Star Wars: Knights of the Old Republic - Any% Glitchless Guide

v7.0: Male/Female Scoundrel -> Jedi Guardian Route (Light Side)

This route defeats Malak on the Star Forge as fast as possible without the use of glitches. Timing begins upon clicking “PLAY” after character creation and ends when the screen cuts to black at the start of the Malak Death cutscene. A load-removal tool and auto-splitter is available for LiveSplit thanks to Lane, glasnonck and XeroHR. Times are sorted based on load-removed times, since load times vary significantly in this game, and load screens are frequent. This guide will cover the character build for the run, as well as a detailed route.

If you have additional questions, you can check out the KotOR Speedrunning Discord which is linked on the game’s sidebar on speedrun.com. There’s a bunch of friendly folks there willing to answer questions!

Table of Contents:

Glitchless Ruleset

REMEMBER to show yourself restarting the game at the beginning of each attempt.

All glitches are banned, with the exception of the following:

In addition, exploits that give infinite experience, credits, or alignment points are also banned.

Due to its glitchy nature, QUICKSAVE is banned as well. Manual and autosaves, however, are allowed.

Character Build

The new character build is a Scoundrel build with Sneak Attack II, replacing the old Scout build. The benefits of this change are:

  1. Sneak Attack II helps certain fights become faster; in particular, the Hendar rakghoul, any fight where you Stun the opponent (Assault Droid, Governor, Juhani), the Sand People warrior in the Dune Sea, Darth Bandon, Lashowe, and Leviathan Malak are some of the fights that benefit from Sneak Attack damage.
  2. Sneak Attack damage applies to Force Jumps at range. This makes Force Jump Chains easier to obtain, leading to faster Force Jump movement on Tatooine, Kashyyyk and Lehon.
  3. With Auto-Level Attributes, we want to only spend 3 levels in our base class. Thus a major benefit of Scout (the free Implant 2 feat at level 4) is no longer valid, whereas Scoundrels get their free Sneak Attack II feat at level 3.

There are, however, some drawbacks:

  1. With no guaranteed Alacrity on Endar Spire, the Scoundrel build must either get a random Alacrity on Spire (0.83% chance) or shop with Zelka on Taris to buy Alacrities. Scouts can skip Zelka consistently, saving roughly 11s.
  2. Scoundrels have to take less Dex and Con and have naturally less Vitality than Scouts. This means dying on Taris is a much more common occurence, and there’s more stress on early game medpac usage.
  3. Scoundrels have to manually select Flurry, and therefore cannot take Weapon Focus: Melee Weapons. This leads to slightly worse chances to hit throughout Taris, but you can mitigate this by single-wielding on Taris to avoid the Two-Weapon Fighting penalty.

The old Scout build is close enough that if you really prefer it, you can use a Scout build instead. But Scoundrels will have more consistent and faster combat and therefore have the potential for faster runs overall.

Character Creation

We now begin as a Scoundrel; this guide as written can be completed as either a Male or Female character, with the only difference being two small conversation tweaks when speaking with Lashowe. On becoming a Jedi we’ll choose the Jedi Guardian class for maximum attack power and the Force Jump feat for quicker movement.

Initial Attributes

Initial Skills

Initial Feat - Flurry

We are going to focus on melee attacks with a lightsaber, so we max out Strength immediately. The 14 in Intelligence, combined with the 2 points in Computer Use, allow us to save 1 computer spike when hacking on Endar Spire, yielding a smoother spike route on Taris. We put points into Dexterity and Constitution to help us survive; 12 in Con is preferred, since the AC drop from lower Dex is compensated for by Scoundrel’s Luck. 10 Charisma makes up for the Scoundrel not getting a feat (and therefore Empathy) at level 3.

Persuade and Treat Injury (TI) will be our main skills; however since TI is not a Class Skill for Scoundrels, we’ll save points to put into TI once we become a Jedi. We don’t put any additional points into Computer Use after the initial 4; we’d need 8 total to save additional spikes, and we just don’t need those extra spikes. The points in Stealth guarantees our credit route for the early game; see below.

We choose Flurry because it’s overall a better feat than Critical Strike, though we will occasionally use Critical Strike to fish for Stuns. We pick Flurry over Two-Weapon Fighting because Flurry takes longer to select, so at level 2 it’s faster to pick Two-Weapon Fighting. Since character creation isn’t timed, this is optimal.

Leveling Plan

Level Feats Powers Skills
1 Flurry, Scoundrel’s Luck   Com and TI to 2, Demo, Stealth, Per, Security to 4
2 Two-Weapon Fighting   Save All
3 Sneak Attack II   Save All
4 Improved Two-Weapon Fighting Affect Mind, Stun Droid Save All
5   Burst of Speed Save All
6 Improved Flurry Force Valor Per to 9, TI to 9, Save Rest
AL7   Stun Awareness to 7, Repair to 1
8   Disable Droid Per to 11, TI to 10
9 Master Two-Weapon Fighting Knight Speed Per to 12, TI to 11
10 Master Flurry Knight Valor Per to 13, TI to 12
AL11   Stasis Awareness to 9
12 Weapon Focus: Lightsaber Force Resistance Per to 14, TI to 13
AL13   Force Push Awareness to 11

Our main combat plan is lots of Strength, Master Two-Weapon Fighting, Master Flurry, and Knight Speed, using Bastila’s Double-bladed Lightsaber as our main weapon. This gives us multiple attacks that will deal as much damage as possible; we need as many attacks as we can get, since our chance to hit will be relatively low. Other notes:

Auto-Levels:

Skill Notes:

Feat Notes:

Force Power Options

Certain Force Powers in this build are givens: you will always get Knight Speed and first tier Force Valor, and you will always end up with Stasis from the Auto-Levels. Everything else, however, could vary due to roughly equivalent options. The default build listed above gets us Knight Valor and Force Resistance for Star Forge and Disable Droid for the Jedi popsicles in the Malak fight, but all of those have alternatives.

  1. Knight Valor vs. Improved Energy Resistance
    • Knight Valor only adds 1 to all attributes and saving throws compared to standard Force Valor, as well as Immunity: Poison. However, the +1 Attribute points doesn’t actually increase our attribute modifiers except for STR at level 11. One alternative is to get Improved Energy Resistance instead, which also gives Immunity: Poison but instead provides Damage Resistance 15/- vs. Energy, Cold, Heat, Sonic, and Electrical. This makes the MC (and any party members) quite tanky from Level 10 on, often making medpacs obsolete even for prolonged fights such as the Saul Karath fight. There are two downsides, however; you lose the +1 to saving throws that Knight Valor provides, and you have to spend an extra Force Power to get basic Energy Resistance. You also need to keep one extra buff active, since you still want basic Force Valor active in addition to Energy Resistance.
    • To implement this change: Take Energy Resistance instead of Affect Mind at level 4, then take Improved Energy Resistance instead of Knight Valor at level 10.
  2. Disable Droid vs. Drain Life
    • These are the two feasible ways to deal with the Jedi popsicles in the Malak fight. While you could take Throw Lightsaber, the animation for that power makes it extremely slow and therefore undesirable. The benefit of Disable Droid is that it saves a precious Force Power above level 9 that we use on Force Resistance. The benefit of Drain Life is you only have to spend one Force Power overall on it, freeing up an earlier power for an extra level of Affect Mind. Drain Life also heals your Vitality when you eliminate a popsicle, whereas Disable Droid only heals your Force Points. So really, the comparison here is Disable Droid + Force Resistance vs. Drain Life + an extra Affect Mind. The extra level of Affect Mind is more useful if you are taking Energy Resistance, since then you wouldn’t normally get Affect Mind at all; Dominate Mind is not particularly useful for the run. However, Force Resistance can be helpful on Star Forge in particular, as it’s the only protection from the Slow effect of a saved Stasis cast.
    • To implement this change: Take an additional Affect Mind power at level 4 (or 6 for Dominate Mind), skip Stun Droid and Disable Droid, then at level 12 take Drain Life over Force Resistance.
  3. Early Stun for Juhani
    • The default strat for Juhani is to use Critical Strike to fish for a Stun while dealing damage, then switching to Improved Flurry if and when the Stun is successful. However, if you take the Force Power Stun before the Juhani fight, you can use it on turn one to have a higher chance to Stun (17.5% for Crit Strike vs. 25% for Stun), and a guaranteed Slow effect for -4 AC if Juhani saves. While the difference in Stun chance is somewhat negligible, the -4 AC upon a save is a huge benefit. The downside to using Stun on turn one is that you are guaranteed to deal no damage that round. Overall, having Stun does make the fight slightly faster on average, but the Crit Strike method has a better chance of an unlikely 2-round fight. Taking Stun early also means you miss out on Affect Mind.
    • To implement this change: Take Stun instead of Affect Mind at level 4. The level 7 Auto-Level will give you Force Push, while level 13 if reached will give Force Whirlwind.
    • Note: If you take Stun early, you must either take Knight Valor instead of Improved Energy Resistance, or take Drain Life instead of Disable Droid; otherwise, you don’t have enough Force Powers to take both Stun and Energy Resistance before level 9.

Equipment Plan

Implant: None

Head: Verpine Headband - Found on Dantooine, Casus Sandral’s corpse

Gloves: Strength Enhancer - Found on Taris, Sith Governor’s corpse

Armband: Brejik’s Armband - Found on Taris, Brejik’s corpse

Shield: Echani Shield - Found on Dantooine, Casus Sandral’s corpse

Body: Jedi Knight Robe - Found on Dantooine, Nemo’s corpse

Weapon: Double-bladed Lightsaber - Found on Taris, Brejik’s corpse

Belt: Nerve Amplifier Belt - Bought on Tatooine from Mic’Tunan’Jus Orgu (1000 Credits)

All of our equipment should be equipped by the time we leave Tatooine, with the exception of the Solari crystal. We’ll also use the Combat Suit and various vibroblades while on Taris.

Credit Route

The new route has a very streamlined credit route, since we no longer need 8500 credits for the CNS Strength Enhancer. Because of this, we make do with 5 shopping trips during the run; there is a backup shopping trim if you’re short on stims as well. Our shopping is as follows:

1. Larrim on Taris

2: Zelka Forn on Taris

3. Selkath Merchant on Manaan

4. Mic’Tunan’Jus Orgu on Tatooine

5. Czerka Shop on Korriban

We get most of our credits for the Tatooine and Korriban shopping trips from selling the Cardio Power System that we get as reward for completing “Mission for the Republic” for Roland Wann on Manaan. The rest comes from selling the items we’ve accumulated up to that point; we loot one or two optional things to get enough credits for all the medpacs and stims we need.

Skipping Zelka

If you get a random Adrenal Alacrity drop from the Endar Spire (0.83% chance), it is possible to skip shopping with Zelka completely, saving approximately 10 seconds. If this is done, the two subsequent shopping trips change as follows:

The detailed route below will describe how to use your stims if you do get the random Alacrity drop.

Alignment Route

Alignment in KotOR is a sliding scale from 0 to 100, initialized at 50; higher numbers are Light, lower numbers are dark. Shifts in alignment are determined by a matrix; every alignment-shifting action is classified as Light or Dark, and then assigned a level (either Low, Mid, or High). The player character (Revan) can either be aligned as Very Dark, Dark, Neutral, Light, or Very Light. The more opposed your alignment and the action’s classification, the more drastic your shift in alignment; for example, a Light-aligned character performing a High Dark action will have a large shift, while a Dark character performing a High Dark action will have a smaller shift.

Here is the alignment route used in the run:

Aligned Action Type Delta New
Neutral Game Start 50 50
Neutral Save the Sullustan informant Low Light +2 52
Neutral Persuade the drunks not to fight Low Light +2 54
Neutral Threaten Janice Nall to get T3 Mid Dark -4 50
Neutral Kill Komad Fortuna Low Dark -2 48
Neutral Tell Shaardan not to kill the hopefuls Low Light +2 50
Neutral Try to Persuade Shaardan to spare the hopefuls Low Light +2 52
Neutral Succeed in Persuading Shaardan Hardcoded +3 55
Neutral Persuade Yuthura to enter the Sith Academy Low Dark -2 53
Neutral Snitch on Kel Algwinn to Uthar Wynn Hardcoded -5 48
Neutral Kill Yuthura Ban in the Tomb of Naga Sadow Mid Dark -4 44
Neutral Persuade Carth not to kill Saul Low Light +2 46
Neutral Profess your faith in Bastila on Lehon Low Light +2 48
Neutral   Low Light +2 50
Neutral Stay true to the Light Side on Lehon High Light +6 56
Neutral   Highest Light +10 66

Snitching on Kel Algwinn is for some reason hardcoded to always give -5 alignment; similarly, rescuing the hopefuls from Shaardan is hardcoded to give +3 alignment.

By delaying the placement of the Solari crystal until after Lehon, we’re able to streamline the alignment route as much as possible. In particular, we’re able to skip giving credits to the beggars in the Undercity, rescuing the Duros from the Sith Base, and fighting Uthar at all by siding with him. We can also kill Komad Fortuna before the bantha escort to avoid talking with him after the escort. Each light side action we do is actually the fastest option at that point; every single one comes from just mashing the conversation that you’re in, instead of going out of our way to avoid the light side points.

It’s possible to equip the Solari crystal after Lehon as long as you stay true to the light side and are at either exactly 40 alignment, or 42 alignment or higher going into the Bastila fight.

Route Overview

The order in which we visit planets is as follows:

Taris -> Dantooine -> Manaan -> Tatooine -> Korriban -> Leviathan -> Kashyyyk -> Unknown World -> Star Forge

The reasoning for the middle planets:

Detailed Route

This section will describe all the actions you’ll need to take for the Any% Glitchless run.

Notation:

Conversation Notes:

Jump to a Section:

Endar Spire

Pre-Run Setup

Endar Spire

Starboard Section

Taris 1

Upper City

SHOPPING TRIP: Larrim
- SELL ALL EXCEPT:
  - Medpacs
  - Computer Spikes
  - 1 Vibroblade (sell the other)
  - Any Grenades
  - Any Stims
- BUY:
  - 1x Computer Spike
  - 1x Sonic Grenade
  - 2x Concussion Grenade
  - 1x Frag Grenade
  - 1x Battle Stimulant
- End: ~222 Credits

Lower City

Undercity

Sewers

Vulkar Base

Rescuing Bastila

Taris 2

Upper City

Sith Base

Leaving Taris

Dantooine

Jedi Enclave

Dantooine Savannah

Ancient Ruins

Manaan

Ahto City

SHOPPING: Selkath Merchant
- BUY:
  - 1x Hyper Battle Stimulant
  - 2x Hyper-Adrenal Strength
  - If you have Affect Mind, buy a third Hyper-Adrenal Strength
- End: ~12 Credits

Sith Base

Hrakert Rift

Tatooine

Anchorhead

SHOPPING: Mic'Tunan'Jus Orgu
- SELL ALL EXCEPT:
  - Advanced Medpac(s)
  - Computer Spikes
  - Thermal Detonator
  - Stims
- BUY:
  - 4x Life Support Pack
  - 1x Nerve Amplifier Belt
  - 1x Adrenal Alacrity (if you didn't skip Zelka)
  - 1x Adrenal Stamina (if you didn't skip Zelka)
  - 1x Bantha Fodder
- End: ~4365 Credits

Dune Sea

Eastern Dune Sea

Korriban

Dreshdae

SHOPPING: Czerka Shop
- BUY:
  - 10x Life Support Packs
  - 2x Hyper Battle Stimulant
  - All other Echani/Hyper Stims
  - If you're short on credits (<4400 when you start), cut one of the Hyper Battle Stimulants
- End: ~100 Credits

Gaining Prestige

Tomb of Naga Sadow

The Leviathan

Detention

Bridge

In the bridge section, you have to keep Carth and Bastila close to you in order to leave through the Bridge Storage door. Do your best to make sure they don’t wander off, as that can and will lose you a lot of time. You can choose to manually save and reload that save; this sometimes helps.

Hangar

Kashyyyk

The Great Walkway

Upper Shadowlands

Lower Shadowlands

Leaving Kashyyyk

Lehon

The Rakata

Ancient Temple

The Star Forge

Deck One

Deck Two

Command Center

Viewing Platform

Version History

v7.0 (January 2025)

v6.0 (August 2021)

v5.0 (June 2021)

v4.0 (August 2020)

v3.0 (June 2020)

v2.1 (June 2020)

v2.0 (December 2019)

v1.0 (November 2016, newly found!)