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Jediphile

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Everything posted by Jediphile

  1. It's a bit of a misnomer. It doesn't that they're not Sith, just that they are descendants of the ancient Sith and never served Exar Kun or Ulic Qel-Droma or even Darth Revan or Malak. But we need a term to identify them as such, and since they are what remains of the old Sith empire, "true Sith" is not so bad... Doesn't mean they're significantly different from Exar and the others, though.
  2. I suppose we could argue that this was a early stage in a plan for the true Sith to weaken the Republic enough to later invade it. The next stage was then the Mandalorian Wars, which led to dissent in the jedi order that become the Jedi Civil War, and so on and so forth... EDIT: Mea culpa - I forgot that we're in the KotOR era, which means that the "only one Dark Lord" doesn't apply since it wasn't established until several millennia later. In fact, the Sith empire fell exactly because both Marka Ragnos and Naga Sadow were the Dark Lord and the same time, didn't it?
  3. My idea was to play someone else up until the area where you would be around that level so when the Exile does join the party, she's not the unbalanced individual <{POST_SNAPBACK}> Yes, I was thinking along similar lines, which is why I prefer a new jedi character whose quest it eventually becomes to find the Exile and Revan.
  4. Although I agree with most of your points, this one cannot be correct. The Mandalorian Wars took place only about a decade before KotOR2, and Handmaiden is clearly older than that. Kae did leave to fight in the war, but she must have given birth to Brianna almost a decade before that.
  5. Naturally this depends entirely on your game style. My advice is either to embrace Persuade completely or else drop it entirely - adding a few points now and then won't bring you great results, because the difficulty of using it raises as you rise in level yourself. Personally I always max out Persuade as much as possible, because only the main character may build the skill. I find it to be a useful skill, but don't bother if you're not going to be dedicated to building it.
  6. I liked the idea of influence, but not its execution. A major problem is that most of the characters are described strongly as either good (Bao-Dur, Handmaiden) or evil (HK-47, Mandalore) and won't change their perspectives no matter how much influence them toward the opposite. If influence is going to have meaning in the game, then you cannot have Bao-Dur criticize your evil ways after you've him into the dark jedi forefather of Darth Maul, nor can you have evil Atton be concerned about the female Exile's corruption, or have "goth" Handmaiden be appalled that you exploit the weak and treat them like dirt. To do these things is to make a mockery of the idea of an influence system. Of course, if you're going to write changing behavior/personality for the relevant characters, then it's a lot more work for the programmers, but it is a must if you're going to put an influence system in there - anything else ruins characterization and so is an insult to the gamers. My jedi master pushed HK-47 to reach LS mastery for crying out loud! That should not be possible, and even then, he still had the same winning and charismatic personality and concern for meatb... organic life that we all know and love. Urgh! I do agree that there should have been an influence-meter of some sort to give some indication of how much a companion liked and respected you. No, you don't have those in real-life, but without opening that Pandora's box, let me just say that lots of things are assumed in RPGs without anyone ever seeing them. I have yet to see any Star Wars character go to the toilet, let alone seen a toilet in any movie, book, comic, game, or whatever. Yet this does not bring me to the conclusion that Star Wars characters do not have bladders or digestive systems that produces... well, you get the picture. The relevance of such assumptions is that in real life you would get some indication of what people think of you from all sorts of things. Do they choose to sit next to you, do they greet you in the morning, etc. You don't get those in RPGs, because they're generally uninteresting and presumed to take place.
  7. Yes, but the choice is not between dying or giving up the force. The point to remember here is why Revan chose to let the final battle take place on Malachor V (and yet not be there himself). Pay close attention to what Kreia tells the LS Exile after she kills the last masters on Dantooine. Kreia: "There is a place in the galaxy where the dark side of the Force runs strong. It is something of the Sith, but it was fueled by war. It corrupts all that walks on its surface, drowns them in the power of the dark side - it corrupts all life. And it feeds on death. Revan knew the power of such places... and the power in making them. They can be used to break the will of others... of Jedi, promising them power, and turning them to the dark side.Did you never wonder how Revan corrupted so many of the Jedi, so much of the Republic, so quickly?The Mandalorian Wars were a series of massacres that masked another war, a war of conversion.Culminating a final atrocity that no Jedi could walk away from... save one.And that is what I sought to understand. How one could turn away from such power, give up the Force... and still live. But I see what happened now. It is because you had no choice.It is because you were afraid." Revan used the corrupting effect of Malachor to turn the jedi under his command to the dark side - he used it as a conversion tool and saw to it that those that did not turn were killed. Note how this ties in with what HK-47 later tells the Exile. HK-47: "Observation: Master, that was the lesson of Malachor. Any Jedi involved in the systematic slaughter on such a scale cannot help but doubt and question themselves.Observation: Master, I do not believe that the Mandalorians were the true target at Malachor - I believe that the intention was to destroy the Jedi, break their will, and make them loyal to Revan.I do not know if you examined the records of the deaths on Malachor, but you cannot escape that many of the Jedi and Republic soldiers who died were not Revan's strongest supporters. Observation: I believe that Revan was "cleaning house" at Malachor V. What ones did not die became Revan's allies against the Republic." What Kreia and HK-47 describe here applies to any and all jedi... save one - the Exile. He alone turned away and resisted the corruption of Malachor that made all other jedi fall to the dark side. He did this by cutting himself off from the force as he would cut off an arm infected by gangrene or similar, except on a mental level. He did not do so consciously, however. Note how the Exile repeatedly asks the masters why they cut him off from the force and the masters continue to protest that they never did such a thing (not that they couldn't - they just didn't). The Exile cut his own connection to the force to resist the corruption, but he did so intuitively and subconsciously. And it was a violently powerful act that left a wound in the force. This wound is at the very heart of the plot in KotOR2, since it has massive consequences, one of which was the birth of Nihilus, as the masters point out - somehow the Exile is connected to Nihilus and they share a similar power to feed on the force through others. This is what the masters fear and why they want to cut the Exile off from the force - to end the inherent threat that he represents to the force, whether he knows it himself or not.
  8. 1. You can kill Atris even if you're LS (though it does count as a evil act), and I don't think we'll see her again for that reason. Besides, if you choose to spare her, the conclusion is that she must abandon the force, since her association with it is what led her astray in the first place, so she seems to be out the picture either way. 2. Bastila will definitely still be around, though she still has some way to go before becoming a master. No doubt she will return. And I don't think she "miraculously" survived - she is just the only jedi still around that we hear about (if LS). I dare say there are probably more in hiding out there. I'm fairly certain Nomi Sunrider is one of them. Her daughter is probably another, though we likely won't see them in the KotOR games. 3. I think the implication in the LS ending is that the companions will make up the majority of the new jedi council, since Kreia does say that, "They were the Lost Jedi, you know. The true Jedi, upon which the future will be built." Then again, that presumes the LS ending of KotOR2. 4. I think the Exile still has a shadow of himself/herself to overcome before being redeemed. But I do think he/she will be among the new jedi after that. 5. Mical is definitely a future jedi, especially if you already trained him as one. In fact, I think he'll be a jedi even if he didn't join the male Exile. 6. Revan's future is still uncertain, and more so than the Exile's, I think. I doubt they can do KotOR3 without resolving Revan's fate. What will become of Revan after that is a pretty good question... 7. Kreia does suggest in the LS ending that they will become jedi in what I quote above for Brianna. So if the LS ending is "official" that does tell us something about the other companions. Except perhaps Bao-Dur, since she doesn't mention him, and I'm still uncertain about whether he died at the end of KotOR2 (when the Ebon Hawk crashed on Malachor). The academy on Telos is just a building and little else. Apart from the holocrons, there is little to tie it to the jedi, and those were Sith holocrons anyway. Besides, Atris never even got around to training even a single jedi there, and I'm not actually sure that she planned to... The enclave on Dantooine has not been a place of fortune for the jedi, so I'm content to let it remain a ruin for now. Besides, how many jedi treasures can be left after the place has been looted over and over for years? It's a graveyard and should remain so. Coruscant is where the jedi should gather and focus on rebuilding their failing order. The reference to the place being empty is probably mostly to the jedi being in hiding after Nihilus tried to hunt them down. Besides, the jedi probably wouldn't be so welcome on the central world of the Old Republic after what happened when they gathered on Katarr... Then again, the reference to Coruscant being abandoned comes from Kreia, and if she says that water is wet, I would check to see if she's right...
  9. She also speaks of the companions in general during the LS ending... Kreia: "You travel with them for so long, yet you do not know them still. Feel them through the Force, feel what they feel, hear their thoughts and know them, as I fought to know you.They were the Lost Jedi, you know. The true Jedi, upon which the future will be built. They simply needed a leader, and a teacher." This bit can also be heard in the streamvoice/904/904kreia folder if you choose the 904904KREIA101.wav, 904904KREIA102.wav and 904904KREIA103.wav audio files.
  10. How about gungan jedi? "The force is meesa ally!" :D
  11. :D I know this particular problem rather well, but I don't think the problem is that norse languages cannot express the mood that you're looking for so much as that we have been "americanized" or at least "angloized" to the point where we just say a lot of things in english because that's what we hear in the news and in the movies. For those who don't know, I should hasten to point out that in the scandinavian countries the movies aren't shown in the native language of the country, but rather in the original with subtitles, even the Harry Potter movies. Well, they did release at least of the Harry Potter dvds in these languages, but I don't know if they're any good, because I really can't bring myself to listen to it, as I'll want to hear the english original even the tenth time over hearing the version in my own language for the first time... Same goes with the novels btw - Harry Potter is published in those languages, of course, but I read the english originals over those every time (they are released sooner and they're cheaper too...). The point to all this is that in scandinavians are used to hearing the english original and not a translation in their own language. You point out Star Wars, which is a good example - "Use the Force, Luke!" is far more recognizable than the alternative translation, especially since those translations aren't always consistent and so change from one incarnation to the next. It's true for other games as well. I played in a Trek RPG a few years ago, where the GM decided up front to keep all the classic terms in english because he felt they were inseparable to the point of being impossible to translate, since scandinavians watch any and all Trek in english and often without subtitles because they're frequently available only through imported video or similar. I really couldn't imagine Captain Picard introducing himself in swedish, and I honestly find the idea a little scary, if you'll forgive me... Add to that the joys of translating Trek's technobabble and you'll soon be pulling hairs out of your head in frustration. I mean, how would you translate "Warp Core", "Starboard Nacelle", or "Saucer Section" into swedish? And who would even know what you're talking about? Another thing is the fact that some many english words have found their way into other languages. Words like "computer", "keyboard", "weekend" and hosts of others have no translation and are accepted as such in many languages (with french as a notable exception). And I find that english is frequently "richer" in its vocabulary than a lot of other languages, so there are just no words to substitute the english original or else they become complex and cumbersome to the point of being rediculous. In role-playing this often means that gaming sessions becomes of mish-mash of the native language and english, both because only english has the exact word that describes what you're talking about and because all the rulebooks are in english, which therefore has the exact terminology. The most frequently used english words in my D&D sessions would be "spells" and "level", and that's probably true in many other campaigns.
  12. Removing a certain organ would be the ultimate darkside act. <{POST_SNAPBACK}> Yeah - we need more Cthulhu-like dark side powers... like "Explode Heart" - no question what that does
  13. Well... "
  14. Another hilarious HK-47 moment... HK-47: "Recitation: Yes, as I said, I am an assassin droid. It is my primary function to burn holes through meatbags that you wish removed from the galaxy... master. Oh, how I hate that term." Exile: "What term? Meatbag?" HK-47: "Answer: No, Master. Ah, I said it again!" :D
  15. Probably AD&D 2e or d20. I don't like 3e, but for a GM with all new players, it might be worth considering as a first step, especially if the GM is also new to RPGs. I'd go with 2e myself, though, because I simply know it better, and 3e really isn't that much of an improvement to warrant consideration for me. GURPS 4e looks pretty solid to me when it comes to character creation. It's limited in some areas, but you can make exactly the character you like (unless you're completely munchkin, of course). I think Twilight 2000 had some of the more complex weapons rules that I've seen, though. Not sure, but then who really cares? GURPS is probably a competitor here, because it's not engineered toward a specific and supernatural setting like most other systems (Storyteller, 3e, etc.). Besides, good rules should compromise between fluid rules and a compelling representation of reality. It may be close to reality to spend an hour working exactly what effect a bullit wound had, but it isn't much fun. On the other hand, it doesn't serve the suspension of disbelief much when high-leveled D&D warriors can take out armies of goblins because they have ludicrous numbers of hit points, meaning that the goblins can never hope to defeat them in a fight... The ideal lies somewhere in between those extremes. Not sure. GURPS and Rolemaster looked pretty advanced to me, but I'm sure there are far more complex systems out there - they just never took of, and so nobody knows them... or at least I don't. I liked some the ideas in LUG Star Trek. A very simple system that allowed lots of potential. Too bad it went under... GURPS 4e looks good, too. The Storyteller system is also pretty good, but I don't like the way dice-rolling works there. d20/3e is my candidate today. Oh, okay, the first original D&D system is worse, but then that's an antequated system. What's a can of worms, because it depends both on taste and campaign style. I liked LUG Star Trek's Icon system better than Decipher's, which seems much closer to d20 to me, but it's a matter of taste. And D&D would be difficult to imagine without a d20 die, hit points and Armor Classes.
  16. Oh, agreed - 2e and 3e are both pretty crappy systems next to some of the games out there. And I do agree that 3e is better organized than 2e - I just don't think it's a decade of development better. 3e could and should have been an infinitely better game than it turned out to be. Rigid rules and fixed classes were okay in the late 80s when 2e came out. It's not an acceptable principle today.
  17. This falls under the category of undead beholders that was briefly mentioned in my campaign once (I'm the GM). Player: "Are there undead beholders?!?" Me: "Hmmm... What a good idea - there are now!" All other players: [Groan!]
  18. Oh yes. Having a rules system as a base that developers can then write campaigns for is not a bad idea per se. I'd never want that system to be the only out there, no matter how good it was, but a common ground is not a terrible idea. To me the problem is that if there was to be such as universally accepted system as a base, then d20 is about the last game system that should be used, as it is one of the most rigid and inflexible gaming systems I've seen in the last decade. Well, I still play 2e, so you know I won't agree there. And just to be fair - I did at least try 3e before I just stole the few good bits (few though they were) and then flushed the rest...
  19. I think its a combination of what I said and what Battlewookiee said - if you've stopped the riot and consistently supported the queen during your stay in Iziz, then Tobin won't even ask you, and you'll automatically be assumed to support her. If there is any doubt, Tobin will ask you to join Vaklu, in which case you must turn him down if you want to side with the queen and Kavar. I usually have Tobin ask me, because I take a few dark side hits on Onderon, since I'm usually trying to build some influence with HK-47 at the time.
  20. Okay, I'll just add this one now, since we all know it will come sooner or later anyway " HK-47: "Statement: Oh, yes. My master had quite the collection of tortured individuals that seemed unable to confront their basic personality conflicts. Let me cite some specific examples. Mockery: "Oh, master, I do not trust you! I cannot trust you or anyone ever again!" Mockery: "Oh, master, I love you but I hate all you stand for, but I think we should go press our slimy, mucus-covered lips together in the cargo hold!" Conclusion: Such pheromone-driven human responses never cease to decrease the charge in my capacitors and make me wish I could press a blaster pistol to my behavior core and pull the trigger." Definitely one of the high notes in KotOR2
  21. A few comments on the top of my head... " On planning: Plan a lot! Now, this may sound strange coming from me, since I hardly ever plan my games - usually I just have a loose idea for a plot and nothing else. I hardly ever prepare stats or maps or anything like that. However, there are a few reasons for this. For one, I don't play dungeon crawls. Period. Even though we play AD&D, our spelunking days are few and far between, because dungeon crawls usually have little or no plot - it usually comes down to "hole in the ground with treasure and monsters", which is boring and unimaginative to me plotwise. But it's not a bad place for beginning players to start.. Second, I've been a GM for well over a decade, and my current campaign has lasted over a decade now as well, so naturally I know the campaign, the rules, and the characters rather well by now. That's a luxury a new DM just won't have. This is also the reason why I can get away with not preparing stuff - I can modify or make up stats pretty much on the spot by now, so what's the point of preparing it all? For a beginning GM this will not be much of an option, but he should still try to be flexible in both plots and options for the players. On splitting parties: I cannot say that this is a bad thing per se. Yes, if it's for the purpose of dissent and confrontations within the group, then it's very bad. Role-playing is a social activity, after all, and letting the PCs fight each other is anti-social and so destroys the game. My solution is usually to let the PCs face such stiff opposition and sly manipulators that they'll have to cooperate to survive in the long run. If they don't, then they're certainly doomed if not dead - it doesn't help to be alive if the king is convinced you're guilty of a crime and puts you in prison for 10+ years... That said, splitting the party CAN be fun if handled right. No, it's no fun if one character spends two hours playing solo with the GM while the others do nothing but wait, but it can work if let every character do something and then take the cinematic approach and switch between them rapidly. Play a few minutes with character, then switch to someone else. This is especially effective if the character is getting into trouble and is left hanging when you switch. Cliffhangers are fun, after all. I mean, how often have you watched a show, where some of the heroes are in a major fight and then the scene cuts to something more peaceful elsewhere with some of the other heroes? It happens all the time, and it works because it builds suspense. Dramatic pacing is important, even in roleplaying. But it does require that you have the plot set up beforehand, so you know where the story is going. I never did the doppelganger bit myself, but I did recently do something similar to my group. They were all captured by an old enemy, but managed to escape. They didn't know, however, that one of them had been charmed (actually geas'ed) to assassinate the king and that the group would be set up as scapegoats. I talked to the affected player about this and let him play his enchanted character. It was pretty fun once the other players began to catch on... If you do something like that, I suggest you have a 'backdoor' to get out of it, though, because players are a wonderful source of constant amazement to GMs, as it can be incredibly difficult to predict what they will and - especially - will not find to be obvious... In my plot the 'backdoor' was an NPC who could give the PCs clues to what was going on if things were getting out of hand. Never hesitate to let an NPC tag along with the PCs to serve as the GM's voice. Just be sure to switch the NPC and be prepared to let him die immediately if it serves a dramatic purpose. On fudging dice: This I have no problem with. I'm the Game Master - the dice are not! If I need to fudge dice to give the PCs a fighting chance, then I will. If I need to fudge dice for a dramatic or plot-based purpose or just to let the PCs at least know that they were in a fight, then I will. Besides, you should roll dice all the time to create suspense. Something you should roll dice both to determine what happens in the game as well as to create suspense... If the players are worried when you suddenly begin rolling dice, then be sure to do so now and then just to keep them on their toes On being descriptive: I usually don't go into a lot of detail, but then it depends on the situation and the players. After all, if the players aren't interested in the "background graphics", then why should I be? They can always ask for more detail if they want it, so I generally advice starting there - describe people present and objects that could have significance (a table could be an obstacle, a chair could be a weapon, etc.), but don't worry about describing the image on the painting or the tapestries - if the PCs are interested, then they should ask for the details themselves. Unless the image is particularly striking, of course. On rules-lawyering: The GM is a referee, not a lawyer. He's a judge, not the police. That means he is there to consider when the rules apply. He is not there to make certain they are always followed and then enforce them when they're not. Know the rules, certainly. But also be sure to know when to throw them out the window. On PC backgrounds and stats: Whether this is important depends a great deal on campaign style. In pure dungeon crawls, it probably doesn't matter so much. My own campaign is heavily plot-based, however, and so background is essential and has been key to most the adventures we've played. I enjoy planning by plots so that they are triggered by the PCs' backgrounds and friends. Make sure you use continuity in the campaign to your advantages. There is no reason why the wizard who helped the group out three adventures ago can't suddenly be missing and so in need for the PCs to look for him. Also, let enemies escape if they get the chance. That way they can return for revenge later and cause new trouble for the PCs, especially if the make an alliance with other enemies. Or the evil wizard the PCs defeated could have been part of a secret cult, which is now less than happy with the PCs and so sends assassins after them every few weeks... Whether to play on romantic interests is a matter of taste. I tend to stay clear in most cases, since it's so clich
  22. I do believe the original AD&D system came out before TSR went to war with Dave Arneson. It's true for later editions of the game, though. Save TSR? Yes. A step in the right direction? I couldn't possibly disagree more - WOTC tried to corner the market and kill diversity in RPGs (read this if you don't believe me). Thankfully they didn't quite succeed, and there are still good RPG systems out there. Yep, that's exactly where it all began to go downhill...
  23. True, but that doesn't mean the WOTC is the company it used to be. It was actually interested in gaming when Peter Adkinson (sp?) was still there, but after he was bought out and Hasbro took over, the company turned into the very suits they had claimed so hard for years that they were not. WotC saved D&D, yes, but nobody saved WotC... Oh please... Let's just recap - Gamma World had long since been dead and buried, and despite talk and talk, it never came back. WOTC didn't change anything on that. D&D was saved - as mentioned - but then that was the cash-cow that made investing in TSR interesting. Alternity was already dead and stayed so. Shame though, that was a decent game that never got much of a chance... Not that I blame TSR or WOTC - it just never found its audience. Forgotten Realms is the chief D&D world and there are far too many munchkin fanboys out there who wants to play just to meet Elminster or Drizzt to ever let it die. Money can be made that way even with crappy material (as it indeed has been), and it still sold, even when TSR dissed the author who created Drizzt, so saving FR is a no-brainer. As for Ravenloft, Planescape, and Dark Sun, how much of that material has WOTC published? Oh yes, they published the stuff that TSR already had in development, but they did not support the creation of new material, and they were all promptly killed off when 3e appeared on the horizon. Ravenloft has made it back from limbo, but only because an outside company was willing to pay for the priviledge - not because WOTC developed it in any way. And needless to say, Planescape and Dark Sun are still dead. Credit where credit is due, yes, but also when its negative. You cannot claim that WOTC saved those settings. It's just not quite what happened. If a setting doesn't sell, then it goes under. Period. That's what happened to my favorite D&D setting (Mystara), because TSR royally screwed up the transition to AD&D rules... :angry: That's a matter of opinion. 3e sold, but I don't agree that it's D&D. It's not bad, but it is a different game in my book. I even hear people who play and like 3e saying so. Personally I just want d20 to die and fade to the winds - there are much better and far more flexible systems out there.
  24. Yes, I'd agree that there are hardly any good RPGs left, though I do remain more confident that we'll see it turn the other way in the future. I think it will be a few years before that, though. Besides, there is still the question of what exactly makes an RPG? To me playing a character that can interact with an impact his/her world is not enough, because that is true in almost any game. Is Far Cry an RPG? Is Jedi Academy? How about the Monkey Island games? Don't get me wrong, I like those games, but I don't think they're RPGs, because to be an RPG you need to have genuine choice and the solution to the game's problems must be non-linear or at least have enough possible solutions to appear so. The Ultima and Fallout games are among the better RPGs we've seen, but that said, there was still some way to go even there, before they got anywhere close to the potential of tabletop PnP RPGs. Not that I'd demand that, but I would set it as a standard for what a CRPG has to aim for, and today the so-called RPGs don't get very close. Even decent CRPGs like KotOR or Gothic aren't really all that close the RPG concept, as they follow woefully fixed and linear plotlines with few or often no real choice for the player. To me they're closer to glorified adventure games with role-playing elements thrown in than to actual RPGs. And again, I love Monkey Island, but that doesn't mean it's an RPG. Now, I do accept that it is impossible to create a program that allows me to do or try ANYTHING I can think of, but even so, I still find the given choices in CRPGs today to be rather limited. Take KotOR where your only real choice is wether you want to be evil or good in the various situations. But no matter which you choose, it won't affect how the plot unfolds at all, except to allow an ending for either side. You can't make an alliance with Sion or Nihilus, nor can you choose to kill members in your group (which probably annoys lots of people...). Heck, you can't even choose NOT to have them follow you around... You might think from this that I'd prefer the big MMORPGs out there, since they offer lots of choice and freedom in interaction. Well, no... Because while MMORPGs indeed have lots of potential, they are generally so generic that they have next to no plot or character development. They're still in their infancy, and it shows too - it's far too much munchkin-hackfest for my taste. I played Diablo II a few years back, and while it was some fun to play through the first time, it definitely wasn't an RPG in my book. Sure, there have been lots of better MMORPGs since then, but they still seem to be to offer nothing better, except flasher graphics and sound, better buffs and powerups, and high munchkin-factors - none of which is ultimately compelling to me. I do think it'll change, though. In a few years, the technology will have advanced to a point where far more options will be available to the developers. Once that happens, we'll see (MMO)RPGs that allow amazing things, at least on the pc.
  25. Simple solution? Run. Might not sound so heroic, but then you always argue that you can get the loot hidden in the alcoves only if you go there during the final battle, which is even true... Don't fight Kreia, just run off and let the sabers chase you. Give them the miss, if you can, then approach one carefully, so that only it will notice you and give chase. That way you can take them down one at a time. Once they're all gone, activate all your buff-powers and shields, then attack Kreia with your lightsaber - Force Resistance/Immunity is a must here. But though she does have a ton of vitality, she's not much of a warrior and will soon go down. If the battle goes against you, simply retreat and power up again - Kreia seems to never leave her spot, so use that against her, if you need to catch a breath.
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