KOTOR 2: Dantooine

(This is part of my journey going playing through Star Wars: Knights of the Old Republic II: The Sith Lords. You can follow the entire series on the Retro Gaming page.)

Before leaving Nar Shaddaa, I had to defeat Jedi Moustache up there, which was no easy task. The game is balanced around the idea that you’re using a lightsaber or some other melee weapon, so trying to pew-pew him with blasters is a rough go (especially with the whole blaster bolts-deflecting abilities that Jedi have). I had to save scum a lot and use my Kill power excessively, but in the end I conquered him and absorbed his force points into my own being. Didn’t get any loot, despite him using that lightsaber up there, though.

The good news is that with the completion of Nar Shaddaa and a few fights with HK units, I had enough spare parts to put together fan favorite HK-47! Man, I missed you, buddy. How’s it hanging? Still assassinating meatbags everywhere?

I also tried to pry into Atton’s mind with my Force powers, which he didn’t appreciate for some reason. Whatever. I’ve given up on the whining pup.

On to Dantooine! KOTOR 2 mixes it up between familiar locales (reusing maps) and new places, and this is definitely a regifting situation. Still, I now have a fully evil party as I took Hanharr and HK with me.

Truth be told, as much as I like HK-47, he wasn’t as good of a fighter as other characters. I’m debating whether or not to keep him for future planets. Oh geez, I probably will, just for the quips alone. Plus, he appreciates my villainous moves.

Dantooine is looking a bit different than in KOTOR 1, and none for the better. Between games, the Sith ended up razing the Jedi enclave here and the survivors ended up fleeing (which is why I’m chasing them down all over the galaxy). The locales aren’t too happy with the Jedi for abandoning them, although it does seem strange that there wasn’t a single bad word said about the Sith for, you know, the mass damage and all.

There’s a weird interlude on the Ebon Hawke where HK realizes that someone’s locked down the history settings for the navicomputer and then T3 zaps him. HK is completely fine, of course, and this is not spoken of again. What in Sam Hill was that about?

Dantooine is, essentially, two dungeons and a quest hub. There’s a small cave and the larger basement of the Jedi enclave, both crawling with oversized insects and other threats. It’s a great place to farm XP and get some loot. Plus, bonus, I killed a Jedi novice and took her lightsaber, my first in the game so far. Gave it to Visas, since she can do a lot more damage with it.

The planetary storyline convenes with a showdown between the settlers and the encroaching mercenaries. You can take either side, so naturally I’m all Team Mercs and got a talking to by the good guys. It was a fun battle, oh yes it was.

What wasn’t so fun was the showdown with the planet’s last remaining Jedi, Vrook. Baldy here is an absolute terror to fight, chopping right through shields and hit points while healing himself up any time he dips below half health. I didn’t have the best skills to defeat him, and the game makes you fight him one-on-one for some reason, so it took a long, long time to get past him — and only then on the sheerest of luck. I tell you, playing a bad guy in KOTOR 2 is actually harder than a good guy in some ways.

At least the planet is done and we are up by two lightsabers and a nice new armor set for myself!

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One thought on “KOTOR 2: Dantooine

  1. Gamera977 January 22, 2018 / 10:56 am

    On my evil run though I just used Force Lightning on everything. Not only did it let me act out my Palpatine fantasies but it seemed more damaging than the other dark side powers. I hardly ever used my light saber or a blaster, I just zapped everything and everybody.

    And yes the Force Heal does seem over-powered. I found the light side run though to be generally easier due to being able to just spam it over and over. Dark side gets the health leech ability but it just doesn’t seem as useful or powerful.

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