Knights of the Old Republic Walkthrough: How to Not Ruin Your Build by Dantooine

Knights of the Old Republic Walkthrough: How to Not Ruin Your Build by Dantooine

Look, playing Star Wars: Knights of the Old Republic (KOTOR) for the first time is a bit of a trip because the game is secretly a math-heavy tabletop simulator wearing a Jedi robe. You think you’re playing a third-person action game, but you’re actually rolling twenty-sided dice in the background every time you swing a lightsaber. If you mess up your character sheet in the first few hours on Taris, you’re going to spend the rest of the game missing your attacks and wondering why a bunch of Gamorrean guards are wiping the floor with you. This knights of the old republic walkthrough isn't about holding your hand through every corridor—it's about making sure you actually understand the mechanics enough to feel like a powerful Force user instead of a frustrated accountant.

Most people start the game and pump points into Dexterity because they want to dodge things. That's fine. But if you're building a melee-focused Jedi, Strength is often what determines whether you actually hit the target. If your "to hit" roll is garbage, the best lightsaber in the galaxy is just a glowy paperweight.

Getting Off Taris Without Losing Your Mind

Taris is the "tutorial" planet, but it’s huge. It's easy to get stuck in the Lower City or spend too much time in the Duel Ring. Here is the big secret that veteran players use: Save your levels.

When you play through Taris, you are a basic class—Soldier, Scout, or Scoundrel. You can level up to level 20 total. If you hit level 8 as a Soldier on Taris, you only have 12 levels left to spend on your Jedi class later. A lot of people "level camp" at level 2 or level 4. It makes the Taris boss fights like Bendak Starkiller incredibly hard, but it means once you get to Dantooine, you can dump all those saved levels into Force Powers. You'll go from a guy with a blaster to a Jedi Master who can clear a room with Force Storm in about five minutes. It's a trade-off. If it's your first time, level 4 is a good compromise.

You need to recruit Bastila, obviously, but don't overlook Mission and Zaalbar. Zaalbar is a tank. His health pool is massive. If you’re struggling with the Rancor in the sewers (pro tip: don't fight it, use the synthesized odor and the grenade pile), Zaalbar can usually soak up the damage while you figure out your life choices.

The Hidden Complexity of Attributes

Attributes are the soul of your build. Honestly, the game doesn't explain this well.

  • Strength: Affects your chance to hit with melee and the damage you do.
  • Dexterity: Affects your defense and your chance to hit with blasters.
  • Wisdom/Charisma: These determine your Force Points and how hard it is for enemies to resist your powers.

If you want to be a "Force Wizard" (Jedi Consular), you need Wisdom. If you want to jump across the room and delete enemies (Jedi Guardian), you need Strength. Don't try to be a jack-of-all-trades. You'll end up being mediocre at everything.

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The Dantooine Pivot and Your Lightsaber

Once you finish the hidden map on Taris and escape the Sith blockade, you head to Dantooine. This is where the real knights of the old republic walkthrough begins. You’ll undergo Jedi training. You have to pick a color, but more importantly, you have to pick a class.

Jedi Guardians (Blue) get more feats and health.
Jedi Sentinels (Yellow) are "balanced" but generally considered the weakest class by the meta-community because they don't specialize.
Jedi Consulars (Green) get the most Force powers and the highest "Difficulty Class" for their spells.

The game asks you a series of questions to "test" you, but you can just pick the class you want. Once you get your saber, head to the crystal caves. Crystals aren't just for color; they provide stat buffs. The Mantle of the Force and Heart of the Guardian crystals (found later at Yavin Station) are the best in the game, but early on, just look for anything that adds energy damage or "Massive Crits."

Managing the Star Maps

After Dantooine, the galaxy opens up. You can go to Tatooine, Kashyyyk, Manaan, or Korriban in almost any order.

Tatooine is usually the best first stop. It’s relatively easy, and you pick up HK-47. If you don't get HK-47, you are missing out on the best dialogue in RPG history. He’s a "meatbag"-hating assassin droid, and he’s essential for a Dark Side run, though he’s hilarious regardless of your alignment.

Manaan is the one people hate. It’s a water world with a lot of slow walking in diving suits. It’s also where the legal system is very annoying. If you mess up the trial, you can actually get banned from the planet. Be careful there. Always keep a backup save. Seriously. This game is from 2003; it will glitch, or you will make a choice that ruins a questline. Save often and in different slots.

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Dealing with the Alignment System

Light Side vs. Dark Side isn't just a roleplay choice; it affects the cost of your powers. If you are a 100% Light Side Jedi, using "Force Choke" (a Dark Side power) will cost way more Force Points.

Light Side powers are mostly buffs: Heal, Speed, Armor.
Dark Side powers are offensive: Lightning, Choke, Fear.

Force Speed is the most important power in the game. At rank 2 (Knight Speed) and rank 3 (Master Speed), it adds extra attacks per round. If you use a double-bladed lightsaber with Master Speed, you’re hitting multiple times before the enemy even swings once. It’s broken. In a good way.

The Korriban Challenge

Korriban is the Sith Academy planet. It’s best saved for last or second to last. The enemies here are Force users, so they’ll actually resist your powers. If you go here too early, you'll find yourself getting stunned and drained constantly.

There's a specific quest involving a "prestige" system to impress the Sith Master, Uthar Wynn. You can play both sides, betraying everyone, which is very "Sith." Or you can stay true to the Light. Just know that the final trial in the Tomb of Naga Sadow is a significant spike in difficulty. Bring plenty of Medpacs and Advanced Repair Kits for your droids.

Essential Combat Tactics for the Late Game

By the time you hit the final Star Forge arc, the game stops being a mystery and becomes a gauntlet. You need to have your gear optimized.

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  1. Implant Level 3: This feat is worth it. The high-level implants can give you +5 to certain stats.
  2. Toughness: You need the extra HP.
  3. Flurry vs. Power Attack: Flurry is generally better for lightsaber builds because the penalty to defense is negligible once your stats are high enough.

The final boss is a massive jump in power. If you haven't invested in a way to "disable" the pods around the room (using either Force Breach or certain offensive powers), the fight will go on forever. You'll understand when you get there. Basically, the boss cheats. You need to be ready to cheat back.

Real Talk on Skills

Honestly? Most skills are useless for your main character.

  • Computer Use and Repair: Useful, but your companions (T3-M4 or Mission) can handle them.
  • Treat Injury: You only need a little bit; Force Heal replaces the need for Medpacs eventually.
  • Persuade: This is the only skill that only the main character can use. Put points here if you want the best quest outcomes or more credits.

If you don't have high Persuade, you’re going to miss out on some of the coolest lore beats and easiest ways out of a fight.

Final Actionable Steps for Your Playthrough

Don't just rush the main story. This game is about the journey and the companions.

  • Talk to your crew: Every time you level up or finish a main planet, walk around the Ebon Hawk and talk to everyone. Carth, Bastila, and Jolee Bindo have massive side quests that flesh out the world.
  • Visit Yavin Station: If you have the DLC/Updated version, go to the Yavin space station between every planet. The merchant there, Suvam Tan, has the best gear in the game, but his inventory only updates after you find more Star Maps.
  • Check your gear synergy: Don't just look at the defense number. Look at "Attribute Bonuses." A robe that gives +2 Wisdom is often better than a heavier armor set that restricts your Force powers.
  • Master the "Pause": Use the spacebar (or the pause button) constantly. Queue up your attacks. Don't just let the AI swing. Use a "Stun" or "Force Push," then follow up with a high-damage attack while the enemy is down.

KOTOR is a masterpiece, but it’s a product of its time. It rewards patience and reading the combat log. If you’re dying, check the log to see if you’re failing your saving throws or if your attack bonus is too low. Adjust your gear, use your stimulants, and remember that being a Jedi isn't just about the sword—it's about the math behind it.