Star Wars: Knights of the Old Republic - All Quests Glitchless Guide

v3.4: Male Scout -> Jedi Guardian Route

Route and Guide by indykenobi

This route completes all 100 main and side quests in the game without the benefit 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 glasnonck and XeroHR (results may vary for Windows 11 users); times are sorted based on load-removed times, since load times vary significantly in this game, and there are frequent load screens.

Dark side or light side quest conclusions are chosen based on overall speed for the route. This guide will cover the character creation and leveling choices, as well as reasoning for each quest’s chosen completion and a detailed route.

Table of Contents

Category Rules

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

All Quests Category

For All Quests runs, you must complete the game with either ending on any difficulty, and complete all 100 quests. Completing a quest is defined as any of the following three conditions:

  1. The quest appears in the “Completed Quests” section of the journal.
  2. If the quest is entirely removed from the journal when completed, it must appear in the “Active Quests” section of the journal first.
  3. If a quest is completed but then becomes active again, it must be completed again.

Out of the 100 quests, 91 of them can at some point be moved to the “Completed Quests” section of the Journal and thus satisfy condition 1.

The quest “The Jedi Council” is (with the current route) the only quest that reactivates and thus falls under condition 3. It is completed both times by satisfying condition 2, as the quest is never placed in the Completed Quests section of the Journal. The following eight quests are removed entirely from the Journal instead of becoming Completed Quests, and thus must satisfy condition 2:

The final quest is the last one in the game, “The Final Confrontation”. The game actually never bothers to update that quest at any point after giving it to you, so for the purposes of the speedrun it is considered to be complete when Malak is defeated (when the timer stops).

Glitchless Ruleset

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

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

Character Build

Character Creation

Male Scout - Male and Female characters are roughly comparable timewise; Male is slightly faster, as the NPC for the Invited to a Party quest (Sarna) is closer to the cantina door than that for the female (Yun Genda). In addition, as a Male the Carth quest completes as soon as you gain access to the Finding Dustil sidequest, whereas a female must talk to him several more times before his quest completes. This guide will assume a Male character.

Scout is picked for automatic access to Flurry, Implant Level 2 and Computer Use as a Class Skill.

Initial Attributes

Initial Skills

Initial Feat - Weapon Focus: Melee Weapons

The attribute spread maximizes damage while striking a balance between durability and utility. 18 Strength is to maximize our damage and hit rate with melee weapons. The points in Dexterity and Constitution are to give us some survivability, particularly in the early-mid game. The 10 Intelligence gives us enough skill points to bump Computer Use and Treat Injury to 8, while still saving enough points to max out Persuade when we become a Jedi. The 12 Charisma combines with Empathy and Force Valor to guarantee all Persuade checks, even the hard ones. Another option is to take 10 Cha and 14 Dex, but then there’s only a 75% chance to pass hard Persuade checks, and there are at least two essential Persuades of this nature.

For skills, we will use Computer Use to help save on spikes throughout the run, Treat Injury to make our inevitable medpac use more effective, and Persuade to take some key conversational shortcuts.

Leveling Plan

Level Feat Power Skills
1 Weapon Focus: Melee Weapons, Flurry   Com to 4, Stealth to 1, TI to 4, Save 2
2 Two-Weapon Fighting   Save All
3 Empathy   Save All
4 Implant 2, Uncanny Dodge   Save All
5 Improved Two-Weapon Fighting   Save All
6 Improved Flurry, Force Jump Burst of Speed, Force Valor Save All
7   Affect Mind Per to 10, TI to 10
8 Master Two-Weapon Fighting Dominate Mind Per to 11
9   Knight Speed Per to 12
10   Knight Valor Per to 13
11 Master Flurry, Improved Force Jump Force Resistance Per to 14
12 Weapon Focus: Lightsaber Drain Life Per to 15
13   Energy Resistance Per to 16
14 Weapon Specialization: Lightsaber Improved Energy Resistance Per to 17
15   Master Speed Per to 18
16   Master Valor Per to 19

Our main plan is to combine Master Speed with Master Flurry and a double-bladed lightsaber for five attacks per round in the late game. Master Two-Weapon Fighting, Weapon Focus: Lightsaber, stims and lightsaber crystals give us enough attack that we can reliably hit even with the attack penalties.

For skills, the 10 points in Intelligence allow us to have 4 net Computer Use, saving 1 spike per hacking with our MC. Treat Injury helps us preserve some medpacs by making them more effective. Persuade helps us shortcut some quests and bypass some fights, and we max this out as soon as we become a Jedi. We keep putting points in Persuade because as we level, we need more Persuasion to continue to pass important Persuade checks, including Jagi and the Sandral-Matale feud. The point in Stealth is solely to get a Stealth Field Generator from the initial footlocker on Endar Spire, which we sell for 40 Credits.

Equipment Plan

Final Equipment

Implant: Nerve Enhancement Package - Bought on Taris, Zelka’s Shop (500 Credits)

Head: Breath Mask - Bought on Dantooine, Crattis Yurkal’s shop (100 Credits)

Gloves: GenoHaradan Power Gloves - Received on Manaan from Hulas

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

Belt: CNS Strength Enhancer - Bought on Dantooine, Crattis Yurkal’s shop (8500 Credits)

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

Other Equipment

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

Body: Combat Suit - Found on Endar Spire, footlocker

Weapon: Prototype Vibroblade - Found on Endar Spire, Sith Commander’s corpse

Credit Route

The only major purchases made during the run are the CNS Strength Enhancer, HK-47, and a large amount of utility items, including stims and medpacs for fights, and computer spikes and parts for hacking. Because of this, the credit route is generally lenient, except for the very beginning on Taris and the very end on Korriban.

These are the shopping trips we make during the run; notice we sell items as few times as possible.

1. Larrim on Taris

2. Zelka Forn on Taris

3. Janice Nall on Taris

4. Mic’Tunan’Jus Orgu on Tatooine

5. Selkath Merchant on Manaan

6. Crattis Yurkal on Dantooine

7. Junix Nard on Tatooine

8. Czerka Store on Korriban

Notice that we sell as much as possible to Janice Nall on Taris; shops on Taris give 40% of item value for sell prices, compared to 25% off of Taris, so we maximize our credits that way.

In addition to selling items, other major sources of credits include:

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 can 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.

Alignment Shifts

Here’s the full list of alignment shifts that happen during the run; there are 46 total shifts, of which 27 are dark and 19 are light:

Aligned Action Type Delta New
Neutral Game Start 50 50
Neutral Threaten Dia about Holdan Low Dark -2 48
Neutral Kill Dia Low Dark -2 46
Neutral Kill Largo Low Dark -2 44
Neutral Spare the drunks Low Light 2 46
Neutral Kill the Infected Outcasts Low Dark -2 44
Neutral Give Rukil the Promised Land journals High Light +6 50
Neutral Agree to a death match with Bendak Starkiller Low Dark -2 48
Neutral Threaten Ajuur for more credits Low Dark -2 46
Neutral Threaten Janice Nall for T3 Low Dark -4 42
Neutral Sell the Rakghoul Serum to Zax Low Dark -2 40
Neutral Threaten Yuka Laka for HK-47 Low Dark -2 38
Dark Kill Tanis Mid Dark -2 36
Dark Kill Komad Fortuna Low Dark -1 35
Dark Lie to Nubassa about the gizka Low Dark -1 34
Dark Kill Lorgal via the console Low Dark -1 33
Dark Loan Queedle money for his swoop bike Mid Light +6 39
Dark Try to refuse Queedle’s return of the loan Low Light +4 43
Neutral Give Casus’s journal to Nurik for free Low Light +2 45
Neutral Refuse reward from Shen and Rahasia Low Light +2 47
Neutral Kill Zuulan Low Dark -2 45
Neutral Kill Rulan Low Dark -2 43
Neutral Kill Freyyr High Dark -6 37
Dark   Low Dark -1 36
Dark Kashyyyk Star Map Quiz Low Light +4 40
Dark   Low Dark -2 38
Dark Report Freyyr’s death to Chuundar High Dark -4 34
Dark Tell Matton not to kill Eli High Light +8 42
Neutral Buy Sharina’s wraid plate for half price Low Dark -2 40
Neutral Kill Vorn Low Dark -2 38
Dark Order Sasha off your ship Mid Dark -2 36
Dark Kill Ithorak Low Dark -1 35
Dark Threaten Shasa High Dark -4 31
Dark Prevent Carth from killing Saul Low Light +4 35
Dark Tell Shaardan not to kill the hopefuls Low Light +4 39
Dark Persuade Yuthura to admit you to the Sith Academy Low Dark -1 38
Dark Persuade Kel Algwinn to return to the Jedi Hardcoded +3 41
Neutral Give Dustil evidence of Uthar’s betrayal High Light +6 47
Neutral Use serum on the Mandalorian prisoner Hardcoded -3 44
Neutral Use serum on the Mandalorian prisoner again Hardcoded -3 41
Neutral Give dark answers during Jorak Uln’s quiz Mid Dark -4 37
Neutral Tell the Sith renegades they’re free High Light +8 45
Neutral Spare Yuthura Ban Mid Light +4 49
Neutral Profess your faith in Bastila Low Light +2 51
Neutral   Low Light +2 53
Neutral Remain true to the Light Side on Lehon High Light +6 59
Neutral   Highest Light +10 69
Light Tell Malak that you serve the light Low Light +1 70

If you’re more of a visual learner, you can see the overall alignment in chart form here:

A line chart showing overall alignment throughout the run

The alignment route is quite lenient, since we no longer try to equip the Solari crystal until after Lehon, when we get a massive infusion of light side points when we choose to renounce our former identity.

Some other fun facts for the alignment route:

The ending for the run is the light side ending; see below.

Quest Alignment Choices

In general, every quest outcome is chosen to get the fastest time, regardless of alignment. Some notes on some non-intuitive choices:

1. Dia’s Bounty - Dark

2. The Promised Land - Light

3. Rakghoul Serum - Dark

4. Tanis Trapped - Dark

5. A Desert Hunt - Dark

6. Manaan Swoop Races - Light

7. Mission for the Republic - Neutral

8. Star Map: Kashyyyk - Dark

9. A Chieftain in Need - Dark

10. Honest Debt - Light

11. Middleman - Dark

12. Missing Selkath - Dark

13. Korriban Sidequests and Prestige

14. Finding Dustil - Light

15. The Sword of Ajunta Pall - Neutral

16. Hermit in the Hills - Dark

17. Trapped on a Nameless World - Light

Route Overview

Planet Route

Taris -> Dantooine 1 -> Tatooine 1 -> Manaan 1 -> Dantooine 2 -> Kashyyyk -> Tatooine 2 -> Manaan 2 -> Leviathan -> Korriban -> Unknown Planet -> Star Forge

Some planets require at least two visits, such as:

Planets that can be done in a single visit include:

This route does not visit Yavin space station, as there are no official quests there. While we don’t get the Baragwin Assault Blade or the Advanced Bio-Stabilizer Mask, we save time by not having to visit Suvam twice.

Route Outline

1. Taris 1

2. Taris 2

3. Dantooine 1

4. Tatooine 1

5. Manaan 1

6. Dantooine 2

7. Kashyyyk

8. Tatooine 2

9. Manaan 2

10. The Leviathan

11. Korriban

12. Lehon

13. Star Forge

Detailed Route

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

Notation:

Conversation Notes:

Quest Notes:

Jump to a Section:

Endar Spire

Character Creation

Command Module

Starboard Section

Taris 1

Note on Alacrity: We want Adrenal Alacrity to be active on the MC for as much of Taris as possible. The route obtains 10-11 Alacrities, and we want two leftover when we reach Dantooine. The route notes where Alacrities will usually be used, but you may find it varies slightly, so try it out yourself to get used to it!

South Apartments

SHOPPING: Larrim
- SELL ALL EXCEPT:
  - Medpacs (but sell 1 of them)
  - 3 Computer Spikes (if you got one from Dia's bag, sell it)
  - Vibroblade
  - Grenades
  - Stims
- BUY:
  - 2x Concussion Grenade
  - Battle Stimulant
- End: ~1150 or ~1250 Credits (1150 with only one of Parts or Spike, 1250 with both)

Upper City South

SHOPPING: Zelka Forn
- BUY:
  - Nerve Enhancement Package
  - 10x Adrenal Alacrity
  - 3x Adrenal Strength
  - If you can, buy 2 additional Adrenal Strength 
    - This only happens if you got a Spike and Parts from Dia's bag
- End: <50 Credits

Upper City North

Lower City

Undercity and Sewers

Vulkar Base

Rescuing Bastila

Taris 2

Hideout

The Duel Ring

Upper City North

SHOPPING: Janice Nall
- BUY:
  - 2x Computer Spikes
- SELL ALL EXCEPT:
  - Medpacs
  - Computer Spikes
  - Double-bladed Saber
  - All Grenades
  - All Stims
- End: ~6269 Credits

Sith Base

Davik’s Estate

Dantooine 1

Jedi Enclave

Dantooine Savannah

Movement Note: Force Jump is now available, and it’s the fastest form of movement for Glitchless runs. Try to line up Force Jumps wherever possible, and otherwise make sure you have Force Speed active.

Level Up Note: All level ups from here on out can and should be used as soon you get them, with the important exception of Level 12. Level ups are listed at the latest point you can get them; due to randomness in killing Force Jump targets, you may and likely will get them earlier.

Dantooine Ruins

Leaving Dantooine

Tatooine 1

Docking Bay

SHOPPING: Mic'Tunan'Jus Orgu
- BUY
  - 4x Life Support Pack
  - 9-10x Advanced Medpac (need at least 7880 credits left after medpacs)
  - Adrenal Strength (only if you bought 3 from Zelka; if you bought 5 you don't need this)
  - Bantha Fodder
- SELL ALL EXCEPT
  - Medpacs
  - Computer Spikes
  - Stims
  - Bantha Fodder
- End: ~10971 Credits

Anchorhead

Dune Sea

Eastern Dune Sea

Manaan 1

Docking Bay

SHOPPING: Selkath Merchant
- BUY:
  - 8x Computer Spikes
  - 7x Parts
  - All 20 Hyper Stimulants
- End: ~1703 Credits

Ahto City

Swoop Races

Dantooine 2

Dantooine Savannah

SHOPPING: Aratech Mercantile
- BUY:
  - Breath Mask
  - CNS Strength Enhancer
  - +/-3 and +/-5 Pazaak Cards
- End: ~103 Credits

Sandral-Matale Feud

Mandalorian Raiders

Leaving Dantooine

Kashyyyk

Great Walkway

Upper Shadowlands

Lower Shadowlands

Wookiee Politics

Tatooine 2

Anchorhead

SHOPPING: Junix Nard
- BUY:
  - 1x +/-1
  - 2x +/-2
  - 2x +/-3
  - 2x +/-4
- End: ~1003 Credits

Dune Sea

Manaan 2

Sith Base

This section has complicated movement tech; see a video for it here)

Sunry’s Investigation

Hrakert Station

Sunry’s Murder Trial

The Leviathan

Detention Block

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 to reset the following AI.

Command Deck

Hangar

Korriban

Dreshdae

SHOPPING: Czerka Store
- BUY:
  - 5x Echani Battle Stimulant
  - 5x each Hyper Adrenal Stim (but *not* the Battle Stims)
  - You may not have enough to afford the last Hyper Stamina.  This is fine, as it's a backup stim.
  - If you are short on medpacs, you can sell some unneeded equipment and buy Life Support Packs for safety.
  - You shouldn't need more than one or two medpacs for the rest of the run.
- End: ~1 Credit (no more purchases)

Sith Academy:

This section has very complicated movement. See a video of it here, but note the video talks to Adrenas at the end because it used an old Yuthura conversation. The updated version spams the last Yuthura convo and doesn’t have to talk to Adrenas at all.

Valley of the Dark Lords

Tomb of Naga Sadow

Lehon

Warrior Rakata

Ancient Temple

Leaving Lehon

The Star Forge

Deck One

Deck Two

Command Center

Viewing Platform

Complete Quest List

This is a list of all the quests in the game, as well as the alignment we complete them with, if applicable.

Endar Spire:

Taris:

Dantooine:

Korriban:

Manaan:

Kashyyyk:

Tatooine:

Unknown World/Star Forge:

Party Quests:

Intergalactic Quests:

Version History

v3.4 (December 2023)

v3.3 (August 2023)

v3.2 (September 2022)

v3.1 (August 2022)

v3.0 (August 2022)

v2.1 (August 2022)

v2.0 (July 2022)

v1.4 (May 2021)

v1.3 (April 2021)

v1.2 (April 2021)

v1.1 (April 2021)

v1.0 (April 2021)

v0.1 (March 2021)