You’re standing on a derelict mining station, your lightsaber is missing, and the Force feels like a screaming wound. That’s the opening of Obsidian's 2004 masterpiece. Honestly, it's a mess. A beautiful, philosophical, bug-ridden mess. If you’re looking for a Star Wars Knights of the Old Republic II walkthrough, you aren't just looking for a map. You need a way to navigate the weird morality and broken quest triggers that define the Exile’s journey.
It’s different from the first game. BioWare gave us a hero's journey; Obsidian gave us a deconstruction of what it means to be a Jedi. You're the Exile. You’ve been cut off from the Force, and every planet you visit—from the toxic clouds of Nar Shaddaa to the frozen wastes of Telos—is a reflection of that emptiness.
Why Peragus is the Real Tutorial (and Why People Hate It)
Most players quit at Peragus II. It’s lonely. It’s long. It feels like a survival horror game instead of a space opera. But if you rush it, you miss the fundamental building blocks of your build. You need to loot every single cylinder. Components are the lifeblood of this game. Unlike the first KOTOR, where you just found better gear, KOTOR II is all about the workbench.
If your Repair and Computer Use skills are low, you're going to have a bad time. You'll spend the whole game wishing you had more spikes or parts. Kreia—the grumpy, cryptic mentor who everyone loves to debate—will constantly judge you here. Listen to her, but don't feel like you have to agree. The "Influence" system is the hidden engine of the game. If you want to turn your crew into Jedi later, you have to play their game now.
The Planet Order That Won't Break Your Save
The biggest mistake in any Star Wars Knights of the Old Republic II walkthrough is telling people they can go anywhere first. Technically, you can. Practically? If you go to Korriban first, you're going to get flattened.
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Go to Nar Shaddaa.
It’s chaotic. It’s overwhelming. But it’s where you get the most companion progress and, crucially, your lightsaber parts. You can’t just find a lightsaber in a chest anymore; you have to build the damn thing. Bao-Dur is your guy for this. Keep him in your party, be nice to him (or incredibly mean, if that’s your vibe), and get those three pieces.
- Dantooine is great for the Crystal Cave. You need your personal crystal. It tunes to your alignment and levels up with you. It is, hands down, the best item in the game.
- Onderon is split into two parts. You'll visit, get kicked out, and come back later. It’s the most "Star Wars" the game gets, featuring a full-scale political coup.
- Korriban should be your last stop. It’s short, spooky, and contains a cave that will judge your soul. If you aren't at least level 20, the ghosts in there will wreck you.
Mastering the Influence System
This is where the game gets deep. Your companions aren't just pack mules. Atton, Bao-Dur, Mira, and even Brianna (The Handmaiden) can be trained as Jedi. But they won't do it because you asked nicely. You need Influence.
Influence is earned by performing actions that align with their worldview. Atton likes it when you're pragmatic or slightly chaotic. Bao-Dur responds to kindness and technical aptitude. Here’s the kicker: you can also unlock their secrets by having negative influence. If they hate you enough, they’ll still spill their guts. It’s a wild system that modern RPGs rarely touch.
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One specific tip for the Handmaiden: if you're playing a male character, fight her in the cargo hold. Repeatedly. It’s the only way to advance her plot. Just don't wear armor. She has rules about that.
The Restored Content Mod: Not Optional
If you are playing on PC, stop. Go to the Steam Workshop or DeadlyStream and download the Sith Lords Restored Content Mod (TSLRCM).
The original release of KOTOR II was rushed for Christmas 2004. Huge chunks of the ending, specifically on Malachor V, were literally cut out of the game but left in the files. Without the mod, the ending feels like a sudden cliffhanger that explains nothing. With the mod, you get the HK-50 factory, a functional ending for your companions, and a much clearer picture of what Kreia was actually trying to achieve. It’s the difference between a rough draft and a finished novel.
Building a God-Tier Exile
Don't ignore Dexterity. In the d20 system this game uses, being hard to hit is often better than having a lot of health. If you're going for a Force-heavy build (Consular), your Wisdom and Charisma need to be high, but don't neglect Constitution. You need a 16 or 18 Con to use the best implants in the game.
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The most "broken" class combo? Jedi Consular into Sith Lord or Jedi Master. By level 25, you can clear an entire room with one Force Storm. It feels cheap. It feels powerful. It feels exactly like what a dark side master should be. If you prefer the blade, Weapon Master or Marauder will give you "Deflection" stats that make you immune to blasters.
Understanding the Philosophy
The real Star Wars Knights of the Old Republic II walkthrough happens in the dialogue trees. Kreia is testing you. She hates the Force. She thinks it's a parasite that uses living beings to achieve a "balance" that results in millions of deaths.
When you give a beggar a credit on Nar Shaddaa, she’ll scold you because you’ve made him a target for muggers. If you kill the beggar, she’ll scold you for wasting energy. The "correct" path is often the one that shows independence. She wants you to stop relying on the Force and start relying on your own will. It’s the most sophisticated writing in any Star Wars property, period.
Survival Steps for the End-Game
As you approach the final act on Telos and Malachor V, make sure you've upgraded your gear.
- Break down everything. Use the workbench to turn useless blasters into components.
- Upgrade your robes. Use the "biometric" or "overlay" upgrades to boost your regeneration.
- Stock up on Adurals. The final bosses have high saves. You'll need every stat boost you can get.
- Save often. Malachor V is notorious for pathfinding bugs. Keep multiple save slots.
The journey of the Exile isn't about saving the galaxy. It’s about deciding if the galaxy is worth saving at all. Whether you heal the breach or let the shadows take it, the choice is ultimately yours.
Essential Next Steps for Your Playthrough
Focus on getting your Skills (specifically Persuade, Repair, and Computer Use) to at least 15 as soon as possible to unlock the best dialogue and gear options. Before leaving Telos for the first time, ensure you have spoken to every NPC in the Entertainment Module; missing the "False Batu" quest line can lock you out of easy early-game experience points. Once you reach Nar Shaddaa, prioritize the "Fassa’s Freighters" puzzle at the docks for a quick power level and rare loot drops. Finally, always check your companion's gear after a major cutscene, as the game occasionally un-equips items during scripted events.