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Star Wars - Knights of the Old Republic - Scoundrel
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Scoundrel Solo Guide by Sword Laker
Last Updated at 12:03 AM 2/17/2008
Game Information
Title : Star Wars - Knights of the Old Republic
Publisher : Lucas Arts
Developer : BioWare Corp
Genre : Role-Playing Game
Universe : Star Wars - Old Republic Era
Release : September 2003
Platform : XBox, PC
Guide : Playing as a Scoundrel
Started : June 8, 2006
Version : 1.72d (Final)
Author : Sword Laker
E-mail : email@example.com
Table of Content
01. Introduction [itr]
02. Why a Scoundrel [wsc]
03. Multiclass [mtc]
03a. Which class to choose [wcc]
03b. Time to switch [tts]
04. Making up your Scoundrel [mys]
04a. Attributes [atb]
04b. Feats [fts]
04c. Force Powers [fpw]
04d. Skills [skl]
05. Lightsaber [lsb]
06. Equipments [eqp]
06a. Weapon [wpn]
06b. Armor [amr]
06c. Gloves, Belts and others [gbi]
07. Playing Solo [slo]
07a. Solo and Party [sap]
07b. Solo Scoundrel [ssc]
07c. Several things about solo [tas]
07d. Ultimate Scoundrel [usc]
08. Frenquently Asked Question [faq]
09. Contact and Feedback [caf]
10. Version History & Credits [vnc]
So let's get start ;)
/ 01. Introduction [itr] /
So welcome to my first FAQ. Just for the first time I write down something
so special like this to help others who got into troubles like me for the first
time with this game. Just a little experiences that I think should be shared.
This ultra-nice made-by-BioWare game set in the universe of Star Wars four
thousands years before the Rise of the Empire (the title that was once chosen
for Episode 3) in a time when the war between the Sith and the Jedi had just
about to begun. After the victory with Exar Kun, a fallen Jedi, the Old Republic
was soon drawn into another conflict. The attacks of Maldalorians to the
Republic, for the sake of honor and glory with battles would be remembered,
was answered by two great Jedi Knights with many other were rallied to their
noble cause: Revan and Malak. With the flawless tactics of Revan and unmatched
fury of headstrong Malak, victories over victories were brought the Republic
and the entire galaxy. As Maldalorian Wars ended, Revan and Malak and the the
fleets under their control disappeared into the unexplored space. Several years
later, Revan and Malak returned as the head of the Sith massive invasion armada.
Revan became the Dark Lord of the Sith as Darth Revan as Malak assumed the role
of the Dark Lord's apprentice, Darth Malak. Fortunately for the Republic and the
Jedi, a slim hope shined within their desperate effort: Bastila Shan, a young
Jedi, who has mastered the art of Battle Meditation, which can turn the tide of
the battlefield. The young Shan's Battle Meditation had been a key in many
victories of the Jedi in the war against the their fallen brethrens Revan and
Malak. One of them was a important success in neutralizing Darth Revan on his
own flagship. However, Malak seized the chance to become the Dark Lord as he
continued his Master's incomplete work: conquer the galaxy. And you, a recruit
under Bastila Shan's command in the Republic ship Endar Spire, which is under
attack by a Sith battle fleet, need to find someway to escape and survive the
attack for a greater goal: stop Malak and the Sith in their never-end conquest
(and continue their incomplete work once again?). And here ... your adventure
begins. Sorry so much for straying too far from the main subject.
So this guide's going to help you in the way to make a *correct* scoundrel
in the video game Star Wars Knights of the Old Republic (KotOR for short,
okay?), avoid stupid things you may do while being a scoundrel. And above all
else, how to play solo with a scoundrel with the right stuff.
The first time writing a FAQ, maybe it's not so nice and I hope to hear
from you. All corrections, criticisms and suggestions are fully welcomed to my
And perhaps like you have thought, I'm a Star Wars fan.
Finally, English is not my native language. Don't be suprised if I make any
stupid grammatical mistake. Sorry if this annoy you. These corrections are also
always welcomed.
Final Note: this guide contains some *minor* spoilers. I don't think it can
spoil your fun. However, still read it at your own risk. You have been warned
and don't blame me for anything, okay?
AND THIS IS THE FINAL VERSION! Read section 09 for more infos. Seems no one
read this anymore.
/ 02. Why a Scoundrel [wsc] /
So here's a big question for many people. Why a Scoundrel? Why not a scout?
Why not a soldier? Are scoundrels more powerful?
A stealth, guile and persuasive rogue, scoundrel is. Scoundrel rarely
confront foes directly. They strike quickly and swiftly from shadow (or
somewhere you can't see). For anyone who have looked into Neverwinter Nights
this is exactly your Rogue in another universe.
So let's talk about the gameplay. How does Scoundrel affect your gameplay.
First of all, combat is never a advantage of any scoundrel (if you want pure
combat, go to the soldier). Scoundrel gets the most skill points, much like
Rogues. However, skill in KotOR is not something so as vital as it is in NwN.
Some people can play with mostly no skill point (Actually, I did once. A soldier
with intelligence of 8). But having some extra skill points in your character is
never a bad thing since you can do a lot more with them. Persuade is highly
recommended. You'll get it as a class skill when you become a Jedi. However, the
sooner the better. About stealth, this is the only way for you to get Stealth as
a class skill. Sneak Attack with high Stealth skill is fairly awesome if used
correctly. Scoundrel's Luck is also one of the main reason for me to choose
Scoundrel, which make your Defense higher than any other class. Weak points of
Scoundrels include low based attack bonus Will and Fortitude saving throws. But
compared to strong points, they worth it.
So here's the summary.
_Many skill points to play with
_Has Scoundrel's Luck to boost Defense up
_Has Sneak Attack
_The only class has Stealth as a class skill
_Stealth matches the solo style so well
_Low vitality takes you to hell sooner
_Low Fortitude and Will saves
_Not so high base attack bonus
_Few feats
Extra: The origin of the word *Scoundrel* comes from the Star Wars original
trilogy itself. Both Han Solo and Lando Calrissian were called *scoudrels* by
Leia and Han, respectively. They share many similarities with this class, thus
WotC (Wizards of the Coast, the owner of D20) chose this name for Star Wars RPG.
And now, we see Scoundrel here, as a non-Jedi class of KotOR.
/ 03. Multiclass [mtc] /
In certain time of the game, you will lose Scoundrel and take a new Jedi
class. They *forced* us so we have no way to avoid it (unless you somehow make
it to level 20 before going to Dantooine, I don't know what will happen then).
/ 03a. Which class to choose [wcc] /
Sorry for previous versions. Sorry for all Sentinel fans. I'll make this
correctly right now.
So well, you have another set of three choice. Jedi Guardian, Jedi Sentinel
and Jedi Consular. We have a table to make this easier.
Class | Jedi Guardian | Jedi Sentinel | Jedi Consular |
Vitality point | 10 | 8 | 6 |
per level | | | |
Force point | 6 | 6 | 8 |
per level | | | |
Skill point | (Int Mod +2)/2 | (Int Mod +4)/2 | (Int Mod +2)/2 |
per level | | | |
| Fort | High | High | High |
Saving Throw | Ref | High | High | Low |
| Will | Low | Low | High |
| -High base attack | -Force Immunities | -One extra Force |
| bonus | (Level 1,6,12) | powers at level |
Special | -Force Jump | | 1,5,9,13 |
| (Level 1,6,12) | | -Force Focus |
| | | (Level 1,6,12) |
As we can see, Jedi Guardian is the most suitable for combat situation due
to high vitality, high base attack bonus and the nice Force Jump. Low Will save
won't cause many troubles. Low skill progression is okay too since you won't
need too many. Not a bad choice.
Consular with many Force points and a few extra Force powers truly isn't
worse. Force Focus increases roll in both defense and offense, which is fairly
powerful. A few extra Force powers in a few every levels are not bad either. The
only trouble is the low vitality of both Consular and Soundrel. Another not bad
The table is clear, the advantage of Sentinel is the *higher* skill
progression, which Scoundrels' is good enough. You don't need too many skill
points. Force Imminunities is good but can match neither Force Jump or Force
Focus. The balance between the average vitality and the Force point is the
main reason for many people to choose this class. Take this if you have some
special reasons. With me it's the worst and not recommended for solo play.
So you have three options and two of them are not bad. Just choose and take
/ 03b. Time to switch [tts] /
Normally, if you don't do anything unusual, you will get eight levels for
non-Jedi class and twelve for Jedi class. I have never made it to the ninth
level of non-Jedi. However, an easier thing: you can slow down your level
progress. For what? Jedi got something unique to themselves: Force powers.
More Jedi class, more Force points and Force powers. But remember, slowing down
your level will make you weaker to your enemies. So don't slow it down too much
just to be a semi-pure Jedi.
For Guardian, I don't see any real benefit in delaying your level. Just
leave it be. Make it 8/12. Delay if you want to trade some skill points for
a few Force points.
For Consular, make it 7/13. Why? Consular gets 2x force at level 13,
which will give you one extra force power at your final level. Since
Scoundrel and Consular have the same vitality progress, you might consider
make it as slow as you can. What we truly need most from scoundrel is
Scoundrel's Luck and Sneak Attack. But don't do it too badly like 2/18 or
4/16 or you'll suffer, at that moment and later.
/ 04. Making up your Scoundrel [mys] /
Okay, important things of this FAQ are here. You made it through. :)
/ 04a. Attributes [atb] /
This is the life of a character. Maybe they are not so terribly powerful,
but it can make a nice character or break one down. There are 6 attributes.
STR Strength: Increase your damage with melee weapons and add its modifier to
your To Hit.
DEX Dexterity : Add its modifier to your Defense, Reflex, To Hit with ranged
weapons. AND IMPORTANT. Also add its modifier to your To Hit with Lightsabers
(they're not so heavy so you don't need to wield them with strength). This is
the most important stat of a Scoundrel since they affect many class skills.
CON Constitution : Increase your vitality points and add its modifier to
your Fortitude.
WIS Wisdom : Add its modifier to your Will and increase your Force point.
CHA Charisma : Affect some Force powers and skills. Nothing more.
Attributes affect skills with modifiers. As you can see above, Dexterity
seems to be the most important thing so care more about it. You can see your To
Hit at Equip Menu, your Saving Throws, Vitality, Force and some other things.
Modifier = (Attribute - 10)/2 -> Round down
Extra Vitality point with Constitution = CON modifier * current level
Extra Force point with Wisdom = WIS modifier * current level
You start with all attributes are 8 and 30 more points to increase them. Any
point beyond 14 costs 2 points. Any points above 16 cost 3. And go on. Since you
can add your points more later as you level up and cost only one point so at
character creation, spread your points and don't focus on one. You need all of
them. Don't be so stupid that make it strength of 18 and 10 for all the others.
Here is a possible for Scoundrel/Guardian. No need to extra skill points but
boost your Force for a little.
Scoundrel/Guardian gots lack of Force point so sink your points into Wisdom.
If you don't like Force and want a pure combatant, put them in Strength and
Constitution, that should be alright.
For Scoundrel/Consular, who doesn't care much about melee damage can
be dealt. Slightly differ.
For guys doesn't want to be hit by anything. Doesn't care much about melee
damage. Rely on blasters and force powers. In progress, further increase
However things sometime doesn't go the way you thought it will so adjust
them on your self a bit. My style doesn't fit everyone. Just remember:
_You shouldn't push anything beyond 14 since you can raise them later.
_You shouldn't let Dexterity below 14 for the sake of Defense.
_You shouldn't let Wisdom below 14 since Force is a really nice thing.
_Charisma sometime can be unnecessary but Hardcore players want to role play a
_Scoundrel has a lot of skill points and they are mostly unnecessary to finish
this game so you don't need raise your Intelligence too high.
/ 04b. Feats [fts] /
Feats are also part of the power that make up your character. Soldier gets
the most feats in the game (even more than Jedi Guardian, which make Canderous
Ordo and Carth Onasi pretty powerful). You are a scoundrel, that mean you
doesn't get many feats. So choose carefully.
Feats only Scoundrel gets and get for free.
_Scoundrel's Luck (Improved, Master) : Gained for free at level 1, 6 and 9.
Increase your Defense by 2, 4 and 6.
_Sneak Attack (Too many numbers): Gained for free and upgraded as you level up
throughout the game. You deal extra damage againsts target cannot defend
themselves properly (You are in stealth mode, they are stunned, paralyzed, etc).
You must choose one of these two following. Get them as soon as you can as
you are on Taris. For more suggestions, visit the "Lightsaber" section below.
_Two-weapon Fighting (Improved, Master): Reduce penalty for using off-hand
weapon. Must have if you use double-bladed Saber or Dual wield.
_Duelling (Improved, Master): +1 (+2, +3) to your Defense and To Hit when
wielding only a one-handed weapon.
A couple of good feats.
_Critical Strike (Improved, Master): Increase your critical rate and times of
damage multiplied. Melee weapon only.
An extremely nice for stealth action Jedi. Sneak up to foe with stealth
skill, find somewhere he's alone and STRIKE! With right stuff you have up to 50%
critical rate and x4 damage with master! Your foe will be dead! Or at least
badly wounded with Sneak Attack. Using Improved version is also enough, but if
you like, Master it for the best result. Note: be careful not to overuse this
feat since some enemies are immune critical hit.
Recommended feats.
_Jedi Defense (Advanced, Master): Allow blaster shot deflection. An opposing
roll is made against the blaster shot and if the roll is higher than the attack,
the shot is deflected. If the roll is 10 points (or more) higher then the shot
will be deflected back at the attacker. Advanced and Master levels grant +3 and
+6 to this roll.
_Implants Level 1 (2, 3): Allow you to equip implant level 1,2 and 3. Good if
you're rich enough to buy some good ones.
_Weapon Focus: Lightsaber: +1 attack bonus with Lightsaber.
_Weapon Specialization: Lightsaber: +2 to damage with Lightsaber. Only Jedi
Guardian can get this feat.
Well... just think about that. Jedi Defense is what I often try to get
- very nice. Implants are not necessary but shouldn't be ignored if you have
some spare. Lightsaber Focus and Lightsaber Specialization is also what you
should get all the time. And also take a look at these two:
_Flurry (Improved, Master): Give you extra attack but -3, -2 and -1 to all
attack and your Defense in that round. Melee weapon only.
_Power Attack (Improved, Master): Increase your damage by 5, 8 and 10 and -3 to
that attack roll. Melee weapon only.
Avoid Blaster-related feat since this is not your kind of weapon. Also
avoid Skill-related feat because you are a scoundrel, the class with the most
skill points. No need to waste a feat in anyway above.
/ 04c. Force Powers [fpw] /
The Force is that half of the power of a Jedi. A necessary thing of course.
For anyone who doesn't care about the Force, just do once.
Force powers you should *always* get. One defensive and one offensive. Both
are universal and you don't get alignment penalty with them. Very nice and
necessary for both the Dark and the Light Side. As for me, they are *must have*
_Burst of Speed, Knight Speed, Master Speed: Additional zero, one and two
attacks per round and boost your defense by 2, 4 and 6. These powers will be
refered as "Force Speed".
_Force Push, Force Whirlwind, Force Wave: For damaging your enemies. Force Wave
is area effect and handy when you're are over-crowded especially handy for a
solo Scoundrel.
For Light Sider.
_Force Cure, Force Heal: Simple. Restore lost vitality. Affected by Wisdom.
Force Heal neutralizes poison. This is the most frequently used power.
_Stun Droid, Disable Droid, Destroy Droid: Stun and damage droids. Helpful
against droids, a kind of enemy that you will encounter many of them
throughout the game.
_Force Aura, Force Shield, Force Armor: Boost Defense and all saves by 2, 4 and
6. Affect user only.
Also should look into Force Stun, Force Stasis, Stasis Field for more Light
Side offensive arsenals. Here is for Dark Sider.
_Force Shock, Force Lightning, Force Storm: Damage enemies with electricity.
Force Lightning and Force Storm are area effect. I will commonly refer these
powers as "Force Lightning".
_Force Wound, Force Choke, Force Kill: Immobilize and damage target overtime.
These powers will be refered as "Force Grip".
_Drain Life, Death Field: Damage enemies and heal user. Death Field is area
effect. These powers will be refered as "Force Drain".
Also something you should care about. This is universal.
_Affect Mind, Dominate Mind: Extra dialogue options. They are tagged as [Force
Persuade]. I will refer this as Mind Trick as its *official* name in the
universe of Star Wars.
Light powers are defensive while Dark powers are offensive. For the full
talent exploitation, Consular should fall to the Dark Side while Guardian
should resist it and remain at the Light Side. Sorry if you think this sounds
so stupid.
Special notes: Force Grip and Force Choke are different in the official Star
Wars universe. Force Choke only strangles target while Force Grip can both
strangle and immobilizing by levitating target in the air. Force Grip apparently
is an advanced level of Force Choke in the official universe. Sorry it's just a
bad habit of mine while playing the awesome Jedi Knight series for calling this
"Force Grip" in this game.
Let's make it simple: Telekenesis + Force Choke = Force Grip
/ 04d. Skills [skl] /
Just what a scoundrel is supposed to do here. Focus on mentioned skills.
Others are wrothless.
_Persuade: Additional dialogue option. Very handy. SO NICE!
_Stealth: Required Stealth Field Generator. Be hidden from enemy and strike
_Demolition: Disable Mine and Set Mine. Also handy if you face too-tough
_Awareness: Perhaps only to detect mine, telling you places you shouldn't set
foot on.
_Security: Lock picking. Save you sometime. Can be ignored if you wish. Some
doors also can be bashed with lightsaber anyway.
_Treat Injury: Cross-class skill for scoundrel. Only need a few of these for
less tough beginning. Increase to rank of 4 or 5 perhaps is enough.
Treat Injury should only stop at 4 or 5 for Scoundrel. Once become a Jedi,
you should focus completely focus Persuade. This is the best skill you can have.
Sink your spare points into Treat Injury. You can't go wrong with that. Other
skills are cross-class and also not worth your point.
Note: if you use Mind Trick, Persuade can be ignored and you may take
something else you like.
/ 05. Lightsaber [lsb] /
Cut the chatter. Lightsaber is the elegant main weapon of a Jedi and the
symbol of Jedi Order. It's also what gather a bunch of people to theatre to
watch Star Wars, including me.
You will eventually get a Lightsaber for yourself. Others can be found on
loot, dead enemies or other party members.
You have three choices of style to wield your lightsaber.
Single saber, classical style. Popular through games and movies. Use
Duelling feat.
Double-bladed, Darth Maul style (episode I for non-Star Wars-fan readers).
Use Two-weapon Fighting feat.
Dual wield, Anakin style. Use two separate sabers. Use Two-weapon Fighting
feat, too.
It's almost the same for a game called Star Wars Jedi Knight: Jedi Academy.
And I think no one use Single Saber. The advantages of Double-bladed and Dual
Wield are overwhelmed the single saber. But things isn't the same in a RPG game
in the same universe. Everything has its price.
Let's start with the Dual wield, this is my favorite style. With this you
have two sabers in both hands and hack your enemy to dust. In aestheticism, I
think this is the best (IMHO of course). You can equipped up to four crystals
in your two lightsabers. That give you more powers. This style gives you the
best blaster deflection with one Jenruax crystal in each of your saber. At the
beginning, find a short Lightsaber first to reduce the penalty you get. When
your level are high as well as your To Hit are followed, you might consider
wielding two *long* Lightsabers to increase damage you deal. Note: off-hand
weapon only receives half Strength modifier. Appearance in movies: Anakin
fighting with Count Dooku in the hangar near the end of Episode II.
Next with the Double-bladed, this seems to be the most favored style in
every place (I mean also Jedi Academy). For some strange reasons, this
appeared-only-once-in-life style has shocked the whole universe of Star Wars.
People said this is more powerful than Dual Wield. Ahem ... I'll say my own
opinions here. For general and theories, this is right. Yes it's so goddamn
right. First thing you may realize here is the damage. To remain your To Hit
unhurt, you need to wield a short Lightsaber in your off-hand, but things are
not the same for Double-bladed: your To Hit just isn't damaged by any means and
seems to be always higher than the Dual Wield's. And some fans of this say there
are not many powerful crystals in the game, you equipped one to this lightstaff
and you benefit in both hands. So right that is. Solari in this style with
greatly bite Dark Jedi to dust - Like Darth Bandon and Darth Malak. So you'll
have higher To Hit, bigger damage than Dual Wield and benefit in both hands.
You have pretty many reasons to choose this one instead of Dual Wield. As for me
I'll remain loyal to the Dual Wield since I'm quite a fan of bolt deflection
with Jedi Defense. Note: you can have one pretty early by taking from Bastila,
especially when you play solo and your companions don't need to ask you for a
weapon. Appearance in movies: used only by Darth Maul in Episode I and nowhere
The last one is the most simple, the least investment and the safest.
Increase your Defense by 3 is nice. You'll stand longer against powerful
enemies. And also more, you benefit a +3 to your To Hit. This somehow make your
encounter against bosses little easier. This is a nice choice for anyone like
safety and high defense. And huge Star Wars movies fan also, as most of the Jedi
in the films use this one (Like DarthMuffin, if you do not know him, check out
his NwN Ranger FAQ, Single Saber Guide for both KotOR 1 and 2). Appearance in
movies: almost every scene involved lightsabers in the movies.
First at the beginning, choose either feat: Two-Weapon Fighting or Duelling,
then upgrade it to the next level as soon as possible everytime you level up so
think a little careful about this, you have to decide from the beginning.
If you still don't have any idea about what the heck I'm talking about, look
two sections below, section 06a.
/ 06. Equipments [eqp] /
Jedi and Scoundrel are powerful but you can do nothing with bare hands. Need
something more to put on yourself.
/ 06a. Weapon [wpn] /
Do what you see in the movies. Make this "Star Wars". Grab one or two
lightsabers as soon as you can.
Somehow, it's so silly and strange. You even still want to use Vibroblades
with a whole bunch of blasters on your back. I have no the heck idea why in Star
Wars, melee weapons are always overpowered like that. This game is a typical and
you can see that in many others.
All lightsaber has three slots of crystal. One is for color and two others
for extra power. With the right combinations, you can make a powerful swords
for purposes which are more than hack'n slash. A Lightsaber with only a color
crystal is also okay but you shouldn't leave two others unused. Here's some
nice combinations.
Overpowered offense - Solari + Krayt Dragon Pearl: +6 attack bonus
+5 energy damage
+1d8 physical damage
vs Dark Side
(Light Side only)
Alternative offense 1 - Krayt Dragon Pearl + Damind: +6 attack bonus
+2 energy damage
Alternative offense 2 - Krayt Dragon Pearl + Upari: +6 attack bonus
+3d10 energy damage
Alternative offense 3 - Krayt Dragon Pearl + Sapith: +5 attack bonus
+5 energy damage
Alternative offense 4 - Upari + Sapith: +5 attack bonus
+4d11 energy damage
Defensive shield - Jenruax + Bondar: 25% stun for 6 secs with DC10
+5 bolt deflection
+2 energy damage
Droidslayer - Firkann + Luxum: +4 attack bonus
+3d12 Ion damage
Okay, this one is for critical-lovers. Increase almost everything. Using
this is highly recommended to make Critical Strike more more powerful and
happen more frequently.
Critical strike - Opila + Nextor: +1 attack bonus
+3 energy damage
Keen (x2 crictical range)
+1d6 massive critical
Here's what I often use (for Dual Wield style only). Greatly power-up bolt
Main saber - Jenruax + Solari: +3 attack bonus
+5 energy damage
+1d8 physical damage vs Dark Side
+5 bolt deflection
(Light Side only)
Off-hand saber - Jenruax + Krayt Dragon Pearl: +3 attack bonus
+4 energy damage
+5 bolt deflection
Hmmm... Did I make any calculating mistake above?
As you can see there, Jenruax is my favorite crystal due to bolt deflection
bonus. Solari is a special one that deal extra damage against the Dark Side and
restricted to the Light Side only. Sapith and Upari are very powerful crystals
but you can't get them until late of the game so Krayt Dragon Pearl, Solari,
Damind and Jenruax seems to be the only choice during the half-first of the
Before going to the Unknown World and after getting the fifth Star Map,
you can buy two special color crystals by going to Yavin Station and kill some
Trasdoshans there. Then just buy it from Suvam. They're really expensive and
luxury, I admit. The special thing is that those two crystals can enhance or
alter the effect of other crystals of the Lightsaber they were equipped with.
Some can make incredible powerful effects. You may use them with combinations
above to become even more over-powered. For the detail of what these two
crystals do, visit this link:
Here's my ultimate pair I used after leaving the Unknown World.
Main saber - Sapith + Mantle of the Force + Solari: +7 attack bonus
+5d12 energy damage
+2d12 physical damage
vs Dark Side
(Light Side only)
Off-hand saber - Sapith + Heart of the Guardian + Upari:+7 attack bonus
(*Long* Lightsaber) +6d10 energy damage
After getting these two *ultimate swords*, all I have left is a few credits.
Krayt Dragon Pearl is only on Tatooine. You get it after you help Komad to
kill that dragon. You can have another extra Krayt Dragon Pearl by killing
Komad and gain some Dark Side points.
You can find Jenruax on some places in Manaan (I don't remember exactly) and
Shyrack Cave, Korriban (Kill the renegade Sith, I have done this only once due
to the Dark Side point I have to take).
Solari is unique and can only be found in Korriban, tomb of Naga Sadow, the
corpse where you have to face two Terentateks at the same time.
Upari can be found on Sith Master corpse, Unknown World, after you get into
the temple.
Sapith can also be found in Unknown World, in the temple, in the rune
pillars. Be careful, there are some huge mines around.
There's rumor about Darth Bandon's lightsaber. Some say it is obtained on
Manaan (then it must be your third Star Map). It is said to be making certain
crystals equipped in that lightsaber better or worse. Oh yes, it is a
Double-bladed Lightsaber.
A brain-hurt section.
/ 06b. Armor [amr] /
This one is more simple and not so complicated as above. So breathe.
Since you can't wear medium or heavy armor, your only choice will be light
armor. The best thing you can find on Taris is the Echani Fiber Armor, which
is upgradable. Don't waste a feat on armors.
Echani Fiber Armor
Type: Light Armor
Defense Bonus: 5
Max Dexterity Bonus: 5
Armor Reinforcement: +2 Defense
Mesh Underlay: Damage Resistance (20/- vs Fire)
Damage Resistance (20/- vs Cold)
That should be okay for now. But soon after leaving Taris, you'll become a
Jedi and this armor will no longer be a nice idea. So let's say robe, robe and
robe .... QUADRILLIONS of times: ROBE!!
Or should it be zillions of times? ;))
Let's ask why. Why do you have to wear robe when armor (even light armor)
can give you a much better Defense bonus? Because some Force powers are armor
restricted as some of them are *vital* such as Force Speed. You are a Jedi,
don't leave your Force behind, that's half of your power and this reason is
even bigger for Consulars. And this is Star Wars, do something in a *Jedi-ish*
and *Star Wars* way.
As soon as you accomplish the third task of the Jedi Trial, you will
*officially* become a Jedi and be given a robe. That robe is only temporary
since there are many better. There are three kinds of the robe: Jedi Robe,
Jedi Knight Robe and Jedi Master Robe. They give you +1/+2/+3 Defense bonus.
There are some unique robes that I will mention later. There are four colors
of the robe: brown, red, blue, black and there is no difference. Just wear
the color you like. Note that most black robes are Dark Jedi Robes. However,
there is no restriction. Light Jedi can wear them with no problem.
Jedi Robe: no need to find, you'll get it as soon as you become a Jedi.
There's only one of this kind in the whole game and it is brown (unless you
use cheat code).
Jedi Knight Robe: several corpses. An easy one to get is a red one from
Juhani (If you turn her to the Light Side). Another blue one which is also easy
is on Nemo's corpse on Dantooine Ruins where you have to investigate with
Bastila. You'll get it even before you get the red one from Juhani. A Dark Jedi
Knight Robe can be get easily right in the footlocker beside you after joining
the Sith Academy on Korriban.
Jedi Master Robe: Some of them can be obtained from corpses in the
underwater station on Manaan. There's a brown one but I'm not sure if there is
any blue or red master robe down there. And I don't remember how did I get red
and blue master robes. A Dark Jedi Master Robe can be retrieved by killing the
Dark Jedi Master in the Training Room of the Sith Embassy on Manaan. You have
to talk to a Selkath named Shaelas before infiltrating the Embassy. Agree to
help him then you'll be able to enter that Training Room. Killing that Dark
Jedi Master is also necessary to complete that side quest on the *Light path*.
There are three unique robes you may find in the whole game.
Qel-Droma's Robes
Class: Jedi Robe
Defense Bonus: 5
Max Dexterity Bonus: 8
+2 Wisdom
Restricted to Light Side
Feats required: Jedi Defense
Star Forge Robes
Class: Jedi Robe
Defense Bonus: 5
Max Dexterity Bonus: 8
+5 Wisdom
+2 All Saves
Restricted to Light Side
Restricted to Jedi Only
Darth Revan's Robes
Class: Jedi Robe
Defense Bonus: 5
Max Dexterity Bonus: 8
+4 Strength
Regeneration 1
Restricted to Light Side
Restricted to Jedi Only
Qel-Droma's Robes should be the ultimate armor to be used before going to
the Star Forge (Can be found on Shyrack Cave, Korriban, after passing the bridge
where the Terentatek stand, turn left and go straight ahead, it should be on a
corpse somewhere nearby). For Dark Sider, since you have no choice, I guess you
will have to be pleased with the Dark Jedi Master Robe (or Jedi Master Robe). On
Star Forge, you can get another ultimate robe (Deck 2, room with computers,
choose customize Jedi Robe, use some computer spikes here) before reaching the
final place. What you get depends on what choice did you make before on Lehon
(aka Unknown World) temple roof. If you're Dark Side, you get Darth Revan's Robe
and you get Star Forge Robes for the Light Side. Those robes should be worn as
soon as you have them.
Note: there's a mod somewhere on FileFront that gives you those two ultimate
robes at the beginning of the game as well as change their appearance. And more,
this is not recommended for new players. You have been warned.
/ 06c. Gloves, Belts, Implants [gbi] /
Beside robes and Lightsabers, your Scoundrel/Jedi also should have something
more to aid him/her. They're important and powerful too.
Headgear. Here are some choice.
_Circlet of Saresh: +5 Wisdom
-> Great
_Demolitions Sensor: +8 Awareness, +4 Demolitions
-> Also good and useful
_Verpine Headband: +3 Will, +2 Awareness
-> Looks cool, and not so bad
All of them are nice and useful. Stick your head with Verpine Headband or
Demolitions Sensor, keep both of them in your inventory. Circlet of Saresh is
your ultimate head gear, so stick to it as soon as you have it, if you're on
the Light Side. There are some others such as Tulak Hord's Mask could be
interesting for the Dark Side. Sith Mask (in Uthar's room, Sith Academy,
Korriban) may also interested you (but you look so stupid in that mask! Just
try it and see if you can stand it). Finally does anyone where the heck can I
find a headgear item called "Teta's Royal Band"? And what the heck does
"Stealth Nullifier" (did I write it correctly?) mean?
Next, gloves. Or Gauntlets.
_Advanced Stabilizer Gloves: +3 Dexterity, +5 Bolt Deflection, 8500 credits
cost -> Luxury, but good and handy
_Dominator Gauntlets: +5 Strength -> Overpowered, don't remember exactly but
very expensive
_Marka Ragnos' Gauntlets: Bonus Lightsaber Focus and Lightsaber Specialization
feats -> Good, especially for Dark Consulars
Advanced Stabilizer Gloves are available for sale in Yavin Station as soon
as you leave Dantooine so buy it as soon as possible. I'll tell you how to buy
them later (not so easily, but beneficially). Dominator is available for sale
from Mika Dorin on Korriban after leaving Leviathan. Take this and don't buy
Advanced Stabilizer Gloves if you like hard strikes. However you can't buy them
until pretty late of the game. Finally Marka Ragnos' Gauntlets (So notorious for
Jedi Academy players. I didn't think his tomb is such so ... dissapointed for me
after days venturing in that game. Anyway, you can find this in the Tomb of
Marka Ragnos, Valley of the Dark Lords, Korriban) give you extra feats, so you
save some of your feats for something else useful, especially for
few-feats-owner Scoundrel/Consular.
Using Advanced Stabilizer Gloves or Dominator Gauntlets might give you a
reason to let your attributes be odd numbers.
_Sound Dampening Stealth Unit: +2 Stealth, 200 credits cost -> Better than
Stealth Field Generator, handy at the begenning
_CNS Strength Enhancer: +2 Strength, +2 All Saves, can be bought in Dantooine
-> Helpful and can be bought quite early in the game
_Retinal Combat Implant: Immune to Critical, +1 Awareness, Level 2 -> So useful,
so handy, so cheap and not so high requirement
_Sith Regenerator: Regeneration 2 -> Save Force points for something else more
useful in combat instead of Force Heal or Force Drain constantly and also quite
_Advanced Alacrity Implant: +5 Dexterity -> Good but too far expensive
Implants mostly will only be used with Guardian, who may has some feats
spare. You have to waste 3 feats for level 3 implant. Maybe something not for
you but if you wish, go on. Retinal Combat Implant seems to be the most
beneficial implant you may have. Can be obtain quite early and easily (can be
bought from the Clinic on Taris for only 750 credits, even dropped by some
enemies and left on some corpses) with critical immunity, this one help you
stand against powerful bosses much more easier - especially the final boss, a
crictial strike-lover.
Energy Shields? Not those things I like but that's okay, might come in
handy in some tough situations. The only worthy thing here is the Brejik's Arm
Band that is worthy enough to be put on your arm. My recommendation: don't buy
too many more from shops since those you collect from corpses and enemies are
enough, unless you use too much. Oh, and there's also an unique Energy Shield
in this game, I almost forgot. That's Yusanis' Dueling Shield on the Thalia
May's corpse in Shyrack Cave, Korriban (You have to kill her for Dark Side
points and she has a Jenruax crystal also). Guess that's all.
/ 07. Playing Solo [slo] /
/ 07a. Solo and Party [sap] /
First of all, what is solo play?
KotOR (1 and maybe also 2) has two styles you can play. Party play and solo
play. So what are they and what's the difference? Party play means you adventure
not only on your own but your party members, with other playable NPCs you
encountered (Carth, Bastila, blah blah blah). This is the chosen for many
players for the first time. Solo play is different, you rely on no one but your
own. You take no party members with you all the time (unless you are forced to),
exploring everywhere and doing everything with your own skills.
No doubt solo playing is much more challenge and difficult. No have no extra
firepower, no extra abilities, there's only you. With party members, if you die,
you have your other party members to clear everything. Then you get up, recover,
pack up everything and proceed what you were doing. But in solo, you die, you
have no choice but to reload. Party members not only help you in combat but many
other things. Such as slicing computers, picking locks, reparing broken droids.
Even some NPC party members affect your dialogs and help you finish quests
easier (Bastila can help you to "Force Persuade" to finish a quest quickly and
easily on Taris, as far as I know. If there is anything else, I haven't
discovered yet). That's a reason for you not to try playing solo for the time
you experience this game (And maybe also not only this game).
NPC party members also give you some extra subquests so play party several
times if you wish to truly enjoy the game before taking some new challenges.
This game, however, KotOR (1 and I'm not sure for 2), forces you to play in
both style throughout your adventure.
Where you have to play solo.
_Endar Spire, after Trask leaves you.
_Duelling arena, Taris.
_Fighting against Juhani in the grove, Dantooine.
_Tomb of Naga Sadow, Korriban.
_Underwater station, Manaan.
_Leviathan, rescuing yourself (But not with your character).
_Fighting against final boss.
Places you have to go with certain party members.
_Endar Spire, beginning (with Trask before he leaves you).
_Taris, Undercity sewers (with Mission).
_Also Taris, Davik Kang's Estate (with Canderous).
_Dantooine, Ruins (with Bastila).
_Kashyyyk, Lower Shadowland (with Jolee).
_Unknown World, Temple (with Jolee and maybe also Juhani).
_Leviathan, escaping (with Carth and Bastila).
_Star Forge, until you are close to the final boss (Dark Side only).
Some tough encounters for solo players.
_Vulkar Lieutenants in Vulkar Base, Taris.
_Guardian Droid in Sith Base, also Taris.
_Davik Kang + Calo Nord, once again Taris.
_Calo Nord, various.
_Darth Bandon, also various.
_Terentatek in Shyrack Cave, Korriban.
_Two Terentateks in Naga Sadow's tomb, also Korriban.
_Dark Jedi Master in Sith Embassy, Manaan.
_The whole of Star Forge, especially with solo Scoundrel/Consular.
That's all I can think of for now.
/ 07b. Solo Scoundrel [ssc] /
Like I said above, playing solo is hard and not for everyone. It could be
a nightmare and sometimes makes you sleep not so well. But that is *general
solo*. Solo with a scoundrel can be worse (or maybe the worst nightmare ever).
So think carefully before taking a scoundrel for solo playing. You might think
about playing with Soldier/Guardian solo first. You can look into solo role
play guide by HCTwinJava if you feel this guide is not for you. There are good
guidances about an effective solo way that you may find nice and useful for you.
First about how that will be like to play a solo scoundrel. As I said
before, very hard (perhaps hardest in all kinds of solo, but I made it through
with a Scoundrel/Consular at last). The stealthy way of scoundrel seems to be
the most suitable since you won't have to be bothered turning on/off solo mode
button when activating/deactivating stealth field. Though scoundrel are not so
capable of combats, being stealthy with deadly sneak attack from behind give
you a feeling like an stealth-action game. Nice, huh?
Being scoundrel on your own, you need all kind of firepower you can have,
all protections possible and remember to be patient, try to strike when enemy
is alone, you are some kind of stealthy spy after all.
First let's start with what your scoundrel will be.
Strength, Dexterity and Constitution are vital so keep 'em high. Your
skill progression is high enough so don't be bothered raising your
Intelligence as your skills are not so important in this game. Also keep your
Wisdom high to raise your Force points. Two points left should be put in
Charisma for a little role play. For this build, raise your first extra point
in Dexterity to take a good use of Advanced Stabilizer Gloves and the rest
depend on what your Jedi class is (Constitution for Consular and Wisdom for
Guardian, which will slightly help covering the disadvantages of your class).
Another possible.
This one is more favored by Consulars. However, this seems to be the most
suitable for solo purpose.
You have many, many skill points so high intelligence is unnecessary for
that reason, that's right. But quite offended for me due to too low
intelligence. Treat them exactly like the first build I given above.
Never use something like this, whether you are scoundrel or not, playing
solo or party.
Or something even worse.
Okay, so let's choose yours. Don't badly underestimated skills. They're
not bad all the time. You have to survive more than being charismatic during
solo play. Strength, dexterity, constitution and wisdom are used so much in
most situations, especially combat. For all of those reasons, let's take the
first build I have given you in this section.
For people prefer role play, the second build is okay, it's not so bad.
Next, is your Jedi class. We are talking about an effecient solo scoundrel
so let's take Jedi Guardian. Why? Since you're trying to survive under the
massive firepower from your enemies. Scoundrel has low vitality but Guardian
will keep them up. And for surviving purpose. You should focus more on combat.
But I didn't mean that leaving your Force unused and untouched at all. Just
use the build I gave and take the Guardian, things will be easier for you.
And switch your class at level 8 as it should be, okay?
Lightsaber style. We're trying to defend while attacking so choose
correctly. Duelling give you +3 Defense but that's not worth the extra attack
each round you gain. So leave Duelling there and take the Two-weapon Fighting.
One more reason here, with this feat you are capable of both Dual Wield style
and Double-bladed style, there you can switch between these two whenever you
feel needed. Being the master of both style isn't bad, huh?
Feats. Survive? Toughness? No don't waste it. Implants are better. Take
them if you have some spare. Also Advanced/Master Jedi Defense then you won't
have to care much about blaster-wielders from afar. Lightsaber Sepcialization
and Lightsaber Focus are also worth if you still have some left. Let's take a
look at the feat progression. You have ... 10 feats (included one at character
_Level 1 : Two-weapon Fighting
_Level 2 : Implant Level 1
_Level 5 : Improved Two-weapon Fighting
_Level 8 : Master Two-weapon Fighting
_Level 9 : Improved Critical Strike
_Level 11: Advanced Jedi Defense
_Level 14: Implant Level 2
_Level 15: Master Jedi Defense
_Level 17 & 20: Take two of these, any is okay:
Master Critical Strike
Implant Level 3
Weapon Focus: Lightsaber
Weapon Specialization: Lightsaber
Next, the Force. Stay on the Light Side, for full exploitation of combat
abilities and weak penetrating force powers (powers should be use on themselves
instead). You'll gain +3 Strength for 100% Light Side alignment. Here's the
progression. You may change them a little if you want but max Force Heal and
Force Speed as soon as you can since they are so awesome.
_Level 9 : Force Cure + Burst of Speed
_Level 10: Knight Speed
_Level 11: Affect Mind
_Level 12: Force Heal
_Level 13: Force Stun
_Level 14: Dominate Mind
_Level 15: Master Speed
_Level 16: Force Stasis
_Level 17: Stasis Field
_Level 18: Force Aura
_Level 19: Force Shield
_Level 20: Force Armor
Stop! Before getting any further, I should explain something here. That's
about Force Stun, Force Stasis and Stasis Field. You've got some very good
reason to use them. One: obvious for everyone, it's a Light Side power, to
avoid depleting your Force pool in combat. Two: you still need some offensive
power. Though dealing no damage, this is still good when you are overwhelmed
by enemies. Three: not everyone realize this out: you're a Scoundrel. Exploit
your fearsome Sneak Attack any case that's possible by using the stunning-like
stuff. So you got it? Let's proceed.
Skills. Shouldn't be cared much about. Cross-class skill Treat Injury can
be quite painful since you have no other mean to heal yourself. Focus on
Persuade and Stealth. You are supposed to have a Stealth rank at least of 10
before being a Jedi. Then spend the rest of Jedi skill point on Persuade
because Force Cure and Force Heal should be enough for you.
_Body Armor: Qel-Droma Robes, no discussion.
_Headgear: Still the same as above. Verpine Headband is the coolest and can be
seen early. Demolitions Sensor can be found in the tomb of Ajunta Pall,
Korriban. However Circlet of Saresh is the best choice for you since you're
Light Side (can be found on the Terentatek of Kashyyk).
_Gloves: Brejik's Gloves. Then buy Advanced Stabilizer Gloves as soon as you
leave Dantooine. I'll tell you how in the next section.
_Belts: CNS Strength Enhancer seems good ... But you need something can give you
a stealth field. I used Sound Dampening Stealth Unit for the whole of the game.
This is not that stuff I care about.
_Energy Shields: Brejik's Armband, no doubt. And another appropriate shield on
your other arm (depend on what kind of damage you take). These might come in
handy and useful (especially at the early game). Use them correctly.
_Implant: Retinal Combat Implant. Can be bought early and cheaply on Taris with
750 credits. This should be use in the fight with any boss (especially final
boss). If you have Implant Level 3, Sith Regenerator is not a bad idea.
Advanced Alacrity Implant is also nice but can't be purchased (Yavin) until
quite late. However, Retinal Combat Implant is the best (IMHO) for one extra
feat and credit saving.
Fianlly, your sabers, your crystals. See section 05 above. And one more
thing. Keep the set Firkann + Luxum combination in a Double-bladed Lightsaber
of yours. They'll come in handy in many cases if you don't have Stun Droid,
Disable Droid or Destroy Droid.
Some important things above should be done all the time. Note that not
everything above could be applied mechanically. Change and adjust them to be
suitable with your style. Be smart and make what's mine yours.
/ 07c. Several things about solo [tas] /
Just a few things you should do in your solo adventure as a scoundrel.
_Set the game difficulty to "Difficult". It doesn't mean anything if it is
"Easy" or "Normal".
_Try to stay stealthy all the time. When you see your chance, strike hard (I
mean critical strike or any combat feat) and swiftly.
_Use grenades in combat. Some grenades have effects that go well with your
Scoundrel. Not elegant but useful.
_Using hit and run tactics if you see something is too tough. Also use Trap
Mines. Take advantage of your skills.
_Keep your To Hit and Defense as high as possible. Avoid doing stuff can pull
them down (but I don't mean playing Single Saber style, got it?).
_This is what you should do everytime you play this game. First of all buy a
Deck of Pazaak on Taris (cheaply!). Try to collect every mixed cards you come
across (spend credits but it is worth). After leaving Taris, win the guy
Sol'aa (in one of the three rooms to the north of the big tree in the Academy)
six matches for a few credits and some nice cards. Then as soon as you leave
Dantooine, go to Yavin and play with Suvam (make your deck filled with mixed
cards and play with maximum wager). Win him ten times (not so easy) you will
earn 7500 credits and get 25% discount from him. Then buy Advanced Stabilizer
Gloves from him with only 6800 credits (or anything else nice here). If you
save enough money, at the end of the game you will be able to buy both the
Heart of the Guardian and Mantle of the Force. But hey, don't be bothered if
you can't do this right, just quit it. This play isn't easy.
_Make your Duel Career on Taris. For credits. Killing Bendak makes you gain some
Dark Side points but it is worth for his blaster.
_Threaten the Twi'lek shopkeeper when you buy T3-M4 (Taris). It also gives you
some Dark Side points but saves you a whole bunch of credits for something more
_You can persuade for more bounties every time you collect them on Taris.
_Killing the Terentatek in the Shyrack Cave (Korriban) on your own requires hit
and run tactic. Use Force Speed, turn on stealth field, sneak attack him, run
away, cut the tail, heal yourself do it over again. Might takes some times but
you actually can defeat it in direct combat you're powerful enough.
_Manaan has the most Jedi stuff (Jenruax crystals, robes, etc).
_Korriban is the hardest but gives you the most credits. Also there you can find
the valuable Qel-Droma's Robes and Solari crystal. Demolition Sensor can also be
found here.
_Kashyyk gives you the Circlet of Saresh and Tatooine gives you the Krayt Dragon
_You don't need to find the Star Map before going to another planet.
_When you gain enough experiences to level up. Just leave it. Leveling up
restore you vitality so keep it's better to level up when you are in trouble.
However, don't delay them too long.
_Concussion grenades can stun. Use the advantage of your Sneak Attack.
/ 07d. Ultimate Scoundrel [usc] /
This is the ultimate Scoundrel/Jedi who your character should be. Note: the
figure in the bracket is the based attribute without any bonuses.
Scoundrel 8
Jedi Guardian 12
Vitality 208
Force point 272 [192]
Defense 28 [21]
Primary damage 6 - 27 (+2d6 Physical vs Dark Side)
Off-hand damage 9 - 27
Primary attack roll bonus 31
Off-hand attack roll bonus 27
Primary Weapon Lightsaber
(Krayt Dragon Pearl + Mantle of the Force + Solari)
Off-hand Weapon Lightsaber
(Upari + Heart of the Guardian + Sapith)
Body Qel-Droma's Robes
Headgear Circlet of Saresh
Belt Sound Dampening Stealth Unit
Gloves Advanced Stabilizer Gloves
Armband Brejik's Armband
STR 17 +3 +3 with Light Side Mastery Bonus
[14 +2]
DEX 17 +3 +3 with Advanced Stabilizer Gloves
[14 +2]
WIS 26 +7 +5 with the Circlet of Saresh
+2 with the Qel-Droma's Robes
[19 +4]
Force Powers
Force Heal
Dominate Mind
Master Speed
Stasis Field
Force Armor
I used a different character for the first time playing solo. Not ultimate,
not the best suitable one but I think that's not very bad. Most parts are
largely the same and some are more detailed. Note: this character doesn't
receive any alignment mastery bonus.
Scoundrel 7
Jedi Consular 13
Vitality 160
Force point 274 [204]
Defense 29 [22]
Primary damage 9 - 33 (+2d12 Physical vs Dark Side)
Off-hand damage 9 - 27
Primary attack roll bonus 24
Off-hand attack roll bonus 24
Primary Weapon Lightsaber
(Sapith + Mantle of the Force + Solari)
Off-hand Weapon Lightsaber
(Sapith + Heart of the Guardian + Upari)
Body Star Forge Robes
Headgear Circlet of Saresh
Belt Eriadu Stealth Unit
Gloves Advanced Stabilizer Gloves
Armband Verpine Prototype Shield
Yasanis' Duelling Shield
DEX 18 +4 +3 with Advanced Stabilizer Gloves
[15 +2]
WIS 26 +8 +5 with the Circlet of Saresh
+5 with the Star Forge Robes
[16 +3]
Force Powers
Force Heal
Master Speed
Force Shield
Disable Droids
Force Kill
Force Wave
Death Field
Master Two-Weapon Fighting
Improved Critical Strike
Weapon Focus: Lightsaber
Master Jedi Defense
{Numerous other free feats}
Note that it is possible to have both the Mantle of the Force and the
Heart of the Guardian at the same time. If you do as I said (I mean Pazaak with
Suvam), save your money for the whole game and sell some useless stuff you'll
get these two awesome artifacts without too many problems. Another note: due to
the ultra-low frame rate of my machine, I cannot do any Swoop. If you have a
better one, you might earn even more credits than I did. Beside, swoop are funny
and bears not-so-bad rewards. However, I expected Swoop to be better than that.
I thought it was some sort of Podracing we saw in Episode I. I have to confess
that I was dissapointed. Still, I guess it's enough for a mini game.
/ 08.Frequently Asked Questions [faq] /
Q: What should my alignment be? What are the advantages and disadvantages?
A: Depends on a few things. First is yourself, what you like, your personal
ideas. Second is your class, as I said above, Consulars should exploit the
destructive and offensive Dark Side powers. The Light Side give you the most
defense, the cheap useful Force Heal, the peace for player's conscience but take
away from you many credits as well as quest rewards. Dark Side gives you great
fortune, some good offensive powers but you will mostly not use Force Heal
anymore. Mastery (100% alignment shift) Lightside gives you +3 Strength for
Guardian, +3 Constitution for Sentinel and +3 Charisma for Consular. Mastery
Dark Side gives you +1d8 damage for Guardian, +3 Dexterity for Sentinel and +40
Force points for Consular.
Q: Persuade and Mind Trick, which should I use?
A: Mind Trick take two of your Force powers, which is quite hurtful. However,
this one guarantee a better success rate. Persuade take about twenty skill
points at the end of the game, which will leave you none spare for anything
else. Since the amount of skill that the Scoundrel class gives you is quite
enough and you will use Force Heal (or an item with regeneration or Force Drain
for Dark Side) instead of Medpacs (which use Treat Injury skill), I believe
Persuade is the better choice. But maybe because something's wrong with my mind,
I always have both levels of Mind Trick and sink all of my skill points into
Persuade. Sounds dull, but some situations only either Persuade or Mind Trick
will work, ONLY ONE so I think it's better to have both of them. Note: use the
second level of Mind Trick, not first one, it's much worse. Also, some
characters are offended by Mind Trick, and with them, regular persuade seems to
be the only way.
Q: I played a party scoundrel, which other party members should I use?
A: Carth and Canderous are good shooter. HK47 is just average. Mission and T3
with talented skills are not so useful while you are not much worse at skills.
However, I believe a Jedi party is the best choice. Take Juhani, Jolee or
Q: Should I use blasters instead of Lightsaber?
A: Yes if you're expert enough and like some fun. If so I recommend you the
'True Scoundrel Guide' at GameFAQs. That guy played Scoundrel/Jedi Consular
with two blasters. The author of that guide is NukeBlast.
Q: Can't I use Sniper feat?
A: No, but not really. Actually, yes, you can if you play blasters. In that
case, this guide is not really for you. See above question.
Q: Is there rocket launcher in this game?
A: No.
Q: Where can I find HK47?
A: Dantooine, Anchorhead, Droid Shop.
Q: Should I use armors instead of Jedi robes?
A: No. Read above for why.
Q: Can I use pure keyboard to play KoTOR?
A: Nice question, that's my idea too. I like it but unfortunatly, the answer is
no. You can't unless you somehow scroll the action menu with keyboard.
Q: Can I use joystick to play KoTOR?
A: Once more, you can't scroll the action menu without a mouse.
Q: Should I use mods? Can you show me some nice mods?
A: Mods is definitely not recommended, especially for new players. However,
if used correctly (I repeat once more: new players do not touch these stuff)
mods are very nice and funny. My favourite mod is the Lightsaber Pack mod
(www.pcgamemods.com) created by T7nowhere. My other favourite mod is the
Revan's Robes mod somewhere on FileFront. (Don't remember exactly, perhaps a
Google search will do)
Q: Do you make mods? Can you show me some mod tools?
A: No, I do not. I even do not know how. This website has a whole bunch of mod
tools as well as some mod tutorials.
Q: What do you think of this game?
A: Excellent, one of the best I've ever played. A recommended one and a
must-have game for Star Wars fan.
Q: How old are you?
A: As old as Mission Vao. At the time I started writing this.
Q: What's your favorite character in KotOR?
A: Revan
Note: Actually, I like many. This game has great characters.
Q: What's your idea about Revan?
A: Okay, his\her robe and mask look nice. This *Darth* shares many
similarities to our Dark Lord in the original trilogy. And his\her gender is
an arguable problem. I prefer him\her to be female. However, Lucas Arts
*force* him/her to be male in canon.
Note: Lucas Arts did the same thing to Jedi Academy, *official* Jaden Korr
is a male human.
/ 09. Contact and Feedback [caf] /
Okay, thanks for reading this out, my first FAQ. No doubt flawed things
will be found here and I'm glad to know what they are. All comments,
suggestions, cristism, questions and especially English grammatical corrections
are welcomed. If you want this guide to be on you website, just drop an e-mail
And yes, the final version has come to you. But that mean I won't ever and
ever update this FAQ anymore. Unless someday I have free time, reading my own
FAQ and find some mistakes or just someone else who tell me about them, the last
updated date won't go any further. Not only mistakes but any nice ideas, minor
grammatical corrections or any questions, will have this FAQ updated, too.
Life's been very tricky out there and I'm looking for a way out. If you can
sponsor me for studying aboard, or at least, do something little things about,
I would be greatly appreciate.
No spam, no insult, no hate mail. Okay?
Here's where you will send all these kinds of stuff to:
A nice website to visit:
A whole bunch of KotOR 1&2 Manga pictures by a Malaysian artist. I just
unintentionally came across it once and found this great website.
For anyone who has never played or never finishes this game before: stay
away from mods, fan comics, fan arts, walkthroughs and a whole bunch of other
stuff that related to KotOR. Most of them contain spoilers. Finish the game at
least once before you plan anything about what I mention above, okay? (Sorry
that I have touched some KoTOR2 fan arts and fan comics when I didn't even play
For Star Wars fans, staying away from the keyboard and the mouse and
boosting your dexterity (I mean YOURS, NOT YOUR CHARACTER'S) is a nice idea.
I mean this awesome website: www.happymaqpie.com. Sadly, nothing about KotOR.
This FAQ is allowed to posted on only these sites:
However, GameFAQs.com always has got the lastest version. That's the place
to go if you intend to update this guide.
I'm sorry if I call this document file 'FAQ' too many times when you can't
see many questions and answers here. My apology.
/ 10.Version History & Credits [vnc] /
Version History
Version 1.0 (July 3, 2006)
_First release though actually everything was completed almost a
month ago but couldn't be posted due to some problems when signing
up at GameFAQs.com
_Posted on GameFAQs.com
Version 1.05 (July 11, 2006)
_Permission given to NeoSeeker]
_Permission given to SuperCheats
_Change some infos throughout the guide
Version 1.07 (July 21, 2006)
_Rewrite various parts
_Correct some grammatical errors
_The trailer of Mass Effect shocked me like a tornado
_Happy birthday to Daniel Radcliffe aka Harry Potter in the movies
Version 1.15 (August 11, 2006)
_Rewrite section 03a
_Change some infos in section 05
_Change some infos in section 06a
Version 1.20 (August 12, 2006)
_Section 08 was added
_Various changes
Version 1.25 (August 20, 2006)
_Correct many grammatical errors, WHY THERE ARE SUCH MANY???
_Star Wars 2007? Console? Perhaps that's Jedi Knight 4. I
won't be able to play it anyway, whatever it is. I don't own
any console system, and that's really bad. T_T
Version 1.30 (August 28, 2006)
_Rewrite and correct various parts
Version 1.60 (September 6, 2006)
_Minor corrections and changes
_Added section 07d
_A big version upgrade!
Version 1.61 (September 14, 2006)
_Permission given to 1UP.com
Version 1.70 (September 18, 2006)
_Major changes in section 07d
Version 1.71 (October 21, 2006)
_Permission given to MyCheats, a part of 1UP
_Sorry Lucas, I didn't know canonical Jedi Exile was female.
Version 1.72 (December 17, 2006)
_Fix a few grammatical errors
_In progress the second FAQ of mine
Version 1.72b (April 16, 2007)
_Watched Original Trilogy a couple of weeks ago
_Updated something about the origin of Scoundrel
_The important test of mine is pretty near now
_Phew! A lot of re-edit. But not the content.
Version 1.72c (Febuary 2, 2008)
_Re-edit a lot
Version 1.72d (Febuary 17, 2008)
_Deleted a damn line checker
My special thanks to
_Geogre Lucas: for creating Star Wars
_BioWare: for making this game and become one of the best RPG
_Lucas Arts: for publishing this and many other Star Wars games
_Anyone has read this, thank you so much
_Finally, me: for writing this FAQ
_An extra for anyone who think this guide is useful: All the
stupid things in my stupid machine. If it hadn't been them,
this would had been a guide for KotOR 2 instead.
_No thank for God for letting me existed (again).
--==++ This FAQ is copyright 2007 Sword Laker ++==--
< - > End of file here, you can stop reading now < - >
And may the Force be with you...


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Novation Bass Station II and the New Sound of P-FunkDanny Bedrosian tells how the Bass Station II is fast becoming the sound of George Clinton and Parliament-Funkadelic
Danny Bedrosian has keyboards in the blood. Born into a family of piano teachers, he began lessons at three and a half years old and was classically trained from that point, until age 19. Along with playing lots of choir and gospel music in his pre-teens, he caught the jazz bug at age nine. "I always thought my talent could be applied to any music," he states. "It's about communicating and applying your energy to whatever music you're playing." As a teenager, Danny was into many different styles of music, "but it wasn't until I got into hip hop that I first became aware of George Clinton and Parliament-Funkadelic, because everyone was sampling their records," he says. By age twelve, Danny's goal in life was to be the keyboards player for the band, and by then he'd also become well-versed in the astonishing history of P-Funk.
When he was 16, he had his first encounter with the band: "At his shows in that era, George's stage costume was basically a bedsheet with a hole cut in the middle for his head. In each city the band visited on the tour, there was a competition to design George's bedsheet outfit, and I made one with loads of the band members painted on it. I won the competition and got the chance to meet the band backstage!" Danny had also brought along a recording of his own compositions, which he gave to George Clinton himself.
The band was impressed, and as soon as Danny was through the last stages of his formal education, he was invited to become part of the funk, learning the ropes as a technician at first, before moving to George Clinton's current hometown of Tallahassee, Florida, and obtaining full-time bandmember status. "My first teching gigs were in 2000 and 2001. By May 2004, I was full-time keyboard player for Parliament-Funkadelic. It happened really quickly." More than a decade later, Danny is still a main member of the band, and has the P-Funk sound honed to perfection.
Keyboards are an essential part of the trademark P-Funk sound and, over the years, many great synths and keyboards have been attached to that sound. From the Hammond B3 organ, Fender Rhodes and Hohner Clavinet D6, to Moog, Oberheim and Arp synthesizers, classic sounds from classic keyboards can be easily identified in the P-Funk back catalogue. "We've always attached ourselves to certain sounds, and I can say for a fact that, right now, the Novation Bass Station II is the synthesizer that we're attaching to on stage and in the studio. It has these bright, powerful sounds - both bass and leads. In fact, the Bass Station II has replaced five of my synths!"
Aside from his work with George Clinton and Parliament-Funkadelic, Danny also records his own work and plays with a number of other bands. You can discover more here: www.dannybedrosian.com
Photo Caption: Keyboardist Danny Bedrosian (left) uses Novation Bass Station II in the studio with a member of Parliament-Funkadelic.
Related News from Mi2N: » Novation Bass Station II And The New Sound Of P-Funk
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subset: commoncrawl


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Supreme Court
The campaign finance decision was supported by five justices who were Republican nominees: Anthony Kennedy, John Roberts and Clarence Thomas along with Antonin Scalia and Samuel Alito. Justices Ruth Bader Ginsburg, Stephen G. Breyer and Sonia Sotomayor dissented.
Chip Somodevilla / Getty Images
Copyright © 2019, Los Angeles Times


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Join me every week for Win-It Wednesday, with 24-hour giveaways just for you!
Trident gum has long been a pioneer in providing oral health benefits to consumers. I've even had our family dentist encourage my children to chew sugar free gum after a meal if they're out and cannot brush – who knew?! Trident was the first gum brand of its kind to undergo extensive long-term clinical testing in 1967 with studies showing that people who chewed Trident experienced significantly fewer cavities.
Today, Trident and Stride have teamed up to bring you "Chew For The Loot," an instant-win game that will reward gum chewers with a million dollars, 50 bucks at a time. That's right, every specially-marked pack of Trident or Stride you chew is a chance for your mouth to earn you an instant 50 bucks! Just open the game piece to find out if you're the winner. No worries if you don't win the first time, keep trying – the more you chew, the more chances you have to win!
While you can't win on Facebook, Trident and Stride have put together interactive Facebook tabs that allow you to get a virtual taste of money right now by adding some bling to your mouth (using one of your Facebook photos). Try it now and 'LIKE' the official "Chew For The Loot" tab at your favorite brand's Facebook page. Choose Trident or Stride to try it out!
Two (2) lucky Deal Seeking Mom readers will win a Chew for the Loot Prize Pack. Each prize pack includes:
- a $50 gift card
- a box of 12 packs of gum
To enter, tell me your favorite brand or flavor of gum.
Every reader has four methods available to enter this contest. Choose one each of any combination of method one, two, three, or four for up to a total of 4 entries!!!
If you are reading this in your email or feed reader, please CLICK HERE to visit the original blog post to enter. Email entries will not be counted.
Methods of entry:
1. Leave a comment. Tell me your favorite brand or flavor of gum!
2. Join the Deal Seeking Mom community on Facebook for more conversation, additional deals and a peek at the freebies I receive in the mail each week. Come back and leave a separate comment letting me know you've done so!
3. Add Deal Seeking Mom to your blogroll or add my badge to your sidebar. Make sure to come back and leave the link to your site in a separate comment!
4. Subscribe to my feed via RSS or email. You must confirm your email subscription for it to be a valid entry! Leave a separate comment letting me know you have done so. If you're already a subscriber, simply leave a separate comment letting me know you're already subscribed. Lovin' my subscribers! You guys make this all possible.
Two (2) Chew for the Loot Prize Packs as described above.
This giveaway ends at 8:00 AM on Thursday, 3/8 and is open to all U.S. residents 18 years or older. I'll use And the Winner Is to select the winning comment. Winner will be notified by email and listed on my Giveaway Winners page. Winners must respond within 48 hours of notification to claim their prize. Good luck!
While you're in a contest entering mood, don't forget to check out the Giveaway Gathering for a variety of contests being hosted on Deal Seeking Mom readers' blogs!


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Remember those days of your youth – the hiking, camping, and swimming with friends? Learning new skills and just having fun! Today's young men and women need those same experiences to develop into tomorrow's leaders – in some ways, more than ever – and you can help!
Go Ahead – you'll be glad you did! To find the local council that serves your area – or the name of the council where you grew up as a Scout – just enter the ZIP code.
The following councils provide service to American citizens living abroad:
Boy Scouts of America Transatlantic Council (Europe)
Boy Scouts of America Far East Council (Japan)
Direct Service BSA (Other overseas locations)
Now that you found us, tell a friend! Click here to let friends, family and others about how they can reconnect with the BSA!
Find out more about Scouting at our other websitesThe Boy Scouts of America maintains several official national websites that provide information and details about specific programs and activities. These include the Florida Seabase and Northern Tier High Adventure Area. Take a virtual tour of the National Scouting Museum or keep up to date on the legal issues faced by the BSA.
Good Turn for America For the past 100 years the Boy Scouts of America has been know by our slogan "Do a good turn daily". The Good Turn for America project partners the Boy Scouts of America with other vital organizations to make our communities stronger. Go to www.goodturnforamerica.org for more details


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Preseason is always a lot of work and a lot of fun.
One of the best parts though is the ongoing saga of number choice throughout camp as players leave, new players come in.
Fire forward Chris Rolfe re-launched his dormant Twitter account (aptly named @ChrisRolfe17) last week to ask Fire supporters their thoughts on his switching back to #17.
Rolfe had worn the number through his first five seasons with the Fire but when he re-joined the side last April, Mexican legend Pavel Pardo had it.
"There was no need to try and shift things around then," Rolfe told Chicago-Fire.com. "While 18 was good for me last year I thought that it would be a good idea to switch back to 17 when it became available."
With Pardo's retirement announcement last month, the opportunity arose and the league recently approved Rolfe's change back to the numerals with which he's scored 40 of his 48 Fire goals across all competitions.
Check out the impromptu and sort of awesome video of the first new "Rolfe 17" jersey being pressed by Assistant Equipment Manager Allan Araujo below...
NOTE: All-Time Fire #17s: Andrew Lewis, (1998-2001), Aleksey Korol (2002), Dipsy Selolwane (2002-2004), Rolfe (2005-2009), Davis Paul (2011), Pavel Pardo (2011-12), Rolfe (2013- )
Kinney's Switch
With the #18 left vacant, renaissance Fire defender Steven Kinney jumped at the opportunity to switch from #28.
"My whole life I had been #18," said Kinney. "Coming here the first year Mike Banner had it and through all my injuries I wasn't going to be switching numbers. Then Rolfie came in and had it last year but when I heard him talk about switching to 17 I knew it was time to make my move.
Asked why #18 had always been his number, Kinney said, "It's always just felt lucky for me. I would have done anything to get my hands on it."
To be fair, he didn't have to do too much.
NOTE: All-Time Fire #18s: Zach Thornton (1998-2004), Matt Pickens, (2005-2007), Mike Banner (2008-2010), Gaston Puerari (2011), Chris Rolfe (2012)
Stay tuned later this week for more updates on Fire squad numbers heading into 2013.
WATCH: Rolfe #17 is BACK!


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CSR, Telecom Council Announce FastPitch Winner from Locations & Beyond Summit 2012
CSR, Telecom Council Announce FastPitch Winner from Locations & Beyond Summit 2012
CAMBRIDGE, England & SUNNYVALE, Calif.--(BUSINESS WIRE)-- CSR plc (ISE: CSR) (NAS: CSRE) , together with the Telecom Council, today announced that Locaid Technologies, Inc. was the winner of the popular FastPitch competition - chosen from the event's RapidFire participants - at last week's 6th annual Locations & Beyond Summit 2012. Locaid®, a Location-as-a-Service (LaaS) company, was chosen by Summit attendees from among six participant companies who presented innovative new location-aware offerings, including Urban Airship, InvisiTrack, Pole Star USA, Mosaik Solutions, and Alohar Mobile.
The RapidFire presentations involved five-minute pitches - or FastPitches - from companies showcasing novel and creative use-cases of location technology. The Summit audience chooses the winner through a text message-based voting system. In addition, this year's Summit included a product showcase in which companies including RxNetworks, Nextnav, and Fixmo demonstrated their products to the elite audience.
"This was the largest Summit to date, with the highest quality attendees - over two hundred - including many global carriers," according to Joep van Beurden, CEO of CSR. "Two topics of particular interest at the Summit this year were privacy and delivery options for location-based services. Locaid stands at the nexus of the two, protecting the privacy and security of customers while facilitating integration of location into myriad applications such as fraud prevention, proximity marketing, and asset tracking and monitoring. The company's unique 'Location as a Service' - or LaaS - platform will no doubt help accelerate the fruition of beneficial new mobile location-based services of all kinds."
About the FastPitch Winner
Locaid simplifies and manages the complex challenge of locating over 350 million mobile devices for location-based services (LBS). Locaid operates the world's largest and most secure mobile location platform and allows mobile developers to locate their customers for enterprise authentication, fraud management, and hyper-local marketing, all through a single, privacy protected API. Locaid is the only mobile location gateway connected to the largest Tier One carriers and partners in the Americas including AT&T, Verizon Wireless, T-Mobile, Sprint, TelCel, TELUS, Microsoft, and Qualcomm. With multiple offices across North America, Locaid also offers a portfolio of location-enablement services including geo-fencing, geo-coding, map appends, and location analytics. For more information, visit www.loc-aid.com
About CSR
CSR is a global provider of innovative silicon and software solutions for the location-aware, media-rich, cloud-connected world. Our platforms are optimised for the automotive navigation and infotainment, digital cameras and imaging, connected home infotainment and wireless audio markets. We provide solutions to complex problems in the audio-visual, connectivity and location technology domains across a broad range of markets, with a technology portfolio that includes GPS/GNSS systems, Bluetooth®, Wi-Fi®, FM, NFC, aptX® and CVC™ audio codecs, JPEG, MPEG, H.264 imaging, PDL printing, microcontrollers, DSPs and broadband receivers. CSR's technology solutions and market platforms enable its customers to deliver a superior user experience and are adopted by leaders in the auto, computer, home and mobile markets. More information can be found at www.csr.com. Keep up to date with CSR on our technical blog or CSR people blog, YouTube, Facebook or follow us on Twitter at twitter.com/CSR_plc
Notes to Editors
Still and video images are available by contacting Lori Evans at firstname.lastname@example.com
This press release contains certain statements (including statements concerning plans and objectives of management for future operations or performance, or assumptions related thereto) that are not historical facts and constitute 'forward looking statements' within the meaning of the United States Private Securities Litigation Reform Act of 1995 in relation to CSR's location-based service products and technology, and their performance characteristics in customers' products, and other future events and their potential effects on CSR. These forward-looking statements can be identified by words such as 'will,' 'can deliver,' offers', 'allows', 'to enhance,' 'enables,' 'designed to' and other similar expressions regarding the performance characteristics of CSR's location-based service products and technology, and their performance characteristics in consumer electronics products, and their potential effects on CSR. Any future release of CSR's location-based service products and technology or consumer electronics products containing such technology, related products or modifications to such products' capability, functionality or features are subject to ongoing evaluation by CSR and its customers, and may or may not be implemented and should not be considered firm commitments by CSR or its customers and should not be relied upon in making purchasing decisions. Such forward-looking statements represent the current expectations and beliefs of management of CSR, and are based upon numerous assumptions regarding CSR's business strategies and the environment in which CSR will operate and therefore involve a number of known and unknown risks, contingencies, uncertainties and other factors, many of which are beyond the control of CSR, including, but not limited to, those detailed from time to time in CSR's periodic reports (whether under the caption Risk Factors or Forward Looking Statements or elsewhere), which are available at the SEC's web site http://www.sec.gov. Each forward looking statement speaks only as of the date hereof. CSR does not undertake to release publicly any updates or revisions to any forward looking statements contained herein, otherwise than required by law.
Bluetooth® and the Bluetooth logos are trademarks owned by Bluetooth SIG, Inc. and licensed to CSR.
Wi-Fi®, Wi-Fi Alliance®, WMM®, Wi-Fi Protected Access®, WPA®, WPA2®, Wi-Fi Protected Setup™ and Wi-Fi Multimedia™ are trademarks of the Wi-Fi Alliance.
Other products, services and names used in this document may have been trademarked by their respective owners.
Evans Public Relations
Lori Evans, +1 650-200-5891
Rocket Communications
Sally Brown, +44(0)845 370 7024
KEYWORDS: United Kingdom United States Europe North America California
The article CSR, Telecom Council Announce FastPitch Winner from Locations & Beyond Summit 2012 originally appeared on Fool.com.Try any of our Foolish newsletter services free for 30 days. We Fools may not all hold the same opinions, but we all believe that considering a diverse range of insights makes us better investors. The Motley Fool has a disclosure policy.
Copyright © 1995 - 2012 The Motley Fool, LLC. All rights reserved. The Motley Fool has a disclosure policy.


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Early AC/DC Bassist Neil Smith Dies
Neil Smith, an early bassist for hard rock legends AC/DC, died today (April 7) after battling cancer. The news was reported on the Australian rocker's official Facebook page.
Smith had briefly been a member of AC/DC in 1974 when the band underwent a number of lineup changes before locking in Mark Evans for their 1975 debut album 'High Voltage.' In addition to his stint with AC/DC, Smith had been a member of Rose Tattoo in 1978.
The statement on Neil Smith's Facebook page (via NineMSN) reads as follows:
Neil Smith passed away in the early hours of the morning, Sunday the 7th of April 2013. He was sleeping peacefully and surrounded by family. Neil is now in peace and is no longer battling with cancer. There is not a person out there who has met him and not felt like their lives were better for the experience. He was a loving and devoted father, a loyal friend and all round generous person. He was larger than life, and his passing will be felt. Thanks to all his friends for their support and love, especially during the final stages of his life.
Loudwire would like to offer its condolences to Neil Smith's family and friends.


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SACRAMENTO — Southern California residents will have to get serious about energy conservation, particularly this summer, now that the San Onofre Nuclear Generating Station has been permanently shut down.
Without that nuclear plant, which accounted for about 9% of the electricity generated in California, power supplies will be tight in parts of Los Angeles, Orange and San Diego counties for at least the next three summers, officials said. That means periods of reduced use of air conditioners, lights and swimming pool pumps for customers of Southern California Edison and San Diego Gas & Electric Co.
"Losing 2,250 megawatts from the system is a big deal, and if we ask for conservation, we need them to respond," said Steve Berberich, chief executive of the California Independent System Operator, which manages most of the state's long-distance electric transmission system from a control room in Folsom, east of Sacramento.
In the meantime, utilities, state energy officials and grid operators are looking for ways to compensate for San Onofre's loss.
Those fixes are likely to include pushing for greater energy efficiency in existing buildings and homes; constructing more state-of-the-art natural gas power plants; adding new long-distance transmission lines and speeding up the shift to wind, solar, geothermal and other renewable forms of energy.
Experts and consumer advocates hope the costs of the new infrastructure will be equal to or lower than the hundreds of millions of dollars it would have taken to make San Onofre safe enough to start running again. Californians already pay some of the highest electricity rates in the nation.
The specter of brown-outs or planned blackouts, such as the ones that plagued California at the turn of the millennium, should disappear by 2015 if the state doesn't have unusually hot weather, a power-plant catastrophe or wildfires that bring down transmission lines, Berberich said.
"I think it will be a distant memory 10 years from now," he said. "Next summer will not be as challenging as this summer."
San Onofre's output, when it ran at full power, produced enough electricity to run more than 1.7 million average Southland homes. Southern California Edison said Friday that it would permanently close the nuclear plant, which had been idle for more than a year after a tube leaked a small amount of radioactive steam.
The expected shortfalls over the next few summers should be felt most strongly in parts of San Diego, Orange and southern Los Angeles County closest to San Onofre.
The city of Los Angeles should have adequate power supplies because its electricity system, run by the Los Angeles Department of Water and Power, is separate from Edison's.
The rest of California also should have stable power supplies, Berberich said.
Independent power companies, known as merchant generators, say they are ready to boost both their in-state and out-of-state production to fill any immediate needs in the Los Angeles basin and San Diego.
"I think you're going to see a fairly immediate response by the generator community," said Jan Smutny-Jones, executive director of the Independent Energy Producers Assn. "You will see a very strong, competitive response to replace those units [at San Onofre]. There still are a lot of resources."
Those new resources have been building since just after the energy crisis of 2000-01. According to the California Energy Commission, power plants with maximum output totaling about 20,000 megawatts have become operational. An additional 3,900 megawatts are under construction and 4,700 more have been approved and are in pre-construction phases.
The new plants should boost California's energy independence. The state currently produces about 71% of the electricity it consumes, while it imports 8% from the Pacific Northwest and 21% from the Southwest.
Natural gas was burned to make 45.3% of California's power generated in-state in 2011. Nuclear power from San Onofre and Diablo Canyon in San Luis Obispo County accounted for 18.3%, large hydropower 18.3%, renewable 16.6% and coal 1.6%.
Many environmentalists hailed Edison's decision to close San Onofre as the best way to alter the state's energy production menu in favor of renewables that don't threaten communities with potential radioactive leaks, such as the one from Japan's Fukushima Daiichi plant in 2011.
"There's an opportunity for very creative solutions," said V. John White, a renewable energy advocate who directs the Center for Energy Efficiency and Renewable Technology in Sacramento. "Everybody is better off by closing it now."
Kristin Eberhard of the Natural Resources Defense Council praised Edison for cutting its losses.
"Instead of putting Band-Aids on a nuclear plant built decades ago, the company decided to better serve its customers and its shareholders by moving forward with a portfolio dominated by energy efficiency and other clean energy solutions," said Eberhard, the director for western energy and climate projects.
That new portfolio, even with pricey solar and wind power, should be cheaper than costly nuclear power, said Mindy Spatt, a spokeswoman for a ratepayers' group, the Utility Reform Network.
Closing San Onofre "should not be used as an excuse to rush out and buy overpriced resources," she said.


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Before & After: Amy & Chad's Kitchen Update on a Budget
Amy sent us in photos of the makeover that she and her husband Chad pulled off in their North Carolina home. As Amy states, the before was "clean and easy but not cozy and not very Chad and Amy". Take a look at the wonderfuly warmed up transformation:
To make this impressive cozified update on a budget, they didn't go for any major changes such as new cabinets or restructuring the space. They stuck to DIY projects, decorative details that go a long way and the addition of updated appliances. Here are a few of the jobs they completed:
• Replaced the white laminate countertops with butcher block
• Added a subway tile backsplash
• Replaced the drawer pulls with some vintage style beauties
• Added an under mount sink and new faucet
• Added stainless appliances
• Replaced the fluorescents over the sink with pendants
• Installed open shelving
• Added bamboo blinds
• Decorated with artwork, photos and plants
Check out all the photos, info and details at Amy's blog: Triangle Honeymoon
Thanks, Amy!
Images: Triangle Honeymoon


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Posted Thursday, January 17th, 2013
Foundation for Rural Service (FRS) and Discovery Education are bringing an exciting contest to rural schools in 3 Rivers' service area. Students produce a 1-2 minute video which compares and contrasts their community with others around the world using Discovery Education online programming to aid in their research. 1st prize--a $2,500 technology grant for the classroom, a Discovery Education prize package and more!


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career advice for job seekers. job advice forums and Job interview help. What you need to know before you go for Job interview. Job tips discussion for getting new jobs. Nigeria Job Interview questions.
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Bar Refaeli: Emporio Armani Fashion Show!
Bar Refaeli arrives at the Emporio Armani Spring/Summer 2012 show during Milan Fashion Week on Saturday (September 24) in Milan, Italy.
The 26-year-old Israeli model received a bouquet of white roses at her hotel from designer Giorgio Armani, along with a card that read, "Dear Bar, Welcome to Milan!!"
"I can't think of a better way to wake up," Bar tweeted. "So sweet:):) thank you Giorgio:)"
The night before, Bar attended the amfAR Milano benefit to help raise money for AIDS research.
15+ pictures isnide of Bar Refaeli at the Emporio Armani show in Milan…


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This is an activity about the Moon's formation, changes over time, gravitational connection to Earth, or influence on our culture and urban legends. Learners share their learning by creating zines: small, self-published magazines inexpensively... (View More) duplicated on standard letter paper and folded into eight-page booklets. This is the concluding activity of Explore! Marvel Moon, a series of activities developed specifically for use in libraries. (View Less)
Materials Cost: $1 - $5 per group of students
This activity focuses on the relationship between science of looking for life and the tools, on vehicles such as the Mars Rover, that make it possible. Learners will create their own models of a Mars rover. They determine what tools would be... (View More) necessary to help them better understand Mars (and something about life on Mars/its habitability). Then they work in teams to complete a design challenge where they incorporate these elements into their models, which must successfully complete a task. Teams may also work together to create a large-scale, lobby-sized version that may be put on display in the library to engage their community. The activity also includes specific tips for effectively engaging girls in STEM. This is activity 6 in Explore: Life on Mars? that was developed specifically for use in libraries. (View Less)
This is an activity about albedo, which is a measurement of the reflectance of a planetary surface. Learners will classify areas on an image in terms of albedo values and then sketch their own portion of an image from space. These sketches are... (View More) assembled to view the larger image that the class or group has created. Note: See Related & Supplemental Resources (right side of this page) for a link to download the student pages of this activity. (View Less)


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For Autumn.Winter 2010, there has been an overpowering sense of deja vu, not only in Paris but throughout the fashion month. Brands have retreated to their archives, rehashed their greatest hits, and frankly done nothing to surprise or entice. Riccardo Tisci's latest show for Givenchy, however, was a notable exception: his collection is the best of his career, with all the energy, excitement and bravery that label engenders.
Building on wardrobe basics he has steadfastly established as Givenchy classics - sleek tailoring, frilly blouses and a way with a short evening dress - was clever and commercially cunning, but what made this collection exceptional was Tisci pushing his aesthetic further than he has before. Certainly, many of the ideas have been raised in his collections before - the pattern, the intense decoration, riffing between feminine lace and masculine suiting - but never with such confidence or clarity of vision.
Givenchy's knitwear was stunning - intricately jacquarded into patterns building on his prints from spring, simultaneously reminiscent of Islamic art, bobbin lace and eighteenth century architecture, they twisted intricately around the body in bands of black, red, pistachio, blue, sliced open, peeled back, laced and corseted together. They were outstanding. So too was his embellishment: dripping beads and crystal over gloves, occasionally smothering dresses, ruffles puckering bodices, lace peeking through dresses. This could easily turn into a litany of his decorative effects - but for all their baroque multitude, they never overpowered. At the same time, neoprene fold-waist skirts felt undeniably modern - likewise turret-backed jackets dropping to a squared-off tail, Tisci's tailoring take on the taste for undulating hemlines.
That's the physical. Now for the ephemeral - and uncoiling the reference points could take days. The aforementioned echoes of the eighteenth century felt appropriate, as there was something of a frock-coat swagger to Tisci's silhouettes, and touches of 1789 macabre - ribbons knotted behind the neck a la guillotine, deathly red light bathing half of his audience. The red light, perhaps, symbolised sexual fetishism - an undercurrent of many a Paris show, there was a feel of trussed-up kink to some of Tisci's garments, banded in an S&M palette of blood-red and black. But that sexual frisson was latently throbbing rather than explicitly vulgar, a touch of Yves Saint Laurent's épater (rather than pander) le bourgeoise in transparent blouses scrolled with lacework. That's a heavy mantle for one as young as Tisci to wear, but this collection - uncompromising, affecting, refined, defined and absolutely flawless - was more than strong enough to bear the weight.


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NEW YORK (Dec. 3, 2012)—National Geographic is currently the No. 1 media brand on Instagram, overtaking Teen Vogue over the weekend. It has 588,000 Instagram followers under the official NatGeo feed. National Geographic continues to dominate in the social media space with more than 12.2 million Facebook fans, more than 2.7 million Twitter followers and more than 920,000 YouTube subscribers. National Geographic is the No. 1 media brand on YouTube.
"National Geographic is a global brand that reaches more than 450 million people worldwide. National Geographic magazine, published in English and 37 local-language editions, is read by 60 million people around the globe each month," said Declan Moore, president of National Geographic Publishing and Digital Media. "On the eve of our 125th anniversary on Jan 13, 2013, our brand continues to push the boundaries of storytelling, and we will engage with our customers on whatever new platform technology makes available. Photography is a huge component of the National Geographic brand legacy, and Instagram was a natural fit for photo distribution of our many contributing National Geographic photographers."
The National Geographic Society is one of the world's largest nonprofit scientific and educational organizations. Founded in 1888 to "increase and diffuse geographic knowledge," the Society's mission is to inspire people to care about the planet. It reaches more than 450 million people worldwide each month through its official journal, National Geographic, and other magazines; National Geographic Channel; television documentaries; music; radio; films; books; DVDs; maps; exhibitions; live events; school publishing programs; interactive media; and merchandise. National Geographic has funded more than 10,000 scientific research, conservation and exploration projects and supports an education program promoting geographic literacy. For more information, visit www.nationalgeographic.com.


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Has Hollywood Hubris Awakened Silicon Valley To The Importance Of Telling DC To Knock It Off On Bad Laws?
from the it's-possible dept
Larry Downes, over at News.com, has written up a great article highlighting how SOPA/PIPAhave awakened Silicon Valley to the importance of engaging in policy -- and comparing it to previous battles, like the infamous Clipper Chip fight, which brought us EFF, among other things. It seems that, when clueless bureaucrats push techies too far, they respond in a big way. The real question is whether or not this becomes a sustained thing. Disclaimer: I make a brief appearance in the article, in part because of my involvement with Engine Advocacy, a group which is helping to educate both sides -- entrepreneurs and politicians -- on these issues (and not just about SOPA, but a wide variety of such issues).
Downes asks the right question in wondering if we can keep this up, so it's not just in emergency situations. I sure hope so, and that's definitely part of the thinking behind Engine:
Establishing a permanent counterbalance to old economy interests won't be easy. Engine Advocacy's McGeary acknowledges that incumbent industries who want to reign in technological change are better organized and know every corridor and office on Capitol Hill by heart. So using social media and other technical advantages will be critical to even the odds. "We can't line up soldiers on an open field," McGeary said. "We need to be rangers and use the tools we have to fight a guerrilla war. The facts are on our side; not that that always wins."Facts win in the long run... but we're hoping to make that long run a lot shorter, and we're hoping we can do it by using the very tools that Congress seems intent on hindering. But, in the end, for any of this to work, it's still going to take a lot of motivated people. Hopefully, the fight against SOPA/PIPA has shown what can be done when enough people do get involved and speak out.
Even more important, however, for the long run, is getting ahead of these issues. We shouldn't just be responding to ridiculous attempts by legacy industries to hold back innovation. We should be proactive in explaining to Congress why innovation is important for the economy and jobs, and why passing bad laws to protect legacy industries at the expense of job creating innovation is a dangerous idea for the economy. It can be done, but, again, it's going to take a lot of people being willing to take part.