Star Wars: Knights of the Old Republic II - The Sith Lords - Max Quests Glitchless Guide

v2.0.2: Female Jedi Guardian Route (Light Side)

First of all, major credit to goes out to 30cents for his help with some route improvements and Sanjan for their work on the Any% Glitchless route.

This route defeats Darth Traya on Malachor V while also completing the Max amount of the Quests in a single run as fast as possible without the use of glitches. Timing begins upon clicking “PLAY” after character creation and ends on the last hit on Traya as the screen fades to black. A load-removal tool is available for LiveSplit thanks to glasnonck; times are sorted based on load-removed times, since load times vary significantly in this game, and saving is 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. There’s a bunch of friendly folks there willing to answer your questions!

Table of Contents:

Glitchless Ruleset

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.

No mods are allowed to be used (Yes, this also includes the restoration mod!)

General Tips

Character Build

Character Creation

We begin the game as a Jedi Guardian mainly to make use of the Force Jump ability, and its Strength for combat. A female character is chosen because instead of Handmaiden, which you attain as a male character, we get the Disciple. Having Handmaiden incurs extra cutscenes with Atris at the end of the game, thus resulting in a slower run.

Our main character only needs skill investment in Treat Injury (TI), as ‘Affect Mind’/’Dominate Mind’ are used for anything requiring persuasion.

Initial Attributes

Initial Skills

Initial Feat - Weapon Focus: Melee

We will be focussing on melee attacks with a sword/lightsaber in this run, so we max out ‘Strength’ immediately, and get enough ‘Dexterity’ and ‘Constitution’ to help us survive. The final two points are put into ‘Wisdom’ for a slightly better chance at resisting Force Powers at the end of the game, as well as it gives us slightly more Force Points (FP).

Treat Injury (TI) will be our main skill, since there are no strict skill requirements we have to meet. Each level up we can select ‘Recommended’ in skills for ease and speed.

We choose ‘Weapon Focus: Melee’ for the attack boost before getting our lightsaber; we pick it over ‘Two-Weapon Fighting’ since this feat takes longer to select and character creation isn’t timed. This will in turn result in our first level up being faster than if we chose ‘Two-Weapon Fighting’ now.

Leveling Plan


Level Feats Powers
1 Weapon Focus: Melee
2 Two-Weapon Fighting Burst of Speed
3 Weapon-Focus: Lightsaber Affect Mind
4 Force Valor
5 Improved Two-Weapon Fighting Energy Resistance
6 Force Deflection
7 Improved Critical Strike Dominate Mind
8 Battle Meditation
9 Master Two-Weapon Fighting Knight Speed
10 Knight Valor
11 Master Critical Strike Improved Energy Resistance
12 Force Redirection
13 Weapon Specialization: Lightsaber Improved Battle Meditation
14 Force Barrier
15 Toughness (Recommended) Master Speed


You will notice attributes and skills aren’t listed here. This is because when we level up, all skills/attribute points will use the ‘Recommended’ option (Strength/Treat Injury respectively).

Our main combat plan is lots of Strength, ‘Master Two-Weapon Fighting’, ‘Master Critical Strike’, and ‘Knight Speed’ using dual lightsabers. This gives us attacks that will deal as much damage as possible; we want to hit as hard as possible, since enemies in the later parts of the game will have higher HP. Once we get the lightsaber form ‘Shien’ from Master Zez-Kai-Ell, we will switch to this form for the rest of the run.

Other notes:

Skill notes:

Feat notes:

Force Power notes:

Level Up notes:
Level ups 2-8 will need to be used at the correct times as shown in the Detailed Route below.

Equipment Plan

One of the many special differences KOTOR 2 has compared to KOTOR 1 is that many of the drops/containers you loot are randomized. The base items listed below are all guaranteed items, but it is possible you may obtain items in your run that are more optimal to equip before getting the guaranteed items (or could possibly be better!).

Implant: Power Implant

Headgear: Targeting Visor

Gloves: Sith Power Gauntlets

Body: Jal Shey Neophyte Armor

Body 2: Ossus Keeper Robes

Main Hand: Single Lightsaber

Crystal 1: Nextor

Crystal 2: Opila

Crystal 3: Pontite

Off-Hand: Single or Short Lightsaber

Belt: None. Or the best belt you looted

Shield Slots: Energy Shield

The majority of our equipment is attained in Nar Shaddaa. For the early game, we will make use of a pair of Vibroswords, though some exceptions can be made depending on the randomization the shops have.

Item Prioritization:

  1. +Strength: Strength gives us more damage AND more accuracy, and therefore is much more beneficial to us overall than any other stat.
  2. +Damage (any type): More damage is great. Generally this will be in the form of +physical damage (e.g Gamorrean Gloves).
  3. +Attack: Gives us more chance of hitting, which is crucial early game since our weapons are weaker.
  4. +Wisdom: Gives us better saving throws for the endgame, where Nihilus, Sion, and Traya have the chance to use force powers against us.
  5. +Defense: Makes others less likely to hit us. A good stat to look out for since we tend to run through areas with large amounts of enemies.

Credit Route

We perform 8 shopping trips during the run. Most ‘Buy’ amounts are the total amount that you will end with in your inventory, make sure to take note of this. The trips are as follows:

  1. Samhan Dobo; Telos Station
    The first shopping trip of the run will start with Samhan. Please note that at the end of the Telos Station shopping trip we MUST have at minimum 1525 credits to complete the ‘High Stakes’ quest. In Samhans shop we will sell the following:
- 1x Parts (+55 credits)
- 2x Vibroblades (+208 credits)
- Droid Self-Sustaining Unit (+3300 credits)

This will bring our credit total somewhere between 4000 and 4300 credits. We are allocating 1550 credits for the bare essentials, although we will usually spend a bit less than that here. Next is to buy some essential items that will get us to Dantooine, credits are scarse with the tightness of this route so only buy what you need. We are only buying enough items here to end at the total amount given below: (e.g. If you have 2 Strength stims and you need 4, only buy 2. This is true for all but the Ion Grenades which we will only buy the 2 of.)

- 2x Ion Grenades (-260 credits)
- 3x Frag Grenades (-240 credits)
- 1x Hyper Alacrity (-100 credits)
- 2x Hyper Stamina (-200 credits)
- 6x Alacrity (-300 credits)
- 5x Stamina (-250 credits)
- 4x Strength (-200 credits)

This will leave us at a credit total between 2250 and 2750.

  1. Dendis Dobo; Telos Station
    MUST END WITH +1525 CREDITS! From Dendis we only buy:
- 15-20 Medpacs <br>
This could be less or more, we just need to remain above 1525 credits after the trip!
It's recommended that you buy as many as you can!

  1. Adum Larp; Dantooine
    For the second shopping trip of the run, we are going to stock up on some Medpacs and Stims to get us through to the next one. Plus the Battle stims that will take us through the rest of the run.
    Firstly sell:
    - Exchange Negotiator (+467 credits)
    - Benok's Blaster (+660 credits)
    

And buy:

- 4x Advanced Medpacs (-320 credits)
- 6x Alacrity (-300 credits)
- 5x Strength (-250 credits)
- 4x Stamina (-200 credits)
- 11x Battle Stim (-1100 credits)
- Medpacs, if <10 buy enough to get to 20 total, if >20 don't buy any.
  1. 1B-8D; Onderon
    During Onderon 1 we will come across 1B-8D in part of the quest ‘A Doctor’s Alibi’, we talk to this droid merchant for the quest and then once again in order to enter the shop screen with it. Here we will first of all buy 1 of our 4 needed HK parts for repairing HK-47:
- 1x HK Droid Processor (-359 credits)

We will also sell the Mandalorian Assault Rifle here as it will give us roughly 1000 more credits than any other merchant along the way in the rest of the run:

- Mandalorian Assault Rifle (+5472 credits)
  1. Kex; Dxun
    After we are finished with Onderon 1 we will be back at the Mandalorian Ruins, it is here we can shop with Kex and buy some crucial items for the rest of the run. We will only need to purchase enough of these items to end at the total given below:
- 40 Advanced Medpacs (-3200GG credits)
- 1x Hyper Battle (-200 credits)
- 2x Hyper Strength (-200 credits)
- 15x Alacrity (~ -750 credits)
- 10x Stamina (~ -500 credits)
- 10x Strength (~ -500 credits)
- 13x Average Frag Mines (-3250 credits)

Since we sold the Mandalorian Assault Rifle during Onderon 1, we should have plenty of credits at this point and not have to worry about selling any more items for the rest of the run.

  1. Kodin; Nar Shaddaa
    As part of the quest ‘Droid Retrieval’ we will have to talk to Kodin, at the end of this dialog we will be in the shop interface and we can buy our last HK part!
- HK Chassis (-1500 credits)
  1. Oondar; Nar Shaadaa
    During our talks with Geeda and Oondar for the quest ‘Trade War: Bonus Mission’ we will buy the Nextor Crystal from Oondar for our lightsaber:
- Nextor Crystal (-3582 credits)

We won’t do this shop if we manage to loot a ‘Crystal, Nextor’ from the Crystal Cave on Dantooine.

  1. Geeda; Nar Shaadaa
    Our last shopping trip! And our last talk with Geeda during the quest ‘Trade War: Bonus Mission’ and also partly completing ‘New Trade Routes: Bonus Mission’ Geedas shop will have an upgrade and give us the opportunity to buy the following items:
- Jal Shey Neophyte Armor (-570 credits)
- Opila Crystal (-2831 credits)
- Power Implant (-1615 credits)

At this point in the run, we should have almost all of our endgame items, the last two items will be looted during the Tomb of Freedon Nadd.

Most of our credits come from our completed quests as a part of the run anyway, and a select few guaranteed items. The credits route is a quite tight, but if followed correctly there should be no issues.

A lot of the quests we do we will end up with some sort of credit reward for completion, we tend to have just enough credits if following the route correctly. A noteable quest that gives us a decent amount of credits would be ‘Sensor Search: Bonus Mission’ which when we find and return the Atmospheric Sensors to Saedhe we get 3000 credits.

The guaranteed items we sell are as follows:

  1. 1x Parts. Left over from Peragus, helps to fund our first shopping trip
  2. 2x Vibroblades. Obtained on Peragus, sold to help fund our stim needs.
  3. Droid Self-Sustaining Unit. Obtained from HK-50 on Peragus, this is a big chunk of credits for our shopping trip on Telos.
  4. Exchange Negotiator. Obtained from Luxa and is used to help fund our stim needs.
  5. Benok’s Blaster. Obtained at the same time as the Exchange Negotiator from Luxa and is also used to help fund our stim needs.
  6. Mandalorian Blaster Rifle. Obtained from Mandalore the second time we talk to him on Dxun. This needs to happen before we complete the ‘Battle Circle’ quest. If you don’t have this item to sell on Onderon, your run ends.

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 (Exile) 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.

Aligned Action Type LS/DS Delta New Total Shifts
Neutral Game Start 50 0
Neutral Initial talk with Kreia Low Light 1/0 1 51 1
Neutral Agree to let Atton out of Force Cage Low Light 1/0 1 52 2
Neutral Talk with Atton, post T3-M4 solo Low Light 1/0 1 53 3
Neutral First encounter with HK-50 Low Light 2/0 2 55 5
Neutral Not shooting the Asteroids during escape Low Light 2/0 2 57 7
Light Long talk with Kreia on Ebon Hawk High Light 8/0 8 65 15
Light Talking to Atton before Telos Low Light 1/0 1 66 16
Light Help free the Sullustan from Mercenaries Mid Light 3/0 3 69 19
Light Bribe the Czerka Dock Employee Low Dark 0/1 -1 68 20
Light Bring the Ithorian Droid to Czerka Low Dark 0/2 -2 66 22
Light Complete High Stakes Quest (LS) Low Light 1/0 1 67 23
Light Bring Batono to Lt. Grenn Low Light 1/0 1 68 24
Light Help the TSF stop smuggling on Telos Mid Light 2/0 2 70 26
Light First encounter with Handmaiden Low Light 1/0 1 71 27
Light Reassuing Bao-Dur (somewhat) Low Light 2/1 1 72 30
Light Reassure T3-M4 Low Light 1/0 1 73 31
Light Lie to Jorran Mid Dark 0/6 -6 67 37
Light Bring Daraala the ‘Scavengers Will’ Mid Light 2/0 2 69 39
Light Help Suulru Mid Light 3/0 3 72 42
Light Dantooine (DS) Ending High Dark 0/8 -8 64 50
Light Spare Visas Mid Light 3/0 3 67 53
Light Save Kumus Low Light 1/0 1 68 54
Light Convince Panar to get rid of Gelesi Mid Dark 0/6 -6 62 60
Light Kill Captain Riiken Low Dark 0/2 -2 60 62
Light Agree to not harm civilians in cantina Low Light 2/0 2 62 64
Light Threaten Quello Low Dark 0/1 -1 61 65
Light Intervene to save a refugee Mid Light 1/0 1 62 66
Light Give beggar credits Mid Light 1/0 1 63 67
Light Destroy C9-T9 Low Dark 0/1 -1 62 68
Light Intervene to save a refugee Low Light 1/0 1 63 69
Light Reassure Ebon Hawk former owner Mid Light 2/0 2 65 71
Light Heal Geriel Low Light 1/0 1 66 72
Light Persuade Saquesh to free Adana Low Light 1/0 1 67 73
Light Saquesh will no longer pressure refugees Low Light 1/0 1 68 74
Light Help Aiida and Lootra reconnect Mid Light 2/0 2 70 76
Light Help Geeda establish trade routes Low Light 1/0 1 71 77
Light Lie to Geredi Low Dark 0/1 -1 70 78
Light Find a pilot for the Lunar Shadow Crew Low Light 1/0 1 71 79
Light Be nice to Visas High Light 4/0 4 75 83

Alignment is not as important in this game, as we don’t use any equipment restricted by alignment. We do, however, stay on Light Side/Neutral in order to obtain Mira at Nar Shaddaa, as she is used for Goto’s ship segment to pass by the many deadly mines quickly without blowing them up, and to obtain deadly mines for Hanharr 2 later on at Malachor V.
We also try to get as many LSP as possible during the first half of Nar Shaddaa to get us to 75 Alignment so that we can enter the Sith Tomb on Korriban. The Sith Tomb wont let you enter unless you are at least at 25 or 75 alignment respectively.

Route Overview

The order in which we visit the planets is as follows:

Peragus -> Telos -> Dantooine -> Dxun/Onderon 1 -> Nar Shaddaa 1-> Korriban -> Dxun/Onderon 2 -> Nar Shaddaa 2 -> Dantooine -> Ravager -> Malachor V

The reasoning for the middle planets:

Detailed Route

This section will describe all the actions needed to take for the Max Quests Glitchless run. Since we have the option to side with Czerka or the Ithorians on Telos Station, and Czerka has one more quest to complete there, we have implemented two different Telos Routes for the run. Both will be their own seperate sub category and will need to be submitted to the leaderboards with the appropriate information. If completing the run on the Ithorians side, at the end of the run you will have 103 quests complete, versus Czerka being 104.

Notation:

Conversation Notes: If no conversation choices are specified, spamming will work (this chooses all 1 options).
| indicates a break in the conversation. You will have to talk to the person again.
-> indicates a secondary part to the conversation. This is different from | in that the conversation automatically initiates, rather than having to talk to the same person.
#xY indicates repeat that option Y times, as in our first conversation with Kreia during our Ebon Hawk to Telos segment.
#x- indicates the rest of this conversation uses that particular number, generally used to indicate conversation spam not using 1 (e.g Saedhe’s conversation: 2x-)

Jump to a Section:

Prologue

Character Creation

Ebon Hawk

Peragus

Administration Level

Fuel Depot - T3 Section

Mining Tunnels

Fuel Depot and Space Walk

Dormitories

Harbinger

Fuel Depot - MC Section

Final Peragus run

This is where the fun begins!

Ebon Hawk to Telos

Telos

Jump To: Czerka Route Ithorian Route

Czerka Route

Telos Citadel Station

Sell:
- 1x Parts
- 2x Vibroblades
- Droid Self-Sustaining Unit
Buy:
- 2x Ion Grenades
- 3x Frag Grenades
- 1x Hyper Alacrity
- 2x Hyper Stamina
- 6x Alacrity
- 5x Stamina
- 4x Strength
Buy:
- As many Medpacs as you can!
- Make sure to remain above 1525 credits!

Jump to Restoration Zone

Ithorian Route

Telos Citadel Station

Sell:
- 1x Parts
- 2x Vibroblades
- Droid Self-Sustaining Unit
Buy:
- 2x Ion Grenades
- 3x Frag Grenades
- 1x Hyper Alacrity
- 2x Hyper Stamina
- 6x Alacrity
- 5x Stamina
- 4x Strength
Buy:
- 30-35 Medpacs
- This will more than likely be a lot less, making sure to remain above 1525 credits.

Restoration Zone

Czerka Site

Military Base

Polar Plateau

This section is different from any% glitchless route!

Polar Academy

Ebon Hawk

Dantooine

Khoonda

Sell:
- Exchange Negotiator
- Benoks Blaster
Buy:
- 4x Advanced Medpacs
- 6x Alacrity
- 5x Strength
- 4x Stamina
- 11x Battle Stim
If you have <10 Medpacs, buy enough to get to 20. If >20 don't buy any.

Enclave Sublevel

Saving Vrook

Defense of Khoonda

Visas

Dxun

Dxun Introduction

Dxun Jungle

Dxun Jungle Map

Mandalorian Ruins

Sith Ambush

Onderon

Find Dhagon Ghent

Buy:
- HK Droid Processor
Sell:
- Mandalorian Assault Rifle

Contacting Master Kavar

Leave Onderon

Kex Shopping

Buy:
- 40 Advanced Medpacs
- 1x Hyper Battle
- 2x Hyper Strength
- 15x Alacrity
- 10x Stamina
- 10x Strength
- 13x Average Frag Mines

Nar Shaddaa 1

Landing Pad

Buy:
- HK Chassis

Docks Pt.1

Refugee Sector

Shopping

Buy:
- Crystal, Nextor
Buy:
- Jal Shey Neophyte Armor
- Crystal, Opila
- Power Implant

Pazaak Den and Cantina

Docks Pt.2

Red Eclipse

Korriban

Sith Academy

Korriban Sith Academy Route map

Secret Tomb

Dxun 2

Tomb of Freedon Nadd

Level up 1.

Level up 2.

Level up 3.

Freedon Nadd tomb route map

Onderon 2

Sky Ramp

Palace

Nar Shaddaa 2

Bounty Hunter Truce

Vogga’s Warehouse

Goto’s Yacht

Goto's Yacht route map

  1. + \ Auto Level Up,
  2. } Equip Ossus Keeper Robes. 3.cast Knight Speed then interact with the terminal: 1,4,2,2
  3. Speak to the Utility Droid: 1
  4. Activate 1x Alacrity, then turn on Stealth (Default Hotkey: ‘G’).
  5. Follow the Blue line to the first Red X
  6. Activate Psuedo-Stim Set and Force Valor, open the door in front of you.
  7. Destroy the Maintenance Droid, followed by all 6 Turrets.
  8. Open the door to free MC
  9. Cast Knight Speed when in control of MC, run backwards to the console to get ‘Access Code - Power Distribution’: 1,3
  10. \ Activate 1x Alacrity stim, activate Shield. Run Mira along the Orange line to #14.
  11. Once you bash the door to the Bridge, bash the Plasteel Cylinder in the right corner for ‘Access Code - Droid Controller’.
  12. Access the Bridge Command Console at #15: 3,1,1,1,2,2,4,1,4,3,5
    • Sometimes the previous selections don’t work, in that case it will likely be: 3,1,1,1,2,2,5,1,4,3,5.
  13. Head back to #14 and recover all 5 Deadly Frag Mines, which we will be using for a later fight.
  14. While Mira recovers mines, run MC to #1 (Green line).
    • We will need to cast Knight Speed as MC.
    • It takes between 4 and 5 seconds to recover 1 Mine.
  15. } Unequip Mira’s Plasma Torch.
  16. Access Primary Power System: 1,2,2,2
  17. Access Bridge Command Console: 1,5,3,5
  18. \ \ Exit Goto’s Yacht.

Finish Nar Shaddaa

Jedi Masters

Rebuilt Jedi Enclave

Atris

Ravager

Telos

Ravager

Ravager Proton Core map

  1. Run / Force Jump to #4: 1 -> 1
  2. Cast Knight Speed, run / Force Jump to #9: 1 -> 1
  3. Cast Knight Speed, run to #10 to enter the Bridge.

Nihilus

Ravager Final Run

  1. + Cast Knight Speed, run to #5: 1 -> 1 -> Mouse spam
  2. Cast Knight Speed, run / Force Jump to #6
  3. Access Missile Bay Control: 1,1,1,1
  4. Access Missile Bay: 1
  5. Cast Knight Speed, run to #2: 1 -> 1
  6. Cast Knight Speed, run to #11 to leave the Ravager: 1
    • It is recommended to make a safety save before leaving as the game tends to crash here.

Malachor V

MC

Malachor MC section, route map 1
Malachor MC section, route map 2

Mira

Remote

Malachor Remote section, route map 1
Malachor Remote section, route map 2

Trayus Academy

Trayus Academy route map 1
Trayus Academy route map 2

Sion

Traya

Version History

v2.0.2 (April 2024)

v2.0.1 (February 2024)

v2.0 (Some thanks extended to 30Cents, November 2023)

v1.7 (January 2023)

v1.6 (November 2022)

v1.5 (September 2022)

v1.0 (August 2022)