STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

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venomlight Jun 8, 2019 @ 2:58pm
Malachor 5 and your companions
So it gave me the option to save or gas the disciple and mandalore and since the ending of this game is awful i just gassed them, despite being a sith i showed some mercy after all. What i'm wondering is why is it even an option?
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Showing 1-8 of 8 comments
AC Denton Jun 8, 2019 @ 3:01pm 
It would be weird to not have killing them as an option.
It's an RPG about choice.
venomlight Jun 8, 2019 @ 3:37pm 
But there's no reason for the choice just "hey here's a control panel, want to gas your companions?"
DJ Jun 8, 2019 @ 10:27pm 
Originally posted by venomlight:
But there's no reason for the choice just "hey here's a control panel, want to gas your companions?"
It makes sense that the Sith would add that option to their jails. It is a bit odd to have it without hinting at it at all. I’m guessing their would have been a ‘better’ way to do it had their been enough time
cerberusiv Jun 8, 2019 @ 11:02pm 
If you have truly gone over to the dark side then companions are expendable and people who know details of your history are a potential source of information about any weaknesses your enemies could exploit in the future. Once you look at it that way, eliminating them makes sense. No loose ends.
venomlight Jun 9, 2019 @ 7:13am 
Originally posted by cerberusiv:
If you have truly gone over to the dark side then companions are expendable and people who know details of your history are a potential source of information about any weaknesses your enemies could exploit in the future. Once you look at it that way, eliminating them makes sense. No loose ends.

But you don't even get to talk to the disciple and say "i know you're a spy and have pass on info" or tell mandalore "i can't let the mandalorian threat return or challenge my sith rule" as far as i know there's no dialogue or prompt. It's just a darkside point to add to the alignment
cerberusiv Jun 9, 2019 @ 8:30am 
This is an RPG. So you are basically free to do whatever you want - and take the consequences of course. If you choose to do things that are "in character" then you sometimes can, even if there is no particular game reason to do so.

The point I was making is that it is up to the player to, if they wish, construct their own interpretation of the Exile's motives and reasons for doing any particular act. If you choose to interpret the development of the Exile as leading along the path I have outlined (just one possibility) then you are free to murder Mandalore, Disciple (and some of the others) at this point. You don't have to, but you can and come up with your own reason why the Exile would do so.

Edit: The bad guy only tells others that he is going to kill them in the movies and then only so the hero can save them (or at least try to). In real life it is safer to just kill them before they can think that you might do so.
Last edited by cerberusiv; Jun 9, 2019 @ 8:34am
FRAN/PATXI Jun 10, 2019 @ 5:24am 
I'm playing kotor 2 with tslrm 1.8.5 and I have problems with the puzzle of the planet m4-78. when I have to activate the power stations only let me activate 3 and for more than try combinations I can not activate it.
HELP ME PLEASE¡¡¡¡
Djozar Jun 16, 2019 @ 1:33pm 
Remember... you're the Exile! Remember "Her" ( lore and such state she was a woman, even continued into SWTOR which was stated by devs to be KOTOR 3-6) role in Malachor V. She could only feel/use the Force if she was near those who could also feel/use it. She was Revan's "Conversion tool" so she was responsible ultimaely for which Jedi or Sith would be converted at Malachor V, to Revan's line of thinking, which wasn't Sith or Jedi at all. Then scuch decisions begin to make much more sense than what the game offers. Unfortunately, the game was rushed and a lot of story was left out that would have explained things in more detail.
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Date Posted: Jun 8, 2019 @ 2:58pm
Posts: 8