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Anjunta Pall [SPOILER]


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During this side quest I've run into two things I'd like to hear your opinion about:

 

Firstly, I'm pretty sure it's possible to turn Ajunta's ghost the the light side, only how many persuade points does this take?

 

Secondly, to get to his chamber you need to blow up a monolith. Now, there's another monolith that it seems like you could activate, but when I click it nothing happens. What gives? It's the one with the runes btw.

 

Thx.

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1. You can convince him to leave, that it is never too late to redeem himself. I don't think it takes *too* many pursuade points, my Scoundrel/Consular obviously did it easily, but even my Soldier/Guardian did it without a problem. My current Soldier/Consular ... well, she isn't interested in saving some weak old spirit, anyway.

 

2. I have no idea why there is a cursor indicator there - it doesn't seem there is anything you can do with it.

 

Mike

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Originally posted by txa1265

2. I have no idea why there is a cursor indicator there - it doesn't seem there is anything you can do with it.

 

As far as I could read off the walkthrough at Gamebanshee, the lever in the tonb should remove that stone and release the droids. I'm unsure of whether this will work or not, since I usually just stand there and deflect the bolts, or use Ion granades to kill them.

 

-Clemme

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I have no problem making him go away after I pick the right blade.

During the conversation that follows however, your PC attempts to persuade him that it's never too late to return to the light.

While he's clearly contemplating this offer, he always ends up responding: "(Failure) No, it is too late for me..." or something in that general direction.

 

As in all three games I've played, correction, two - one was with my 2/18 Scoundrel/Consular SithSlut™ and she could care less what happens to some old has-been fart

 

So again, did anyone succesfully talk him into stepping into the light? (pun intended - laugh it up :p)

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i have done it every time i played it lightside. scout/guardian, scout/sentinel. while high persuade helps, pump your attributes into charisma. helps your force powers and your persuade skill. and the lever destroyed the droids when i played the game. and actually that is what their walkthrough says as well:

 

6) Trapped Droids:

As soon as you place a grenade in the Therangen Obelisk at area #5, these droids will activate. You can destroy them using conventional means, or you can hit the lever at area #7 to rid yourself of this nuisance.

 

7) Lever for Droids:

This is the lever that Jack built. Hit the lever to destroy the droids, that were activated at the obelisk, which fell from the explosion, that you learned from the datapad, which you found on the severed arm at area #4.

 

the lever destroys the droids. the reason for the other obelisk that SEEMS selctable, appears to be nothing more than something to keep the droids on their little peninsula.)

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