying bodies lying around. The person you went there to find is lying dead inside a torture cage. And then you're attacked on the way out by Darth Sion. And before you even enter the academy, you're attacked by invisible giant reptiles if you try to loot the random corpses laying randomly on the ground. Because they are only invisible, this means they're always there, watching you go about your merry way.
- Not to mention the constant attacks of Sith Assassins while you're in the Academy. Since they spawn in Stealth mode, the implication is that they're always there, but unlike the lizards, these guys are always there, following you. And, much like in the Harbinger, they tend to appear when you hit a dead end, so you turn around and you have several invisible assassins attacking you where there was nothing before.
- A special shout-out goes to the sequence in which you open a door, go through a small corridor, open another door and find yourself in a collapsed room. A total dead end. You turn back, leave the room, but as you're exiting the corridor the door slams shut and Sith Assassins spawn in. It's almost like a jump-scare, and considering this room is directly opposite the entrance to the Academy, it's possible this is the first place many new players will find themselves in
- Every one of Sion's appearances. Especially the medical bay log on the Harbinger that has the doctor going along normally before stopping to look at something offscreen with shock, then the camera shorts out and you hear screaming followed by Sion's deep, gravelly voice saying 'I have come for the Jedi.'
- Kreia invading Atton’s mind can be pretty unnerving to watch.
- The Tomb of Ludo Kresh, being an example of both a Mind Screw for the player and a Mind Rape for the character. To sum up: Creepy BGM? Check. Distant screams heard when within the tomb? Check. Inability to regenerate force points? Check.note Illusions of your past trying to drag you to darkness while real monsters try to kill you? Check! Especially horrifying is when your entire party turns on you with this line delivered in a Creepy Monotone: 'Apathy is death.'
- Made a Funny Moment if you have HK by that point: 'Staaatmeeent: Aaapathy is deeeeaaaath.'
- Especially creepy is the fact that losing to any of the illusions in there won't kill you, but it will give you a lot of Dark Side points and leave you with only a few hitpoints, so any of the real monsters you face while in there will kill you.
- Sanity Slippage: 'The visions. The visions! They thought to trick me by taking the form of my fellow Jedi, but my discipline is so strong - I tricked them back. One fell to the shyrack, and the others fell to my lightsaber'―Nebelish's datapad found on his body
- What Could Have Been and a peek at the game files just makes this worse. Take a very close look at Nebelish; the character model didn't change much. Yup, that was supposed to be Dustil Onasi you encounter dead or gone insane in that tomb. Good thing you didn't have to deliver that news to the admiral, assuming an LS Revan.
- Though you're on a safe side, while you're on the surface of Telos you can look towards the containment field on the edge of the map. The sky is black and you can see lightning. It makes you wonder exactly what the sections of the planet that haven't been restored yet look like...
- Darth Nihilus. He devours entire planets and doesn't care who he devours. If not for the Exile, he would have devoured the Jedi, then the Republic, and all sentient life in the galaxy, including the Sith. What makes it worse is that he speaks one of the few languages in the game that isn't subtitled. It's hinted that he is speaking the language of the True Sith.
- His outfit is pretty scary too: totally black robes and a mask made of bone. It only makes it scarier when you hear from Visas that he doesn't have a body because he's devoured himself and all that remains is his essence, using the Force to keep his physical shape.
- The way he speaks is especially creepy. Even with the weirdest of alien languages, they at least sound like speech, or at the very least, something natural. Nihilus? His voice is like a warbling, strange hiss that doesn't sound even slightly natural.
- What doesn't help at all is that, when alien characters speak in an alien language, like Wookies, Twi'leks or Hutts, it's translated in subtitles for players to read. Nihilus offers no such courtesy, and instead only produces unintelligable noises the player is left to interpret by themselves
- The implications with Nihilus' force drain ability. The force, especially when it comes to force ghosts are treated like souls in the setting. And Nihilus is viewed as a black hole of the force and feeds on it. Unless it's stored and released upon his death, it could mean that being drained by him is the same of having your soul destroyed and leaving you Deader Than Dead.
- Oh the other hand. If you listen closely to his horrifying scream in this audio clip, you can hear human screams, both male and female. This could imply that being drained will leave your consciousness trapped within him, and him being a Humanoid Abomination diagnosed with Horror Hunger, is this fate any better than being obliterated?
- The cut-scene with Darth Sion beating up Kreia. She's laying there after being defeated by Nihilus, completely defenceless as Sion lifts her up and she's emitting a muffled, terrified scream just before he brutally beats the crap out of her with the dark side Jump Scare sound clip playing all the while.Kreia: 'I was cast down. Stripped of my power. Exiled. I suffered... indignities. And fell into Darkness'.
- After Kreia kills the Jedi Masters, if the player approaches the bodies, the description for each would say 'This master is dead... drained of life. His body is worse than lifeless it is like an absence in the force'.
- The implication Kreia's analysis of The Force has for the whole Star Wars universe. What if the Force really is a cruel entity that continually demands war and blood sacrifices to sustain it, fed by a cyclical religious war between two over-simplistic schools of philosophy, playing both sides and manipulating all life so that it has a constant supply of death to feed on? And the best case scenario is continuing to doom the universe to more of the same?
- Kreia's plan to kill the Force using the Exile. The Force has been stated to be the source of all life in the GFFA on more than one occasion. What would have happened if Kreia succeeded? She herself predicts at the very least every single Force user would either die, or have to forcibly sever themselves from the Force. Including herself. And she considers that a fully acceptable sacrifice.
- The blunt way Atton describes what he used to do for a living, and why he had to run from it. He had a Jedi prisoner, and he went in for the usual methods to break her, but she warned him that he was a Sensitive, and was going to find himself on the torture table once his bosses figured it out. He strangled her to death, part out of fear and part 'because I loved her.'
- Malachor V. Its surface is little more than a collection of jagged rocks and huge chasms, with storms up in the sky practically 24/7, and with cracks in the ground that release poisonous gas pockets if stepped on; the only form of life that one can find there is a species of hulking humanoid-reptilian monstrosities corrupted by prolonged exposure to the dark side of the Force. And there are corpses remaining from the end of the Mandalorian wars, all over the place, as well as remnants of ships torn to pieces. And as for Trayus Academy, well, let's just say that an active Sith Academy full of students and Sith of all kinds that are out for your blood is not exactly the most welcoming place in the galaxy.
- While exploring the depths of the enclave, and busting open a security door, you can find a datapad bearing this note: 'It's been a couple of weeks and no one has come for me. I can only assume the Enclave was destroyed topside and now I'm buried alive in here. I've tried using the equipment in this storage room to hack, force, weld or blow that flaming door open, but nothing I've tried works, and now I'm running out of food...'
- The Dark Side endings to your party members can be pretty ominous. Atton goes back to being a killer and murders the Jedi for their compassion, the Handmaiden will be completely consumed by battling, the Disciple basically becomes early Palpatine, Visas goes on a rampage towards everyone that has slighted her, and if you somehow managed to make Mira fall to the Dark Side, which is quite difficult without getting Hanharr as Darksiders usually have him join unless one manages their Dark/Light Side meter carefully before her fight with Hanharr, then she will no longer hold back on killing people. Congratulations, your influence has managed to make everyone who looked up to you into Lack of EmpathyAx-CrazyBlood Knights
- Some of the cut content involving Atton and the Handmaiden should you have more influence with the Disciple/Visas has them be corrupted by Kreia and turned to the Dark Side, and they attack their counterpart on Malachor. They're well aware of Kreia using them, but have fallen so far that they don't care as long as Kreia gives them a chance to kill the one who they see as having taken the one person they cared for. Atton in particular is chilling, returning to his roots as a Jedi killer.Atton: Ready to die, kid?
Disciple: I won't fight you, Atton!
Atton: I don't care, I just want you to die.