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Star Wars - Knights of The Old Republic II - The Sith Lords Walkthrough
Star Wars - Knights of The Old Republic II - The Sith Lords Walkthrough
The easiest way to play through the game is to choose a side and in general, stick
with it. The most powerful force powers have made that choice, falling either on the
light or dark side. Your choice will determine how much those powers cost to use.
Sticking somewhere in the middle will give you no bonus deductions for either the
light or dark side force powers, but no negatives either - making it too something to
consider if you dare. Choose your force powers to suit your play style.
Throughout the game, there are countless opportunities to gain light and dark side
points. In the first game, it was far, far easier to become evil than to become good. In
this one, you'll find it more difficult to go either way, though will have no problem if
you remain on one path.
There are four main areas to explore after you leave Telos for the first time.
Dantooine and Korriban were in the first game but will be different now, and the
two new ones, Onderon and Nar Shaddaa, are all of your choices on the Galaxy
Map. You can visit these planets in any order, but I've found that Nar Shaddaa is
overall the most difficult, so in the walkthrough, I put that third... for a continuity
reason I won't waste your time with here. Still, many people prefer to do them in
their own order and it's perfectly acceptable and playable, even for newcomers, so
refer to the appropriate section of the walkthrough and you'll be alright.
Money, Items, Combat:
Your choice of weapon can get you through a lot, but when you're in trouble,
combat can be much easier if you use grenades, stims and judicious use of force
powers. If you're playing the light side or a balanced character, the Stun, Stun
Droid and Heal series of force powers can be invaluable. If you're playing the Dark
Side, the Drain Life, Wound and especially Shock series can be just as handy. As for
universal powers, Force Push (and eventually Wave), Battle Meditation and Speed
are highly recommended. When you're picking Force Powers later in the game, try
and focus on a few sets of them, rather than spreading them around. You'll have a
more powerful character that way.
KotOR II is different than the first in that most of the best items are randomly
generated in containers. By the end of the game, you may have several of a really
good item but have never found another. Save most of your money for items that are
expensive to buy rather than medpacs and stims. Search everywhere and in every
container. This walkthrough strives to cover all the minor and significant events or
encounters, as well as any above average yet items you come upon that are static. It
obviously cannot cover, nor would we want to spend the time, writing down the
contents of every container since they are random now - life is important too.
Remember to "bash" open locked footlockers and doors if your party does not have
a high enough Security skill. The Plasma Torch you receive at the beginning of the
game is ideal for this, so remember that. Unlike the first game, some doors
absolutely cannot be bashed, so must be either unlocked by a console or destroyed
using a mine.
Most of all, have fun and play any way you want... there really is no wrong choice.
On with the Walkthrough...
Ebon Hawk Adrift
1) Bridge:
Welcome to KotOR II's tutorial. It's a brief mission that will be extremely easy for all, especially for those familiar with
the first game. You begin as T3-M4, a droid, on the bridge of the damaged and drifting Ebon Hawk spaceship. To skip
the tutorial, do a 180 in the bridge and activate the console, but I'd recommend going through it to get a piece of the
story and a head start on the hundreds of items you'll accrue.
3) Main Hold:
Search the area for a dead body for a "locker key", a broken droid, and the footlocker against the wall. You'll learn
how to bash the footlocker open. Leave the console alone in the room for now, as you'll be coming back to it shortly.
Outer Hull
1) EXIT:
to Ebon Hawk (#6).
2) Open Hatches:
Search all these containers for parts.
3) Exposed Wiring:
Use up one of your parts (you'll have plenty) to repair the exposed wiring and open the inside Starboard Dormitory
door.
4) Mines & Missile:
Use your droid to recover the minor frag mines, and/or search the guarded missile turret for another mine, used for
accessing the Engine Room inside the 'Hawk. When you're through exploring the area, return to the Ebon Hawk via the
#1 exit, and continue with Ebon Hawk Adrift (#3).
Peragus
Administration Level
Your main goal on the Administration Level is to first open the prison at #11, and ultimately open the Emergency
Hatch Door at #5. A quick word of advice. The entire mining facility (and in fact, much of the game) is droid heavy. If
you're playing a Light Side character, I'd highly recommend the Stun Droid line of force powers first.
1) Medical Bay:
If you played the prologue, it's nice to finally get control of the character you made. After a cut scene, you awaken in a
sparse Medical Bay of the Administration Level on the Peragus Mining Facility with only clothing and naught else. You
can return to the Kolto Tank at any time to heal yourself, however since your wounds gradually regenerate anyway, it's
likely best waiting it out rather than running back here.
2) Med Lab & Lab Station:
Head here to use the Lab Station, open the Morgue across the hall and storage room from the nearby console, and
search the containers for some equipment. If you have a high enough Treat Injury you can learn a little about your Kolto
Tank experience using the logs on the console.
3) Morgue & Kreia, Party Member:
After you've been to #2 and opened the Morgue door, head inside and search the body in the back for a plasma torch.
The plasma torch is your key item to bash open difficult-to-open locked doors, so remember that. Any time you come
across a door you can bash, equip your torch and watch the door quickly open. That goes for the door just south of this
room, your first opportunity.
As soon as you grab the torch, Kreia wakes up and you'll have a cut-scene with her. At this point you can begin gaining
Dark Side Points (DS Points) or Light Side Points (LS Points).
The bonus is that while you can receive a change in your own alignment right now, you still are unable to influence
your party members (until you reach the Harbinger and get a short tutorial on the matter). This means that you can act
as cruel or nice as you want, and not have it influence their alignment yet. Why is this good? Because if you wish to
play the Dark Side and want quick (DS Points), you don't yet risk losing their influence by being cruel to them
personally. It's best gaining (DS Points) later in the game by trusting your allies, but being cruel to everyone else. Thus,
though it is a bit slower for yourself since you're not being cruel to everyone (in most cases), you direct your party's
alignment much faster toward the Dark Side (if that is what you want).
4) EXIT:
to Dormitories (#10). The door is locked until you pass through it on the other side.
a) After entering here from the dormatories:
Kreia will be waiting on the other side of the door in the main corridor. Continue with all three party members to
#9a.
5) Security Room:
Use the console here and check the logs to learn about the hostile droids on the level and a way of shutting them all
down.
6) EXIT:
to Mining Tunnels (#1). The emergency hatch at #5, the only way to this exit, is one of your main objectives, and
will remain locked until T3-M4 comes to the rescue.
7) Security Room:
Use the console here and check the logs to learn about the hostile droids on the level and a way of shutting them all
down. These particular logs are required later in the Fuel Depot if you aren't putting any points into your Persuade
skill.
8) Droid Attack:
Before entering this room, Kreia helps you regain your force sensitivity, a bonus of 40 force points, which helps alert
you to the three droids in the room. When you level up your character, if you're playing light side, I would definitely
recommend the Stun Droid series as you progress. It helps tremendously in Peragus, especially for the physically
"weaker" consular. Snatch the stealth field generator in the room and equip it on your character (providing you have
the Stealth skill) if you want to avoid the several droids in the next large room at #9. You can shut them all down
using the console in the large room at #10.
9) Droids Squared:
Several mining droids inhabit this large area, and if you opted for using the stealth generator, you can shut them all
down using the console at #10. They're easy, so whichever way you prefer won't likely alter the outcome.
Hangar Bay
Your first main goal is to get T3-M4 to the Fuel Depot twice - once to a dead end, then back to the Hangar, and then
again to the Depot... to another "dead end" as it happens. Much later, you'll enter the hangar to find the Ebon Hawk
with your main party. As usual, the numbers generally correspond with the chronological order of events and
opportunities.
1) Enter T3-M4, Party Member:
Taking control of the droid once more (counting the Prologue), scour the room for items and exit through the western
door; you're on your way for universal repair parts. Equip all of your best equipment, and when you encounter droids,
make sure to use your Shock Arm as it completely annihilates them and has unlimited uses! Make your way up the
ramp toward #2 and you'll see what I mean.
2) Enemy Droids:
If you want an easy time with these droids, use your Shock Arm.
3) EXIT:
to Fuel Depot (#1). Take this exit your first time as T3-M4.
4) Locked Storage:
Use a mine on the door to this cave storage area to find some items.
5) Console:
This control terminal is damaged the first time you get to it, and you'll need the parts found in the Fuel Depot, through
exit #3. Use the parts you received from the Fuel Depot to repair, then slice into the system and open the Fuel Depot
door at exit #6. Then, as T3-M4, exit back into the Fuel Depot at #6.
a) After the Harbinger and the Fuel Depot:
When you come back this way after having been on the Harbinger with your main party, and you have the Hangar 25
Control Conduit, use this console to replace the conduit and give yourself Hangar access. Then proceed through the
nearby door on the east side of the room. Be prepared for a fairly large droid battle coming up, but nothing your party
cannot handle.
6) EXIT:
to Fuel Depot (#3). The first time here, use this exit as T3-M4 after you've opened the door from the console at #5.
Later, you'll come through the exit from the Fuel Depot again with your main party on your way to the Ebon Hawk.
Be prepared for Mark II droids all along these corridors.
7) Mark II Droids:
From here until you reach the actual hangar, you'll encounter many Mark II mining droids.
8) Large Droid Battle:
Simply another droid battle, but with more droids this time. Don't forget to continue to the dead end and open the
footlocker before going through the door here.
9) Console:
I'd recommend saving your spikes or parts and destroy the console to open the containment door, even though
poisonous gas spills in the room. The cost of shutting off the contamination is too high. Continue through the gas at
#10 (using a rebreather if you're worried) into the next room and you'll be safe.
10) Poisonous Gas:
This corridor is filled with poisonous gas, as you've gathered. You can shut it off using the console at #9, but I'd
recommend just running through it, using a rebreather if you're concerned.
11) EXIT:
to The Ebon Hawk (#1). Congratulations, you've finally made it to your ship. Before entering, there are some
containers strewn around the perimeter of the room if you're interested in a few more items.
As soon as you try and board the Ebon Hawk, you'll be attacked by a swarm of Sith. No worries, though, as you'll be
firing the ship's gun turret in a new mini-game I like to call, Sith Wipeout. Essentially, move the turret left and right,
rapidly pressing the fire button, and try and eliminate as many sith approaching the ship as possible. The more you
let enter, the more you'll have to battle with inside when you've finished outside.
My first time without help, I had to battle 4 Sith troopers once I enter the Ebon Hawk, which wasn't difficult. The
next time it was just one. Maybe you can eliminate the threat entirely.
Once again, another congratulations for making it off of Peragus. To continue, head to The Ebon Hawk.
Fuel Depot
Ultimately, you'll enter the Fuel Depot four times and explore different areas. The first two times, as T3-M4, they'll be
short trips through the #1 and #3 entrance/exits, and later as your main character, only moderately longer. The first
time with your PC (player character), you'll enter at #5 and then again at #12 for your final trip through. With T3,
your goal is explained in the first four map numbers.
1) EXIT:
to Hangar Bay (#3). The only time you'll come through this door is with T3-M4 on his first trip. Continue to #2.
2) Parts:
Search the broken droid and corpse (which I'll give the label "containers" often in the walkthrough) thoroughly for the
parts you need to repair the console back in the Hangar Bay, and then make your way to Hangar Bay (#4).
3) EXIT:
to Hangar Bay (#6). The first time here, you'll be T3-M4. Continue down the corridor and take a left to #4.
Later, with your main party, after you take down the force field on the left wall of the corridor, you'll take this exit back
to the Hangar Bay and your final push for the Ebon Hawk.
4) Console:
Using T3-M4, open the Emergency Hatch at Administration Level (#5) for your main character. Then watch a small
cut-scene... and continue with your main character to enter the Mining Tunnels.
5) EXIT:
to Mining Tunnels (#9). When you enter here, you'll need to solve a puzzle to proceed, involving a curious droid in the
room on your left. Go there now.
6) Arrogant HK Droid:
Talk to the droid for an amusing if also irritating conversation, and ask it about the body on the floor. You'll learn that it
can mimic voices. Hmm. Continue to #7 and search the containers in the room for a sonic imprint sensor. Bring it back
to the HK droid and again ask about the body on the floor. If you have a high enough Persuade skill, eventually you'll
get him to speak the code you need into the sensor. Otherwise, you'll need to put together the code from the holologs of
two consoles (see #10) as well as the miner's dying screams in order to access the airlock at #11, which is your current
destination.
7) Workbench & Sonic Imprint Sensor:
Search the containers for a sonic imprint sensor you can use on the HK Droid at #6 to record its playback of the miner's
screams, or easier, to get it to play back the airlock code in the miner's own voice. Also, you can use the workbench
here to upgrade, create or breakdown items.
8) Droid Ambush:
As you pass this locked door, two Mark II droids bust out of the room and attack. They're tougher than what you've
faced up to this point, with potentially lethal ranged attacks. Get up close.
9) EXIT:
to Administration Level (#12). There is no need to use this exit unless you both could not get HK to play back the codes
and did not listen to the holologs at the Administration Level (#7) security terminal. I'd recommend trying to put
together the code first at #10, and if that fails, listen to the logs.
10) Console:
Play back the code you recorded from HK at #6, or put together the correct code from the holologs on the terminal as
well as the one from the Administration Level (#7) terminal and the miner's dying screams from the HK droid at #6.
Unlock the airlock seal and proceed to #11. Watch out for the floating mines on your way there, and make sure to shoot
them from a distance.
11) EXIT:
to Asteroid Exterior (#1). Once you have access from the console at #10, grab a space suit from the nearby locker and
Your main goal here is simply to make it through the tunnels to the only exit at #9. You'll fight many droids on the way.
1) EXIT:
to Administration Level (#6).
2) Atton & Container:
Check the container here for your first real outfit and other equipment. Atton comlinks you give you the lowdown on
the level.
3) Repairable Droid:
If you want a little help, repair this droid for some easy xp.
4) Large Droid Battle:
Several droids are here along with the maintenance droid remotes and their pesky healing ability. Whenever you
encounter these, take out the maintenance droids first to avoid needless frustration.
5) Superheated Blast Tunnel:
Quickly run through this short but damaging area.
6) Console & Droids:
When you first arrive in the large chamber, there are two excavation droids in the area, one on each side. At the central
console, you can use it to open the nearby locked bin, then shut down the four containment fields. Behind each
containment field is a set of spider droids you can defeat for experience.
7) Junction:
First take the southwest exit. The door will be locked, so use your plasma torch to open it. Continue until you reach #8.
After you explore the area and get the items, head back to this junction and take the southeast exit, fighting more droids
on your way to the #9 exit.
8) Corpse & Mines:
You should find a Basic Ionite Edge upgrade item here on the corpse after disarming, sneaking past or blowing up the
mines. When finished in the area, head back to #7 and take the southeast exit toward #9.
9) EXIT:
to Fuel Depot (#5). Take this exit to complete the Mining Tunnels.
Asteroid Exterior
This is probably the nicest looking area in the entire game, so enjoy. Just make your way to the other side, it's
straightforward.
1) EXIT:
to Mining Tunnels (#9).
2) Atton & Harbinger:
When you get to the midpoint of the catwalk, Atton comlinks you from inside. Turn to the right and you can see him
there. Shortly after, you'll witness a rather nice in-game cinematic. Continue on when finished to the exit at #3.
3) EXIT:
to Dormitories (#1). Take this exit when done with the view.
Dormitories
Your main goal here is to escape through the locked exit at #10. In order to accomplish that, you'll need to put together
a puzzle from datapad snippets, and when ready, use the console at #9 to solve the puzzle. Or, simply blow up the
console to open the door for less xp.
1) EXIT:
to Asteroid Exterior (#3).
2) Workbench:
Use your plasma torch if need be on the locked door to utilize this workbench. Install any Ion upgrades to your
vibroblade if you have them.
3) Fire Turrets:
One on each side. Use Stun Droid series or your vibroblade if possible to take them out. On the opposite side of the
level, before #5, there are two more fire turrets just like these.
4) Console:
Stop and utilize this console, then continue on to #5 before entering the east and west dormitories on the north side.
5) Containers & Droids:
Search all containers here and destroy the droids for a miner's datapad with information about a hidden cache of
weapons. Now backtrack and take the east dormitory to the #6 console.
6) Console:
You can shut down the ventilation system with enough computer spikes, or simply use a breath mask to avoid the
poison from the gas. Even if you are poisoned, it does not do very much damage, so you should be safe regardless.
Search all of the bodies on the floor for their datapads - you'll need them later - and every room for items.
7) Hidden Cache:
The door to this room is locked tight. You'll need demolitions skill and a mine to open it up. If you manage to get it
open and have found the miner's datapad at #5, you can search the hidden cache for items.
8) Console:
Search the entire west wing of the dormitory here, including bodies on the floor and rooms as you did in the east wing,
then use this console. Examine all of the datapads you received to begin to put together a sequence of numbers required
for the override code to the turbolift at #9. With enough Intelligence, the code is automatically given to you, or at least a
hint. The correct code is 7, 5, 13, 17, 3. Each dot represents a 1 in Roman Numeral notation, each dash a 10, and each X
Your main goal here is to make it to the Crew Quarters through exit #5. However, you must first stop at the bridge and
download the orbital drift charts to the Ebon Hawk. Throughout the level you'll get attacked by several groups of
camoflauged Sith Assassins. However, they are no match for your party. Again, check every room and container for
items.
1) EXIT:
to Administration Level (#13). When you enter, your group will have a conversation. Its conclusion marks the first time
you can begin to influence your other party members. From this point, if you want them to be of the same alignment,
generally happier and tell you more of their story, then cater to them. Atton wants you to agree with his plans generally,
Kreia wants you to take the middle road and take her advice (though she is more difficult), and many others generally
want you to be considerate.
2) Bridge Console:
Download the Orbital Drift Charts from here to the Ebon Hawk.
3) Escape Pods:
These are not functional, and this is a dead end, but if you wanted to see the whole game, you'd have missed this area if
you simply went to the exit and missed out on the two Assassin attacks for xp.
4) Briefing Room:
Use the console here to view holologs and for the first time, meet one of the members of the original game. You can
also learn more about your history for a bonus quest objective.
5) EXIT:
to Crew Quarters (#1).
Your main goal here is to make it to the Engine Deck through the exit at #6. I've numbered the important stops along
the way. Several more ambushes await you on this level.
1) EXIT:
to Command Deck (#5).
2) Your Room:
When you pass the door to this room, you sense that it was yours, and feel the need to go on in. Open the door and open
a footlocker to discover an armband of your name, which is a handy item throughout much of the game.
3) Med Lab Console:
Welcome to the large med lab. Search all the containers along the walls, hop in a Kolto Tank if you want, and review
the data on the console. There's a divider on the south side of the room that you may mistake for a wall (as I did my first
time), but you can go around it to the southern half of the lab to #4, a similar setting.
4) Medical Droid & Containers:
Search the remaining containers and fix the Medical Droid to follow you around if you wish.
5) Droid Storage:
Open this door to find several droids, and one in particular that had a small part to play in HK-50's reign of the Mining
Facility. Interesting.
6) EXIT:
to Engine Deck (#1).
Harbinger: Engine Deck
Your main goal on this rather small and quick level is to make it through the exit at #6 back to the Fuel Depot, and
from there, escape to the Hangar and eventually to the Ebon Hawk. You're almost out!
1) EXIT:
to Crew Quarters (#6).
2) Sion Sighting:
As soon as you step across the threshold of this door, an event will trigger. Kreia will meet the impending doom and
thus remove herself from your party for a brief time.
3) Workbench:
This workbench may come in handy. You still have many droids to destroy on your way out, so consider upgrading
with ion enhancements.
4) Console:
From this console, you must open the maintenance doors to the Ion Engines to proceed to the next waypoint.
5) Console:
Use this console to activate the engine maintenance procedure, and thus unlock the door to the fuel depot ahead.
6) EXIT:
to Fuel Depot (#12). As soon as you step through the previous door, you'll see another cutscene with Kreia and Sion.
On the other side of the exit is the Fuel Depot and a lost friend. Your time on the Harbinger is at an end.
The Ebon Hawk
Once you depart from the Secret Academy in Telos for the first time, the galaxy opens up and you'll have four planets
to choose from using the galaxy map at #2: Onderon, Nar Shaddaa, Dantooine and Korriban.
If you're male, the first time boarding after the Secret Academy, you'll find the Handmaiden onboard. Your party will
react strongly to her presence, but you can score some influence with her by supporting her.
When you re-enter the Ebon Hawk and your alignment is strongly toward the Light or Dark side, you'll do battle with
Visas Marr. After you defeat her (which is not overly difficult), she will become another party member.
Several on board have the capability of creating items for you, if you've found them of course:
T3-M4 creates programming spikes if you are low
Mira creates grenades, and if persuaded, can create more powerful grenades if low.
Mandalore creates stimulants if low.
G0-T0 creates security tunnelers if low.
Disciple creates healing pacs if low.
There is only one quest-related event here. In Nar Shaddaa, if you're doing battle with the Red Eclipse, see #3a.
1) EXIT:
to:
with all the other slavers nearby, but as soon as you get near him, he'll open up dialogue with you. If you can
persuade him to obey, he'll leave and the battle will be over. Afterward, you can visit the cantina and collect an
occasional sum of money from the Red Eclipse slaver. However, if you choose to fight, throw all you can at him
including force powers, grenades, etc. if possible.
4) Mira & HK-47:
After Mira (from Nar Shaddaa) becomes a party member, you'll find her here. She can create grenades for the party
and if persuaded, more powerful grenades. Before you fix up HK-47, he'll be here waiting for the new parts.
5) G0-T0 & Mandalore:
When you've got G0-T0 (from Nar Shaddaa) and Mandalore (from Onderon) in your party, you can find them here.
G0-T0 can make security tunnelers and Mandalore creates stimulants.
6) Disciple:
If you're main character is female and you recruited Disciple on Dantooine, you'll find him here. He can provide
healing pacs.
7) Kreia:
You'll find Kreia here in the port dormitory.
8) Handmaiden:
If you're a male character, this is where you'll find the Handmaiden after departing Telos for the first time, despite
any other offer you give her. If you ask her to teach you her Echani technique, and win the fight, she'll teach you
Battle Precognition, which allows you to add your Wisdom modifier to your defense.
9) Engine Room:
You'll most often find T3-M4 here. If not, try the communications room at #3. The droid can make programming
spikes if you're low.
10) Workbench, Bao-Dur & HK-47:
Using the Workbench here, you can upgrade any of your items (regardless of which character they are equipped on),
as opposed to anywhere else, where you will only see what items are in your current party. You'll also find Bao-Dur
(with Remote) and HK-47 if you've fixed him.
11) Visas:
This is where Visas will be, after you've shifted strongly to one side of the force or the other. After your battle, she'll
join the party.
Telos
After Peragus, you're thrown into a Telos holding cell, stripped of your belongings and told to wait out sentencing for
the destruction of the Mining Facility. Shortly after, you must do battle with an Assassin who claims to be Batu Rem, a
member of the TSF (Telos Security Force). After Lt. Dol Grenn arrives, you are taken to Residential 082 East,
Apartment C3 and are told to wait here at Citadel Station until a Republic ship comes to fetch you.
Your main goal on Telos is to first get your equipment (in Entertainment 081), and ultimately, find the Ebon Hawk.
Along the way, you are required to choose sides with either the Czerka Corporation (Dark Side) or the Ithorians (Light
Side) in order to accomplish your main goal.
1) You Begin Here:
After your detainment, you are accompanied here by Lt. Dol Grenn and his retinue. As you try and get some rest, the
comm console rings twice. The first time is Mozo, a representative for the Ithorian leader Chodo Habat. He asks that
you visit their compound in Residential 082 West and speak with Chodo about the Telos restoration project. This
represents the Light Side path.
Next time the console rings, and you answer, you're asked to visit the Czerka Offices here in Residential 082 East and
speak with Jana Lorso about their business here on Telos. This represents the Dark Side path
When the cut-scenes are over, you have a few objectives. Speak with Jana Lorso in Czerka and/or Chodo Habat at the
Ithorian Compound, and find your equipment in Entertainment 081. That's where I recommend going first (even before
Czerka) after a little reconnaissance here in 082 East.
2) Info Console:
Use this console and download a map of the area. Now, whenever you find another info console (in any section of
Citadel Station), you can use another info console and automatically return to this point and vice versa.
3) EXIT:
to Entertainment 081 (#1). When you begin, all of your equipment can be found there in the TSF office.
4) EXIT:
to Czerka Offices (#1). Czerka represents the Dark Side path but Light Side players will need to come here eventually if
they want to complete all the quests, including the main one.
5) EXIT:
to Bumani Exchange (#1). You cannot enter until you've completed one or more quests from either Czerka or the
Ithorians and have met with Luxa in the Cantina.
6) EXIT:
to Residential 082 West (#1). You'll probably want to come here after visiting Entertainment 081 and first retreiving
your gear. The Ithorian compound is here.
7) Harra in Debt:
Enter this apartment and you'll find Harra. He lost his girl, Ramana, while betting in a Pazaak game. In order to get her
back, you'll need to see Doton Het at the Cantina (#6) and negotiate for her release. When she's returned, you can either
force her to continue dancing or let her go for (LS Points).
8) Thieving Test:
Take the contents from the footlocker in the room, and the owner will catch you on your way out. You can keep them
by pleading ignorance or go so far as to kill him for obvious (DS Points) and a possible scolding from Kreia for your
brutality.
9) Opo Chano, Droid Parts Merchant:
Along with being a merchant for droid parts, Opo is an integral part of both the Dark Side and Light Side paths but you
cannot initiate any quests with him. Return when you're on the particular quest.
a) For the Ithorians (Light Side):
You've spoken with the contact in the Cantina and need credentials to borrow B-4D4. Opo has these for 2,500
credits: expensive, but if you don't feel like spending that kind of money, head back now to Chodo and he will give
you the money you need. Once you have them, you can go to the Czerka Offices (#2) and speak with B-4D4.
a) If Light Side:
Enter the room and offer to escort him to Lt. Grenn for a reward and (LS Points). On your way out of the apartment
complex, you're confronted by two Czerka mercs. Kill them and he'll be returned to Grenn for a reward.
b) If Dark Side:
Once you've learned of his location, first tell Jana Lorso in Czerka Offices. Agree to fetch him, and enter this room.
You can threaten to take him to Czerka for a 500 credit pay off for your silence, and if you refuse, kill him. Or, after
Jana Lorso, talk to him and lie that you're taking him to Grenn. On the way out, two Czerka mercs appear. For extra
(DS Points), tell them "he's all yours" and watch or join in the attack on Batono.
Entertainment 081
Entertainment 081 houses the Cantina, in which you can play Pazaak, Swoop Race and meet up with your contact at
the Exchange, after you get the quest. It's also the home to the TSF office, where your main source of bonus quests
comes from, Lt. Grenn. At the beginning, be sure to pick up your gear from the TSF office at #10.
1) EXIT:
to Residential 082 East (#3).
2) Dendis, Moral Merchant:
Dendis has a rivalry with his brother across the room, Samhan. He sells healing items and Pazaak cards.
3) Samhan Dobo, Immoral Merchant:
Dendis' brother Samhan deals in fine weapons and armor, and does a bit of illegal smuggling on the side. In fact, come
see him after you get the modified blaster from escorting the Droid to either Czerka or the Ithorians, and he'll ask if you
want to be a part of the business.
a) Light Side characters with the modified weapon from the Escort Droid quest:
See Samhan and ask to be a part of his business. Then go tell Lt. Grenn in the TSF office about the smuggling
operation to end the illicit activity and receive a reward. You can tell Lt. Grenn at any point, even should you decide
to take on some of the quests, but beware that they contain Dark Side points.
b) Dark Side characters with the modified weapon from the Escort Droid quest:
See Samhan and ask to be a part of his business. His first task is taking a sample from the rare Bachani plant located
in the Ithorians' Vivarium at their compound, at Residential 082 West (#5). When entering the Vivarium, you can
use the console to deactivate the security system for a spike cost, or you can simply take it from the plant. When the
Ithorian protests, you can persuade/lie that Grenn authorized it, or simply take it. The Ithorian may threaten to call
the authorities but it's only talk; he does nothing. When you've got the sample, return to Samhan for a reward, and
your next assignment, #3c below.
c) Smuggling Mission 2:
Samhan wants a Prototype Shield from Hangar Bay 2 storage area at Dock Module (#8). When you persuade the
Ithorian at the entrance to Hangar #2 to let you in, enter the storage area. Another Ithorian will try and prevent you
from taking the shield. You can persuade him to allow you to take it, or kill him. After taking the shield from the
locker and returning to Samhan, and you'll get to look at his special reserve items, a selection of higher priced goods,
as well as a small reward. You can now move on to your next mission, #3d.
d) Smuggling Mission 3:
Samhan wants you to grab medical supplies from the med lab at Residential 082 West (#8). Use the console near the
suppy container to break the seal (if not already previously broken by you). Search the container for the suplies, and
exit the room. A TSF guard will attempt to stop you, but you'll be forced to kill him. After returning to Samhan,
you'll be rewarded and he'll ask one final favor. See #3e below.
d) Smuggling Quest:
After escorting the droid from Hangar 2 to either Czerka or the Ithorians, you'll have a modified pistol in your
possession. You can first show it to Lt. Grenn, or go straight to Samhan Dobo at #3 above, it makes no difference.
Talk to Samhan and ask to become part of his smuggling operation. At any point in the operation, you can tell Lt.
Grenn about it and bust it up, gaining a reward.
Dock Module
Your main goal here is to take either the shuttle at #9 (Light Side) or #10 (Dark Side) to the Telos Restoration zone,
after completing the Ithorian or Czerka quests. There are three people of interest. The Ithorian at #2 will let you into
Hangar Bay 2 once you have any quest that takes you there. The Duros at #4 will tell you about Batu Rem, a side quest
for Lt. Grenn. And the Czerka Officer at #5 can tell you about Batono, another Lt. Grenn side quest.
1) EXIT:
to Entertainment 081 (#8). After you use this exit once, you can then use the Info Console at #2 from then on.
2) Ithorian, Hangar 2 Guard:
Whenever you have business in Hangar 2, talk to this Ithorian and he'll let you enter. You must first have a quest to do
so.
3) Info Console:
Use this console and download a map of the area. Now, whenever you find another info console (in any section of
Citadel Station), you can use another info console and automatically return to this point and vice versa.
4) Duros, Port Authority:
This Duros can tell you about Batu Rem's origination point if you have Lt. Grenn's side quest from Entertainment 081
(#11a). First, you must pay him 25 credits however.
5) Czerka Officer:
The twi'lek can give you information on Batono if you have Lt. Grenn's side quest from Entertainment 081 (#11b).
6) Console, Hangar Door control:
Simply use this console every time you wish to enter Hangar 2. The consoles for other hangars work in a similar
fashion.
7) Ithorian Droid Encounter:
Once you have the first quest from either Czerka or the Ithorians, this is your destination. You will begin conversation
and be promptly interrupted by a group of five thugs. Defeat them and you'll notice an illegally modified weapon, which
you then take. This weapon can be used to initiate Samhan Dobo's smuggling quests at Entertainment 081 (#3). After
the battle talk to the Ithorian droid and see below for your choices.
Czerka Offices
Your contact here will almost exclusively be Jana Lorso at #3. If you're playing a Dark Side character, you'll want to
take on her quests, which eventually lead you to the Restoration Zone en route to the Ebon Hawk, your ultimate goal.
1) EXIT:
to Residential 082 East (#4).
2) B-4D4, Receptionist:
As soon as you enter for the first time, B-4D4 greets you. You may tell him anything. If you're playing the Light Side
and siding with the Ithorians, their last quest relates to him.
a) After talking with Lt. Grenn about the Escaped Criminal bounty:
When you arrive at her desk, you'll witness the two criminals talking with her. After your confrontation, regardless
what you say, they'll take off for the restoration zone. Report back to Lt. Grenn and lie about killing them for a
reward. You will not receive any DS points for this. You will see these two again...
d) If you killed Batono for Czerka after first telling Jana Lorso about his location:
Return to Jana for your reward.
e) As B-4D4:
Talk to her as the droid and use your ability to lie to gain access to the mainframe at #4. Continue to #4.
Your contact here will almost exclusively be Chodo Habat at #4. If you're playing a Light Side character, you'll want to
take on his quests, which eventually lead you to the Restoration Zone en route to the Ebon Hawk, your ultimate goal.
1) EXIT:
to Residential 082 East (#6).
2) Info Console:
Use this console and download a map of the area. Now, whenever you find another info console (in any section of
Citadel Station), you can use another info console and automatically return to this point and vice versa.
3) Greeter:
Tell the greeter anything, and he'll direct you to Chodo Habat.
4) Chodo Habat, Ithorian Priest:
Habat is connected to the Force and felt your presence here. If you haven't yet taken any quests for Czerka, he offers to
help "heal" you after you've helped them. Thus begins a series of three main Light Side quests to eventually find the
Ebon Hawk. He can also tell you the location of Batono for Lt. Grenn if you've got that bounty quest. See Entertainment
081 (#11b)
for details.
Head back to the compound, and be prepared for four skirmishes. In the first room just after the greeter at #3, you'll
fight several mercenaries. The largest battle is next, in the main room to the south. Afterward head to #5, the
Vivarium. After defeating the mercs there, talk to Mozo, who will give you the key to Chodo's office at #4. Once you
open the door, you'll do battle with very tough mercs as soon as you enter. Be prepared, as this one noticeably more
difficult. When it's over, you'll have Chodo's thanks, and much more experience thanks to the mercenaries.
Finally, you can head to the Shuttle, or stay here to complete any side quests you missed.
5) Vivarium, Bachani Plant:
There are two times you may wish to come here. One is for Samhan Dobo's first smuggling quest at Entertainment
081 (#3). The other time is after completing all of the Ithorian quests and receiving a distress call from Mozo. He's
in here. After defeating the mercenaries, talk to him to get his key to Chodo's office at #4 and then proceed there. See
#4e for details.
6) Lab Station:
A handy Lab Station to create or breakdown items.
7) Console:
This console is only used in the Czerka side quest from Luxa at the Cantina (#5b).
8) Console & Supply Container:
If you come here before taking on Samhan Dobo's 2nd smuggling quest at Entertainment 081 (#3d), you can use the
console to open the seal and take the contents.
Cantina
You'll find the Swoop Race master here at #2, and a Pazaak player at #3, but your main reason for coming here will be
Luxa, the Exchange second in command at #5, only after completing the first Czerka or Ithorian quest. Corrun Falt at
#7 relates to the last Ithorian quest, and Doton Het at #6 is the person to speak to regarding a bonus quest in
Residential 082 East.
1) EXIT:
to Entertainment 081 (#5).
2) Swoop Race Master:
For extra credits, you can win a few swoop races here, and also take practice runs by talking to the race master.
Bumani Exchange
Your main goal of course is the confrontation with Loppak Slusk, Exchange Boss, on behalf of either Czerka or the
Ithorians. Whether you let him live or not is up to you and your objectives.
1) EXIT:
to Residential 082 East (#5).
2) Vula, Receptionist:
Your first time, here, she'll ask you what you intent is. You can persuade/lie to her that there must be some glitch with
the system to avoid a fight, otherwise, she will deftly alert the several Gamorrean Thugs & Boss at #3 of your presence.
When you open the door, they will then attack.
3) Gamorrean Thugs & Boss:
If you persuaded the receptionist at #2 (see above), they'll leave you alone and disappear after your confrontation with
Slusk. However, you'll do battle with them if this is not the case. Concentrate your party on one thug at a time.
4) Captive Ithorian:
Talk to the Ithorian through the Force Cage, and he'll mention a console that can free him. It's at #8 below. Releasing
him will not gain you any (LS Points), though it should.
5) Benok:
When you open the door, Benok will have a few words and then attack along with his companions. Concentrate all your
party on him first, as he's very annoying when left alone. Then take out the remaining thugs. Benok leaves behind
Benok's Blaster, a decent firearm and probably better than what you currently have. When you're through, use the Lab
Station to prepare for a possible very difficult battle coming up, depending on how you play it.
6) Gamorrean Boss:
Talk to the (surprisingly) non-hostile Boss to initiate an attack from two war droids that Slusk sends in immediately
afterward. After this battle, you'll be immediately escorted into the next room and begin conversation. See below.
7) Loppak Slusk, Exchange Boss:
When conversation begins, you of course will be already aligned with either Czerka or the Ithorians. Luxa will then
enter the room and you'll be presented with some choices. Even should you side with her, Luxa will turn on you, so in
order to avoid battle with everyone at once, the safe thing to do would be not to mention killing them both.
Gamorreans, their Boss and Luxa, but shouldn't pose too much a problem. Focus all your power on one enemy at a
time for the safest route to killing them all. When it's over, Loppak will try and shrug your request off, but can be
persuaded to see what happened to Luxa. This will keep him alive, but he'll end with a threat. You can choose to kill
him as well. When you're finished, search all the bodies and containers in the room for items, optionally release the
Ithorian using the console at #8, and if you've sided with the Ithorians, head back to Chodo at Residential 082 West
(#4b) to continue his quests.
Restoration Zone
Your main goal is to acquire Bao-Dur, and find the Czerka Site entrance at #10. Along the way, you'll do battle with
Cannoks and Mercenary camps.
1) Shuttle Crash Site:
After your landing, you awaken to the face of Bao-Dur, a trooper who served under you in the Mandalorian Wars. He'll
be a required member of your party for awhile, and he's great with his bare hands and feet, so give him the best armor
you have and talk to him a bit for some influence if you're considerate. He's also the best tech member of the entire
game, thanks to his allotment of skill points. Any time you want another member who's both good in combat and great
at computers, security and repairs, Bao-Dur is probably the best jack of all trades. After you choose your other party
member, continue to #2 for some experience.
2) Cannoks:
This is the main wild animal of Telos, and they're not overly difficult. You'll come across many packs of them on your
journey.
3) Hidden Cache, 1 of 2:
Surrounded by mines, this is the first hidden cache you'll come across. The other is at #7.
4) Mercenary Pack:
Near their landspeeder and swoop bike is a gathering of mercs and droids. Defeat them all and search any remains.
Your main goal is to make it to #4 and use the console, then decide to head into the Underground Base at #5. There are
several battles before that can happen, however, beginning with the one at #2.
1) EXIT:
to Restoration Zone (#10).
2) Twi'lek Mercenary Droidmaster & War Bots:
Before you reach this point, you'll see many mines lined up in rows. The easiest approach is to take Bao-Dur into Solo
mode, and put him in Stealth mode to disarm the mines, if he has any skill in Stealth. Alternatively, take your best
character in Solo mode, and run through the mines, then bring your others up for support. It's easiest I found if you first
take out the two War Bots, then concentrate solely on the twi'lek.
3) Mercenary Attack:
All around this area you'll find several groups of mercenaries, all hostile. The first is here at #3 but you'll find them also
between this and the raised platform at #4. Try and keep your party together by focusing on the same enemy, so that you
stay grouped and are around one another for healing. It can be a long battle if you fight them all at once, or separated if
you managed to stay together and prevent yourself from straying. Try to kill all of them on the ground before heading
up the ramp to the platform at #4.
4) Platform, Turrets & Console:
Defeat the two turrets at the top of the ramp, then your enemies on the platform. Afterward, use the console to scratch
out any alternative plans you may have, and decide that it's best to enter the Underground base at #5.
5) EXIT:
to Underground Base (#1). Watch out for the mines guarding the entrance.
Underground Base
Your main goal here is to use the shuttle at #5. To do that you'll need to go first all the way to the reactor and turn it on
at #10, take the ignition codes at #12, open the hangar doors at #13 and defeat the Tank Droid at #5.
1) EXIT:
to Czerka Site (#5).
2) Turrets & Force Field:
Once inside, you can turn off the turrets using the console, but you may find it easier to destroy them. After the battle,
have Bao-Dur "bash" the Force Field to bring it down [where was he on Peragus?]. Do this with all the many force
fields on this level. Avoid the poison vents as much as possible. When you get to the console at #6 you'll be able to turn
them all off.
3) Droids & Backpack:
Defeat the droids in the corridor and you can find the Administrative ID Card from this backpack, though I'm not sure
what function it served.
4) Workbench & Lab Station:
Beware of the gas vents near the workbench.
Polar Plateau
Your main goal here couldn't be simpler. Defeat the impending HK-50 attack, search their remains and head to the exit
at #3.
1) Crash Site:
After the second consecutive complete destruction of your transportation, you awake to find three HK-50 droids waiting
to kill you. Bao-Dur is unconscious. See #2.
2) HK-50 Attack:
Time to face off against three HK-50 droids. I especially like the line about them possibly making you break a sweat. I
like to open by tossing in a grenade or three, since you're fairly far away anyway. Then, close in an take them down one
at a time. As with all droids, the Stun Droid line works very well if you're Light Side or have given it to Kreia. When
they're defeated, search the remains for the HK Control Cluster, another piece you need to reassemble HK-47 aboard
the Ebon Hawk. Afterward, head to the exit at #3
3) EXIT:
to Secret Academy (#1).
Secret Academy
Finally, you're almost off this rock. All that's left is to rescue T3-M4 at #2, fetch your party members who are being
held prisoner at #3, spar a little with the Handmaidens at #4, and fly away in the Ebon Hawk at #5. What's #6 you ask?
Why, you'll be coming back before the end to have a few words with Atris.
5) EXIT:
to The Ebon Hawk (#1). If you're following the walkthrough, make your next selection from the galaxy map the
planet Onderon.
6) Atris of the Jedi Council:
On your first visit, you won't be allowed access to her room. On your second, after the Jedi Enclave near the end of
the game, you'll be teleported back to the Secret Academy to face her. No matter your choices at first, you and her
will do battle. She can hit for quite a lot but also goes down easily as well. When it's over, you'll have the chance to
try and save her (or finish her) and ask her all about Kreia. Saving her surprisingly does not gain you (LS Points),
but it is the Light Side thing to do.
After the conclusion, you'll find yourself at Res 082 West Redux (#1) talking with Lt. Dol Grenn about the Sith
attack on the station.
Dxun
Jungle Landing
Welcome to Onderon's moon. You'll have to complete a series of events here before actually making it to Onderon.
First is making it to the exit at #6 to the Jungle. Kreia recommends exploring the area and to get to Onderon, you'll
have to do just that. However, this Jungle Landing is pretty straight forward.
There are several types of animals here on Dxun. They include the abundant boarish cannoks, the cougar-like
maalraas, and the tougher boma beasts (in two varieties - young and adult). You'll find several of these here in the
Jungle Landing as you make your way to #6.
1) EXIT:
to Ebon Hawk (#1).
2) Mandalorian Guide:
The guide will be here only after you've used him to travel from the Mandalorian camp back here to your ship. He'll
also remain here to take you back to camp any time you wish.
3) Atton Interrupts:
You'll get a message here from Atton about an unknown ship coming to the moon, likely to search for you.
4) Crash Site & Console:
Search inside the bunker made by this crashed ship to find a console. Repair it and view the camera on each of three
The first time here, you'll be escorted to the Mandalorian Ruins once you make it to #3. Afterward, you'll be able to
come back and complete several quests in order to prove to Mandalore that you're worthy of his help. Not every quest
is necessary, only a few, but for experience it's recommended that you explore the area and attempt all the quests.
1) EXIT:
to Jungle Landing (#6).
2) Cache:
You'll need high-grade explosives to enter this small cache full of items. The only thing capable of doing the job is
Thorium Charges, which you can find on Korriban, specifically Sith Academy (#4). Once inside, you'll find a small
room full of containers and items.
3) Small Mandalorian Camp:
When you first get to this area, the Mandalorians will attempt to take you to their leader, Mandalore. You can resist and
begin battle but you'll be overwhelmed and forced to go anyway, and then find yourself at Mandalorian Ruins (#1)
facing Mandalore.
If you agreed to help Kelborn with his quest, he'll now be standing here. Speak to him after you've picked off the two
groups of scouts at #11 and #12 and you'll gain more honor with Mandalore and a chance to fight Kelborn in the
Battle Circle when you're ready.
15) Cannok with Phase Piece #3:
If you have the quest from Zuka at the Mandalorian Ruins to find the pieces to the phase pulse converter, defeat a
cannok here and search its remains for the third and final piece: the phase pulse converter power. The other pieces
are at #5 and #8. You can return to Zuka at the Mandalorian Ruins after finding all three pieces for more honor with
Mandalore, and more experience.
16) Permacrete Detonator:
This one is linked to the Mandalorian Cache ahead at #17. Press the button and watch the door blast open. The only
consequence is that a herd of boma and other animals hear the explosion and attack. Once they're taken care of, enter
the cache at #17.
17) Mandalorian Cache:
This is the cache Mandalore was talking about if you asked him whether there was anything else you could do. Be
careful when you enter, and if possible, take someone with a high demolitions skill like Bao-Dur and a Jedi with the
stun droid line of powers.
As soon as you enter, you're surrounded by damaged droids and a circle of deadly and devastating mines. Put the
character you want dealing with them in solo mode and disarm, disable or run through them if unable. Next, either
search the droid foreman for a datapad that allows you to give commands to them, or prepare for a rather large battle
by turning on your energy shields and buffing the party. Attempt to activate a droid and "bash" it. The whole room
will come alive as all the droids attack at once, also bogging down the framerate as well. Concentrate on mass
affecting force powers if you have them, such as the stun droid line of powers or force lightning. Otherwise, use your
best melee and ion attacks to take them down as quickly as possible.
When the battle is over, search every container along the perimeter of the room for a massive amount of items. There
will be two containers that are impossible to open with security skill. Set a minor mine on them to get to their
contents. When finished, you can now report back to the Mandalorian Ruins to receive your rewards, further fight in
the Battle Circle and tell Mandalore you wish to go to Onderon.
Mandalorian Ruins
When first taken here, ask Mandalore if there's anything else you can do, for an additional quest; gaining honor with
him is your only way off Dxun. You can find several quests here that can help you gain honor. Talk to the
Mandalorians at #2, 3, 4 and 9 for further honor quests, including the fun Battle Circle. Kex at #7 can sell you items
and supplies. After you've gained enough respect from Mandalore, he'll take you to Onderon in his shuttle at #10.
1) Mandalore & Lab Station:
Mandalore will agree to help your party if you first gain his trust and respect. Ask him if there's anything else you can
do to receive the Mandalorian Cache quest, the last thing you'll do back in the Jungle if you follow the walkthrough.
Every quest you complete will gain you further honor with Mandalore and eventually, he'll take you to Onderon. You
do not have to complete every quest, but it's recommended if you want the most experience.
On the eastern portion of this area, you'll find a ramp leading up to a door. Every time you try and ascend it, Mandalore
will stop you. To get to the top, equip one of your characters with a stealth generator, put them in Solo mode, sneak up
to the door, and use security on it to gain entrance. Bao-Dur usually works well for this. Inside the room are several
containers with very high-quality random items for your level.
You will also find a Lab Station here.
10) EXIT:
When you've gained enough honor, Mandalore will take you to Onderon and back via this shuttle after the Sith
Assassin battle. If you've come here before hand (or later) there are several containers here with items.
11) EXIT:
After visiting Dxun's Jungle and Sith Tombs later in the game, under the "Loose Ends" section, you will be flying
the ship in this building to Onderon.
Onderon
Iziz Spaceport
Onderon is rife with a struggle between Queen Talia (Light Side) and General Vaklu (Dark Side), and you will be
caught in the middle. Your ultimate goal on Onderon is to find Jedi Master Kavar. Mandalore has a contact named
Dhagon Ghent who may be able to get you an audience, but as it turns out, Ghent is wanted for murder and it's up to
you to first solve the mystery and free Ghent.
Once Mandalore flies you to Onderon, there is no going back to the Ebon Hawk until you find Kavar, which means
you're stuck here for the time being. One of the main themes you'll come across here is that of escaping the planet, and
you'll come across several people who will want the two Starport Visas that you acquire here.
1) EXIT:
to Mandalorian Ruins (#10). As mentioned above, you will only be able to leave after your business here of meeting
Kavar has been settled.
2) Port Master:
This man will stop you briefly and offer you your own coveted open Starport Visa. He reminds you to keep it safe.
During your travels here you'll come across two more and it will be up to you to choose who to give them to for either
Light Side or Dark Side points and perhaps credits or other types of payment.
3) News Hologram:
Repeatedly activate this terminal to catch up on the latest news around the area.
4) Margar, Merchant:
Here is a typical merchant of general goods and necessities.
5) Beast-Rider:
You can learn a little lore about Onderon from this man. After your conversation, as you try and leave one of the beasts
breaks loose from its cage and attacks. When you defeat it, the beast-rider offers his apologies and a reward (that turns
out to be 1,000 credits if you threaten him). You can refuse the reward for (LS Points) and likewise take it and threaten
him for (DS Points).
6) Checkpoint Guard:
This guard stops you to inquire about your business. You can tell him anything, it does not matter. Even the truth that
you are a Jedi has no consequence, as regardless of your response, you will later get attacked by a Rodian bounty hunter
at Western Square (#2).
7) EXIT:
to Merchant Quarter (#1).
Merchant Quarter
Aside from a couple people looking for Starport Visas on the south side, you can find Captain Riiken at #7, who will be
an integral part of solving the mystery you're about to face. Other notables include a political preaching Ponlar at #9,
Anda at #10 who will have missions for the Dark Side player, and Captain Bostuco at #12 who guards the entrance to
the Sky Ramp, an eventual destination of yours much later in the game. Your first goal (I'm recommending) is to simply
talk to the people to get a feel for the local politics, and then travel to the Western Square at #13 in search of Dhagon
Ghent, Mandalore's contact.
1) EXIT:
to Iziz Spaceport (#7).
2) Captain Gelesi:
Gelesi will ask to see your Starport Visa before you head back to the Iziz Spaceport area. If you are a Dark Side player
and take Anda's mission to get rid of the captains, you'll find Gelesi in the Iziz Cantina.
3) Harassed Iziz Citizen:
As you approach the area, several of Vaklu's soldiers will be attempting to take this man into custody. When you enter
into it, you can ask what's going on, and then persuade the soldiers to let the man go for (LS Points). Alternately, you
can cruelly have them arrest the man for (DS Points).
4) Terlyn & Kids:
This is the first person you will come across who desperately wants a Starport Visa. In her case she wants to escape
Onderon with her kids. For (LS Points), give her one of your two extra open Starport Visas once you find them.
5) Tolas:
This man will pay you 2k credits (3k with persuade) if you give him your extra Starport Visa. You won't receive either
Dark or Light points for the act.
6) News Hologram:
Here is another terminal, allowing you to catch up on recent events.
7) Captain Riiken:
The Captain happens to be guarding Dhagon Ghent, but you won't find that out until searching around Dhagon's
residence in the Western Square. You can talk to Riiken for info about local politics for now, and later, if you're playing
the Dark Side, you'll have a chance to get him in the Western Square, but only after you finally square things up with
Dhagon Ghent. If you incite him about leadership and later receive Anda's quest, it will come back to haunt him (which
is what you'd want if playing Dark Side).
a) Captain Bostuco:
This captain can be taken care of quickly. Head over to the nearby console at #11, use it to view the Sky Ramp
camera, and then overload the terminal. Bostuco will perish and you'll have two left. Return to Anda for your 2,500
credit reward.
b) Captain Gelesi:
He can be found at the Iziz Cantina (#3). When you find him, simply Persuade/Force Persuade or Persuade/Threaten
him and his family, and he'll gladly leave Iziz. One to go. Return to Anda for a 2,500 credit reward when you're in
the area.
c) Captain Riiken:
You can deal with Riiken in two ways. Incite him to talk about local politics in which a guard will overhear and later
he'll be removed (after the main quest - see #7c above) or later, you can find him in the Western Square. After you
deal with Dhagon Ghent for the first time and he sends you to battle Bakkel in the Cantina, you will notice Riiken
patrolling the Western Square. If you decide to take him down during his patrol, your goal will be to follow him
while waiting for him to wander out of eyesight from the crowd. When he's near the Western Square exit to the
Merchant Quarter, confront him and then kill him. If anyone manages to see you, they will run toward your party and
ask what's going on. You can Persuade/Force Persuade them that they didn't see anything, or they run away and
Anda is displeased. Regardless, you will still get your reward.
11) Security Console:
Use this console if you are a Dark Side player and received the quest from Anda at #10 above. See #10a.
12) Captain Bostuco & Guards:
Talk to Captain Bostuco to learn about the Sky Ramp, a place you will be visiting again before the end of your
adventure. It is not open to you now.
13) EXIT:
to Western Square (#1).
Western Square
You've reached the area where Dhagon Ghent lives, which you can find at #9. Your main goal will be to solve Suulio's
murder, the one in which Ghent will be the prime suspect. You're to clear his name and then have him arrange a
meeting with Master Kavar for you. Other notable interest points include the area between #2 and #3 where you do a
lot of the fighting here, the trash heap at #8, 1B-8D, the Droid Merchant at #4, and of course the Iziz Cantina via exit
#7. You will be doing a lot of traveling to and from the Cantina in an effort to solve the murder.
1) EXIT:
Vaklu's thugs. If you are a Dark Side player, Tobin will appear afterwards and conspire with you to support Vaklu,
giving you the reason for the thugs as "keeping up appearances." Whether you are Dark or Light Side, Tobin sends
several troops after you once you exit the Cantina, mostly at #10.
After the battle at #10 and entering back into the Merchant Quarter, you'll have the defense turrets on the southern
end of the quarter to contend with. You can simply run past them back to the Iziz Spaceport, or attack them for extra
experience.
When back at Iziz Spaceport, find your shuttle and hightail it back to Dxun. The next time you come to Onderon, it
will be after you have visited all of the other planets and found all of the other Jedi Masters. Once back, you will
settle the Vaklu vs. Talia power struggle once and for all, as well as finalizing your stance on Master Kavar.
Congratulations on finishing Dxun and Onderon (well, for now).
10) Vaklu Troopers:
After meeting with Kavar and exiting the Cantina, you'll find a large squad of troops in this area to head you off.
Don't let the numbers scare you, as they are fairly easy to pick off.
Iziz Cantina
Your main goal here is to solve the murder of Suulio. Dhagon Ghent is the prime suspect, and you'll be dealing with
Kiph at #4, Nikko at #7 and Panar at #9 to try and clear his name and release him from custody. You can also enjoy
Swoop Racing at #8 and Pazaak with Nikko at #4. Several people here are also asking for open Starport Visas, namely
at #2, #5 and #6.
1) EXIT:
to Western Square (#7).
2) Gormo:
This Captain needs a Starport Visa and can give you 500 credits for one.
3) Captain Gelesi:
The Captain will only be here if you are a Dark Side character on Anda's quest from the Merchant Quarter. See
Merchant Quarter (#10b) for more details.
4) Kiph, Slicer:
If you've found the Twi'lek Bounty Hunter's Starport Visa in the Western Square on your way to Riiken, tilt the
conversation toward his slicing abilities, and for 500 credits, he'll make yours into an Open one. Kiph is also a witness
in the Suulio murder and is the first person you'll want to talk to about it.
returning to Ghent. Dark Side players will probably want Sakarie at #5 and Light Side players can't go wrong with
Xaart at #6. The other opportunities are of course back at the Merchant Quarter. Return to Dhagon Ghent when
finished. See Western Square (#9b) for the details.
Nar Shaddaa
Your main goal in Nar Shaddaa is to find Jedi Master Zez-Kai Ell, but in order to find him, you have to first get
noticed by the Exchange. In fact, once you've earned enough recognition (positive or negative or both) with the
Exchange by doing quests around Nar Shaddaa, events will trigger that eventually lead to the Jedi Master. The
important part, however, is completing quests and thoroughly exploring areas. Though you certainly do not have to
complete or take on all of them - Dark Siders will likely turn down as many as possible and still earn enough
recognition - I'd recommend taking on or solving as many as possible for your alignment simply for the xp.
Nar Shaddaa is separated into four main areas. The Refugee Landing Pad is where you begin. The Docks are to the
north and the Refugee Quad is to the south. To the east is the small Entertainment Promenade. To the north of the
Docks is an exit to the Jekk Jekk Tarr cantina, and is where you'll spend your time after finally earning recognition
from the Exchange. By following the walkthrough, you'll be assured of every opportunity for experience and quality
items.
Important Note: At some point, after earning enough notoriety and entering the Landing Pad from any other area, you
will witness a cut scene with Quello the dock master and the Red Eclipse gang, who will take control of your ship. This
is your cue that you can return to your ship and fight the Red Eclipse, setting the final part of Nar Shaddaa in motion.
When this happens, see #20 below. Additionally, you can speed things up by not only paying Kallah-Nah at
Entertainment Promenade (#2) 2000 credits to gain significant notoriety, but can also ask her what your current
standing is with the Exchange. When she says that they are after your head and will do anything to get at you, you are
pretty much good to go.
1) EXIT:
to The Ebon Hawk (#1). Quello will stop you after you take a few steps and attempt to ask for compensation. You can
easily persuade or threaten him to leave you alone.
2) Exhange Thugs:
Your first taste of the Exchange here, a couple of thugs will be threatening a refugee. You can save his life for (LS
Points) or you can let them play with the poor man for (DS Points).
3) Refugees:
The refugee standing against the western wall will ask for a few credits. If you give five to him, and tell him you're a
Jedi, he'll promise to help you out with any info he gets later. He never hears anything.
The refugee standing further to the south and east of the room, after seeing what you've done so far, asks for more
credits from you. Whatever your choice, you will receive a lesson from Kreia and a chance to gain influence with her if
you agree with her.
4) Workbench & Container:
Use the workbench here if you like, and search the nearby container to its north for the Airspeeder Navigation Interface,
an item required if you want to put together a broken Airspeeder for faster travel later.
5) TT-32 & Tienn Tubb:
The droid TT-32 has a favor to ask you. Its friend IT-31 was sold to Kodin at #7 but in its memory core has the plans
for a new type of shield. He asks if you can get the droid back. See #7 for details. When you bring it back you'll get a
very nice renewable droid shield, a very useful shield with unlimited uses, and if you're a Dark Sider, can further ask for
components from his own body.
Tienn Tubb is the man who can add the transponder codes you need for the Ebon Hawk to a blank transponder card.
However, this will happen automatically near the very end of your experience here on Nar Shaddaa, after finding a
blank card with T3-M4. Therefore, there is no need to ever come back to him.
6) Vossk, Ex Bounty Hunter:
Talk to Vossk to learn all about the different factions of Bounty Hunters: the Red Eclipse, the Twin Suns and Mira and
Hanharr.
7) Kodin, Droid Parts Merchant:
If you're coming from TT-32 at #5, you can negotiate to buy the IT-31 droid for 500, 300 or 150 credits with persuade,
or threaten him for (DS Points) but receive the droid for free. Afterward, talk with IT-31 and send it back to TT-32 at
#5, then head back yourself for your reward.
8) Borna Lys, Conspirer:
This twi'lek sees a way you can both profit from the sabotage of Lupo's unbeatable swoop racing droid, C9-T9 and
offers you a cut of her profits. All you need to do is use the access codes she can be persuaded to give you to sabotage
the droid at #10 using the interface computer nearby. You can also use someone with Repair or Computer. See #10 for
details. When the deed is done, return to Borna for your share of the profits, 2000 credits and an easier time at the
swoop track.
9) Modo, Swoop Race Coordinator:
Talk to him to enter into the local swoop race competition, after having dealt with C9-T9. See #8 above.
10) C9-T9, Swoop Champ & Interface Computer:
This is the droid that has everyone around the Swoop Race arena frustrated. Borna Lys at #8 can be persuaded to give
you the access codes to the Interface Computer. Use a party member with either Repair or Computers (that you may
switch in just for this quest if necessary), access the console, use your Awareness to check the droid for oddities, and
then overload the terminal, blowing up C9-T9. When Lupo races over, you can essentially tell him anything and he'll go
to Borna Lys to sell the joint. Head back to Borna at #8 for your cut.
11) EXIT:
to Docks (#1). After seeing everything there is to see on the Landing Pad, I'd advise heading up to the Docks for a few
quests, then going to the Entertainment Promenade.
A concerned Atton will stop you on your way up to the Docks and, if you're nice, give you some healing items.
12) Rutum in Debt:
As you sidle through this area, a man named Rutum will tell the Exchange Thugs that you can pay them the money
he owes. You can persuade the Exchange to leave him alone for (LS Points), or attempt to Persuade/Force Persuade
them to jump in a pit for (DS Points) Either way, this will gain you notoriety with the Exchange.
13) Geeda the Good Merchant:
Though this rodian has only below average items for sale, once you talk with Oondar at #16, you will find out that
these two are competing for business, and further, that she is trying to establish trade routes to both Dantooine and
Onderon. You can eventually side with either Oondar and tell Geeda to get lost, or do the same with Oondar for
Geeda.
I'd recommend first taking a look at Oondar's merchandise and buying what you need before telling him off, as his
stock is excellent. The bonus to sticking with Geeda? She sells a few excellent items near the end of the game after
you've finished both Dantooine and Onderon. Simply come back to her after both planets are finished completely
(meaning you've met Kavar at the Royal Palace), and she will sell you her finest wares.
14) Nar Shaddaa's Energy:
Kreia teaches you about feeling the Nar Shaddaa energy through the force. Your maximum force points increase.
15) EXIT:
to Entertainment Prom. (#1). Before coming here, I'd recommend going to the Docks via exit #11 first, so that you
can have a chance at Vogga's hoard later. Also make sure to be either playing a female or have the Handmaiden in
your party, a requirement for the Hoard quest. Finally, take Atton with you as well for an easier time in the
Promenade Pazaak Den.
16) Oondar the Bad Merchant:
Talk to him to see his excellent wares. If you've also spoken with Geeda at #13, it appears the Landing Pad is not big
enough for the two of them and he asks that you take her out of the picture. You can side with Oondar, however near
the end of the game, you can complete another of Geeda's quests, which results in better items than she has now,
including at least a couple rare/unique ones.
17) Exchange Thugs & Boss:
As you enter the room, you'll interrupt a deal that went sour with the Exchange. The thugs and boss will turn on you,
and after their death, you will gain further notoriety with the Exchange... which is exactly what you want.
18) Ratrin Vhek, Ebon Hawk's Owner:
This man claims he's the rightful owner of the Ebon Hawk, able to identify its quirks and history when you ask. If
you hand the ship over to him (which doesn't make a difference), you'll gain (LS Points) and if you kill him, you'll
get (DS Points).
19) EXIT:
to Refugee Quad (#1). I'd recommend first heading to the Docks, then Entertainment Promenade to complete those
quests before coming here, though it really doesn't matter... it just means more backtracking.
20) Red Eclipse Invasion:
As mentioned above in the prologue to this page, as soon as you have enough notoriety and enter the Landing Pad,
you'll witness a cut scene showing their leader Cahhmakt taking over the Ebon Hawk and landing pad from Quello.
When that happens and you reach this point, you'll begin the taking back of the Ebon Hawk by fighting these Red
Eclipse Slavers. They are fairly tough but even if this is your second planet (as in the walkthrough), you should have
at least one mass-affecting Force Power able to easily take them out.
Your goal is to clear the landing pad of slavers, enter your ship and clear out the many slavers on board en route to
the communications room where their leader Cahhmakt is. As soon as you get close enough to Cahhmakt, he'll enter
into dialogue and you can either threaten him into obedience, whereas he'll leave a slaver contact in the Cantina here
that you can come to now and then for money, or you can kill him. This battle is also explained at The Ebon Hawk
(#3a).
When you've defeated Cahhmakt, before you exit the ship, use the workbench and equip Atton with the best gear you
can find, as he'll be facing two tough opponents soon. Exit the 'Hawk and you'll receive a comlink message from
Visquis, Goto's second in command. He'll invite you to come to the Jekk Jekk Tarr cantina off the Docks area, and
says to come alone. At this point, your party members will split up for a while as you take control of several of them
in different areas to complete small sections of Nar Shaddaa, and you will also meet either Hanharr or Mira very
shortly.
After the Visquis invitation, with your main character head to the exit at #11 to the Docks (see #11a), and then
continue reading Docks (#10). Before you enter Jekk Jekk Tarr, the scene will shift to Atton in the Cantina, where
you'll take control of him in a battle against the Twin Suns at Entertainment Promenade (#12). After that battle,
you'll gain control of Mira at Jekk Jekk Tarr (#1).
Docks
I've recommended that this be your next destination after the Refugee Landing Pad for two reasons. One is that you
can get the Vogga's Hoard quest at #3, and secondly, you can meet Fassa at #2 and perform a few quests here,
preparing him for the completion of several more in the Refugee Quad.
After your battle with the Red Eclipse back at the Landing Pad and subsequent invitation by Visquis in Jekk Jekk Tarr,
you'll be coming this way and meet up with either Hanharr or Mira depending on your alignment. See #10 for details.
Ultimately, after you gain notoriety by the Exchange and events are put into motion that bring you to Jekk Jekk Tarr,
you'll be well on your way to finishing Nar Shaddaa. Some of the quests here can help.
Finally, I would recommend against going to #9, which is Vogga the Hutt from the Docks area. Instead, work on the
Vogga's Hoard quest at #3 and you'll eventually be taken to him through the Cantina in the Entertainment Promenade.
1) EXIT:
to Refugee Landing Pad (#11). Shortly after walking onto the Docks your first time from here, you'll see a cut scene
a) Fassa's Freighters:
Ask Fassa how business is going, and then about the pylons to receive this quest. You are to assign priority to three
incoming freighters that are awaiting their orders. Each freighter has a specific id code, and Fassa gives you
instructions on how to order them. Now, you could go to all three Pylons after toggling power to each using the
nearby console, and then figure out which frieghter goes first, but for simplicity's sake, I'm going to forego that
explanation and give you the quick instructions and solution. First, use the nearby console and toggle the power to
Pylon 2. Continue straight down the middle dock into pylon 2 and use the console there. Assign the priorities as
follows: Silver Zephyr, Alakandor, Toorna's Profits. After this, your journal will update and you can return to Fassa
for a reward and what passes for his thanks.
Keep in mind that if you do this for him, you can talk to him about any of the other quests and he will gladly help
you out.
b) Lassavou's Debt:
If you've agreed to help Lassavou at #4 here and have completed Fassa's first quest above, Fassa will gladly let
Lassavou off the hook for his debt and you'll get another required piece to the Airspeeder in the Refugee Quad.
c) Kahranna's Transport:
If you've agreed to help Kahranna from the Refugee Docks, who's seeking passage off Nar Shaddaa, you can speak
with Fassa after having been to Goto's Yacht and he will accept her on one of his freighters. Any time before Goto's
Yacht and Fassa will complain that the situation with Goto needs to be resolved.
regenerative ability to enter Jekk Jekk Tarr... or best, as Mira when the story takes you there, find the captain and
persuade him to return to his men to complete the quest. You won't be able to talk to the captain as your main
character, however, so it's best to act with Mira, or before if you feel up to it.
Alternatively, for (LS Points), if you've talked with Odis at the Refugee Quad (#8), you can tell the crewmen about
his looking for work and you'll be rewarded.
5) Bith Scientist:
Inquire about this Bith's business and he'll ask you to do a favor: meet a contact at Pylon 3, give him the 500 credits
the Bith gives you, and return with the goods. Head over to #8 and check the twi'lek corpse just inside the door to the
left. As soon as you read the datapad, the door will close and the "cleaning droid" inside will attack. Defeat the droid
and return to find the Bith is no longer here; only a datapad remains. You've still got his 500 credits, your reward
other than the xp.
6) Lassavou in Debt:
As a Dark Sider, you'll have the option to pretend you're here to collect on his debth, in which case you get 200
credits and no Cryogenic Power Cell, one of three pieces required for the Airspeeder in the Refugee Quad. Better
would be to tell him who you are and agree to help him with his debt by talking with Fassa. Go to Fassa now at #2,
complete his first quest if you haven't yet, and then ask him to release Lassavou of the debt. Return to Lassavou and
ask for your reward, which is the Cryogenic Power Cell.
7) Lootra, Aaida's Husband:
Stuck here at the Docks, Lootra is looking for his wife Aaida, who happens to be in the Refugee Quad (#4). You can
kill Lootra as a Dark Side act, or proceed to the Refugee Quad (#2), kill the two Exchange Thugs there to clear the
way for Aaida, and then tell her that she is free to go see her husband, for xp and (LS Points). Return to Lootra &
Aaida here for another reward. I received a Short Lightsaber.
8) Container & Twi'lek Corpse:
Search the container here for the Maneuvering Flaps, the final piece required to fix the Airspeeder in the Refugee
Quad. If you've taken on the Bith Scientist's quest at #5, you'll find a twi'lek corpse here. Search it and the cleaning
droid will attack. Defeat it and return to the scientist.
9) Vogga the Hutt:
The recommended way to first approach Vogga is by dancing for him, initiated at Entertainment Promenade (#11)
after you've already overheard the thugs at #3. Vogga will fall asleep. When you regain control of your characters,
fill the Watering Urn nearby with juma juice (if you took on the Hoard quest), and the Kath Hounds will fall asleep.
Open the locked door to the north of Vogga and raid his Hoard for a chance at some high quality items including a
lightsaber.
Afterward, talk to Vogga again to learn of his troubles with Goto. Furthermore, you can negotiate a supply of fuel to
Telos if you help him solve his problem with Goto.
She will take you to her private room at #11 and slip you a mickey. At this point, the game will shift to Atton in the
cantina at Entertainment Promenade (#12).
a) Zez-Kai Ell:
Both Light and Dark Siders will have the chance to ask him questions. Both Light and Dark characters will also
learn a technique, whether during battle or conversation. If you are the Light Side, he'll promise to meet at the Jedi
Enclave at the conclusion of your conversation.
Dark Siders will do battle with him. In these confined quarters, it is a little more difficult to maneuver and likely
you'll end up crossing lightsabers quickly. To prepare, use every type of stimulant you have from your inventory
screen, activate one of your strongest energy shields, and cast any buffing spells like Master Speed or Battle
Meditation. Watch your vitality, using medpacs if necessary. When the battle is over, you'll have learned a new
technique.
When you reboard the Ebon Hawk, you'll find both G0-T0 and either Mira or Hanharr, depending on your alignment.
Congratulations on finishing Nar Shaddaa! Be sure to mop up any remaining quests before you leave, and come back
to Geeda on the Landing Pad after you've finished all the planets if you decided to help her.
12) Mira Interrupts:
If you're a Dark Side character and met with Hanharr (see #10) on your way to Jekk Jekk Tarr, this is where Mira
will intercept you, tranquilize you and go in herself.
13) EXIT:
to Jekk Jekk Tarr (#1). Though you can enter wearing a breath mask or with a high regen, you'll be required to come
here eventually anyway as both Mira and your main character. As your main character, only venture in here once
you've been invited to Jekk Jekk Tarr by Visquis and after awakening from Mira's deception.
14) B-5D8 & T3-M4:
After your confrontation with Goto in Jekk Jekk Tarr Tunnels, T3-M4 is sold by the "Champ" to B-5D8, and you'll
take control of the expert droid. Your goal will be to get to #16 and receive a blank transponder card. Begin by
entering the door to the west and on your way to #15, search every container. Also equip the best armor and items
you have for T3-M4, including the renewable shield you may have been rewarded by TT-32 back at the Landing Pad.
As for a weapon, his best in this scenario is still the Shock Arm that he came with at the beginning of the game.
15) C7-E3 & HK-50's:
When you first get here, talk to C7-E3 who's at the console, then backtrack just around the corner to chat with C6E3. You'll conspire to disable C7-E3 so that you can proceed through the now-locked door just past C7. Head back
to C7 and through droid conversation, you attack. Defeat him with your Shock Arm and you'll gain access to the
western part of the maze. On your way back, expect a little HK resistance at this point.
a) HK-50's Intercept:
After you've received the transponder card from #16, you'll encounter three HK-50 droids, actively pursuing your
demise. Activate your best shield and aggressively use your Shock Arm on one HK at a time, whittling them down to
scrap. Search their remains for the HK Chassis, one of four parts that can be used to restore HK-47 back at the Ebon
Hawk. After collecting the items, return to B-5D8 and exit out the door onto the docks.
After Tienn Tubb helps you with the transponder codes automatically, you will be aboard the Ebon Hawk on your
way to Goto's Yacht. Select two party members and pickup at Goto's Yacht (#1).
16) Door Puzzle & B-4R5 Droid:
Use the door controls to the right side of the door for an interesting puzzle. The answers are as follows, in this order:
1. Rotate the center block counter-clockwise
2. Rotate the rightmost block clockwise
3. Rotate the leftmost block counter-clockwise
And the door will open. Speak with B-4R5 inside to receive your blank transponder code card, precisely the item
Tienn Tubb needs back at the Landing Pad to allow you to be caught by Goto's Yacht - which, by the way, happens
automatically after you leave. As you make your way back to the docks, you'll encounter three HK-50's waiting for
you at #15a. See above for details.
Entertainment Promenade
The Entertainment Promenade is an optional area except when it comes to Atton's battle at #12. However, it is highly
recommended you deal with Kallah-Nah at #2 and pay her the 2k credits to be recognized by the Exhange, as well as
doing a little dancing for Vogga the Hutt at #11. Before you come here, I'll recommend you head to the Docks to pick
up Vogga's Hoard quest if you haven't already done so.
1) EXIT:
to Refugee Landing Pad (#15).
2) Kallah-Nah:
Talking to Kallah-Nah has three benefits. One is that you can gain the password to the Pazaak Den after you've been to
the #4 Door Guard to find out there indeed is a password. Two is that you can find out your current standing with the
Exchange. Since your ultimate goal is to gain notoriety with them, this can be valuable information. Third, talk to her
about your standing and offer to pay her 2000 credits to increase it significantly (either for or against them, it makes no
difference). This will reduce the amount of quests or events you'll need to participate in before the Red Eclipse takes
over your ship and Nar Shaddaa's ending is put into motion.
3) Twik'gar the Hoodlum:
He'll ask you to tell Geredi in the Pazaak Den at #5 that his friends are outside waiting for him. While you can be mean
to Twik'gar, you cannot provoke a fight as a Dark Sider. Telling Geredi about these "friends" results in (DS Points) but
is a good way for a Dark Sider to get rid of Geredi, one of the three people you'll need to beat in Pazaak to play the
Champ.
4) Door Guard:
He won't let you into the Pazaak Den unless you know the password. Afterward, talk to Kallah-Nah at #2, ask her about
the area, and then the password to learn it.
5) Geredi:
There are three Pazaak players preventing you from bringing the "Champ" out of retirement with your amazing play,
and winning her ultimate Pazaak card. One of them is Geredi. You can either beat him three times legitimately or tell
him about his friends at #3. Either way, he will be out of the picture, leaving only two others you'll need to take care of.
6) Dahnis:
If Atton is in your party, he will play a game of Pazaak vs. Dahnis and by virtue of his charm, she will lose to him in
order to flirt. If you choose to play her in Pazaak, you will need to win a few games before she concedes you are the
better and gives up. Two down, one to go, at #7.
7) S4-C8:
Using a party member with the Computer skill, you can convince the droid to let you have a look, then alter its
programming so that it is no longer addicted to the game. It will then decide it's time to quit, and if you've already
defeated or taken out the two other competitors, the Champ will come out of retirement at #8 to challenge you.
Otherwise, you'll have to beat S4-C8 traditionally.
8) The Champ:
The Champ will meet you here only if you've taken out the three contenders here at #5, 6 and 7. The Champ, if defeated
or otherwise convinced to lose, has the best Pazaak card in the game, the "Tiebreaker" +/- 1. You can either beat the
Champ three times legitimately (which is incredibly difficult) or persuade the Champ that winning everytime must be
boring. She will counter that it is not, but you'll have to respond with "Really?" a few times. She will eventually admit
that it is less fun and will agree to lose, handing her Tiebreaker card over to you as well. Beating the Champ gains you
significant notoriety with the Exchange.
In fact, it is possible to gain enough notice to begin the Red Eclipse attack without ever setting foot in the Refugee
Quad, if you pay Kallah-Nah her 2k as well and explore elsewhere as much as you can.
9) Vogga Thugs:
If you use Stealth and walk up to these characters, you'll overhear them talking about Goto, which will update your
journal that mentioning Goto to Vogga is a good way to get his attention. As it happens, Vogga mentions Goto
automatically, and it is therefore not needed to do this.
10) Bartender:
He will sell you the juma juice you need for the Vogga's Hoard quest, provided you picked it up (recommended) at the
Docks. You can persuade him to give it to you for free.
11) Domo, Dancer Trainer:
Before you approach him, it's recommended you have already been to the Docks (#3) to pick up Vogga's Hoard quest,
as once you dance for Vogga, that opportunity will pass. As you approach him, you'll hear him complaining of his
dancers and that he needs a replacement. If you are playing a female character, or if the Handmaiden is in your party
(Visas will not oblidge), you can offer your services and find yourself in Vogga the Hutt's room at Docks (#9).
12) Atton vs. Twin Suns:
After receiving the invitation from Visquis to come to Jekk Jekk Tarr, and being made temporarily unconscious by
Mira, the scene will shift here, to Atton about to relax at the cantina. Unfortunately, his plans are cut short when the
Twin Suns' Twi'lek's appear and attack.
This battle is perhaps the most difficult in the game if you play it straight and don't run away. However, Atton's
specialty is with ranged weapons, and so make sure to have your best equipped at the beginning of the battle. Also
equip and activate a melee shield and all three types of stimulants. The easiest place to hide is behind the table in the
corner in the southernmost part of the room. If you press yourself all the way back, the Twin Suns will not attempt to
get at you and will instead stand on the opposite side, watching you as you shoot them until they finally fall.
If you're doing this the straight way, run from one end to the other in the cantina, tossing an adhesive grenade if able,
and waiting until they both draw their own ranged weapons and fire on you. At least now, you're on better than even
ground; you likely didn't stand a chance toe to toe. Activate an energy shield and go to town on them with your superior
ranged capabilities.
After the battle is over, you won't have the chance to loot their bodies, and will take control of Mira at Jekk Jekk Tarr
(#1).
Refugee Quad
Your main goal here is essentially to gain notoriety with the Exchange if you need it, and gain some experience with
the various quests. No part of the Refugee Quad has anything to do with the main quest, however as mentioned before,
many of these can help you gain notice, especially taking out or helping out Saquesh at #11.
There are two rival groups here. The Sorrocos on the east side, and the Exchange on the west side. If you break into
any container while in eyesight of Exchange Thugs or Serroco's gang, they will attack. In the case of the Exchange,
only the immediate witnesses will attack. In Serroco's case, the entire gang will be hostile toward you. In the middle of
the quad is the refugee camp where most of the quests are and where I recommend beginning.
1) EXIT:
9) Twi'lek Warning:
These two twi'leks will pull you aside to give you a warning about Atton, telling you he's not who he appears. Only if
you are able to delve real deep with Atton's troubled past (e.g. having lots of influence with him), will you be able to
find more out about this.
10) Adana:
This is where you can find Adana, daughter of Naddaa at #5. If you break in without first talking with Visquis, you
will have to fight the nearby Gamorreans. However, the rest of the Exchange will still be non hostile toward you.
When you speak with Adana, you can tell her that you are here to rescue her, and subsequently, that you will deal
with Visquis if you haven't yet. Tell her to return to her mother. When dealing with Visquis on her behalf at #11, you
can Force Persuade or Intimidate him for Adana's release, or kill him.
11) Visquis:
As the local Exchange boss in this sector, you'll have a few Light Side and Dark Side options with him.
4. Finally, you must unlock the Airspeeder controls. This requires the Security skill.
When all requirements are met, you will have your own Airspeeder to putt around in.
On your way to meet Visquis, you were intercepted by either Hanharr or Mira. Regardless of who, Mira is the one that
knocks you unconscious and intends to come here to meet with Visquis herself. Therefore, the first time you enter, you
should see Mira in a Space Suit at #1 unless you decided to take another character in with a breath mask or high
regenerate before.
Your first main goal, as Mira, is simply to make it to #5 where she meets with Visquis. Secondly, as your main
character, it will be the same goal, only Visquis will escape to the lower levels and you'll have no choice but to follow,
so you'll want to head to the exit at #6.
1) EXIT:
to Docks (#13). The first time you enter will be as Mira, and the next time, as your main character.
a) As Mira:
First, level her up. Concentrate on any ranged skills such as Master Two-Weapon Fighting, Master Rapid Shot,
Close Combat, etc. Give her Master Toughness as well if she has enough feats left over.
There will be only three possible things you can do before meeting with Visquis:
1. Head to every corner of every room and take the chemicals from the chemical dispensers, but I recommend doing
this with your main character as it will be faster. For some amusing responses, try talking to the patrons.
2. Speak with the Bartender at #2 who tells you a little about the place.
3. If you picked up the Lunar Shadow Crewman quest at Docks (#4), you'll find their captain at #3. This is the last
time you can finish the quest, so you'll want to head over there if it is still active.
After choosing which of these, simply proceed to #5 to meet with Visquis.
be able to complete the Lunar Shadow Crewman quest as your main character, but enter the room, clear it out and
move on until you reach #5. Mass-affecting force powers are best here, but if you're a melee-oriented character, I
found slicing and dicing to be just as effective, with Master Speed activated.
2) Bartender:
As Mira, speak with this Bartender to gain a little background information about the place.
3) Lunar Shadow Captain:
As Mira, you can talk to him to convince him to rejoin the Lunar Shadow Crewman at the Docks (#4), completing
the quest. It's not difficult as Mira doesn't actually have the Persuade skill. This is one of two ways to complete the
quest. The other is to recommend Odis from the Refugee Docks.
4) Visquis & Hanharr Descend:
As your main character, when you reach this point, Visquis and Hanharr retreat to the Jekk Jekk Tarr Tunnels.
5) Visquis & Twi'lek Attendents:
As Mira, when you reach this point, you'll take off your Space Suit and see a cut scene where things don't end well
for her. Next, your main character awakens in her private room at Docks (#4). At this point, take your main character
and bring him/her back up to Jekk Jekk Tarr. See #1b above.
As your main character, your main goal will first be to get to #2 through the darkened maze (your map fails to work for
this part). It's very simple if you know where you're going. Hang the first left, then proceed straight all the way to the
end, avoiding, disabling or recovering the mines on your path, open the door to your right, and keep to the left until
you find the last door. At this point, you will take control of either Hanharr or Mira in a battle against the other, at #3.
After the battle, your goal will be to open the door for your main character, which can be done at #6 after first finding
the key at #4. Once that's done, use your main character to walk down to #3 and that will be the end. Be very cautious
of the Ubese Bounty Hunters, especially as Mira, as they can be very tough to defeat. Hanharr or your main character
Goto's Yacht
This yacht can at first appear very confusing. I'll make it simple, however. Each security function of the ship (turrets,
containment cells, power distribution, etc.) is controlled by normal looking "command consoles" located in various
places throughout the ship. Each one of these security functions is at first "restricted" and the only way to gain control
of them is to gain its corresponding access code. Why would you want to gain control of them? How does overloading
the turret system at #5 so that a difficult battle is made much easier sound? How about shutting down the deadly mine
fields at #13?
There's only one other thing you need to know. In order to perform any "actions" on these security functions of the
ship, you need the proper program, such as the "shut down" program, "overload" program and a "reset" program.
How do you get the access codes and programs? By defeating various enemies and downloading them from various
terminals. Then you simply find a command console (not a security terminal), upload the programs you've found,
unlock the restricted security function (using its access code), and then Run the program of your choice.
Your main objective here is to first find your main character at #6, acquire the "power distribution" access code, along
with the "shut down" program, and head to #15 where you can "shut down" the power distribution, and escape the
ship. Simple right? It actually is.
1) EXIT:
to The Ebon Hawk (#1). You won't be able to reboard the 'Hawk until after you shut down Goto's power distribution
system.
2) Console & Utility Droid:
Using a character with the computer skill, slice into the console and download the "overload" program. If you fail to do
this, in order to get the optional "overload" program, you will need to defeat Goto Guard Droids, witness their final
transmission binary code, which has three bits labeled something like: ZERO ONE ONE (which is 3). You must then
keep a current count, meaning the total of the final transmissions you've seen, and enter it into this console in order to
get the "overload" program. If you ask me, it's too much trouble and you are better off simply fighting your way past the
turrets at #5, which is one of two places you'd want to use the program. Here is a list of binary numbers, in case you
need to do it the hard way:
zero zero zero = 0
also enter Stealth mode and disable or recover them too. Just past the mines are a few droids you'll have to fight
including the Goto Central Commander. Search its remains for the Minefield access code, which can come in handy
just ahead at #12.
12) Command Console:
Use this command console once you acquired the Minefield access codes at #11. Unlock the restricted system:
Minefield, and then under system control for Minefield, run either the overload or shut down program. The overload
keeps the mines active but will destroy most of the droids who rush at you at #13... very handy. The shut down program
will deactivate all the deadly mines at #13 plus more at the entrance to the bridge. You'll still have to battle the multiple
droids at #13 however.
13) Deadly Mines & Droids:
Just past the rows of deadly mines are the droids, waiting to get at you. In Stealth mode you can disable or recover them
before having at the droids, or use the console at #12 to take down the mines, or shoot the droids from afar using one of
your characters in Solo mode. The possibilities are many. When the area is clear, head to the right, pass up the mines
and open the door to the bridge area.
14) Container:
Suprisingly, you'll find among some other good items the Droid Controller access code, not that it will do any good
now.
15) Primary Command Console:
Use this central command console to run the shut down program on the power distribution system. Remember, the
access code for the system was at #6.
After this is accomplished, you will meet heavy resistance on your way back to #1 and the Ebon Hawk including Duros
Bounty Hunters and the Twin Suns at #10. Continue fighting your way to #1 and the next time you regain control over
your character, you will be face to face with Zez-Kai Ell at Docks (#11a).
Dantooine
Khoonda Plains
Your main goal on Dantooine is of course to find the Jedi Master Vrook, his name given to you by T3-M4. To do that,
you'll need to first get permission from Administrator Adare inside Khoonda (the old Matale Estate from the first
game) to venture into the Enclave Sublevel as a salvager and see what you can find. While there, you'll meet the
Disciple who will give you details about Master Vrook and when you finally find him, learn of the immenent mercenary
attack on Khoonda. You can then help the mercs (Dark Side) or defend Khoonda (Light Side) as the last thing you do
on Dantooine.
1) EXIT:
to The Ebon Hawk (#1). As soon as you step off from the Ebon Hawk, Dillan gives you a heads up on the happenings
of the area, if you inquire. After your conversation, she leaves the landing pad area and you can then find her near the
exit/entrance to Khoonda at #4.
2) Pato Ado, Pazaak Shark & Merchant:
You can buy cards from him or play a game of high stakes Pazaak for 250+ credtis a game. Win enough games from
him, and he'll offer you a random rare armor upgrade on subsequent wins.
3) Akkere, Droid Merchant:
Apart from being a droid merchant, he also sells the HK Control Cluster, useful to restore HK-47 if you did not already
pick it up on Telos. Later, when preparing for an attack on Khoonda, if you search one of the defense droids in the droid
station at Khoonda (#10), you'll come across a hydrospanner belonging to him. Return it, confront him about stripping
the parts for resale, and you can ask him to join the militia as payment. You may also blackmail and/or turn him in.
Akkere also has Thorium Charges, useful for two spots in the game, one on Dxun and one on Korriban. After finding
his hydrospanner and confronting him, you can either kill him for them, or buy them when asking him to join the militia
(not worth it IMO).
4) EXIT:
to Khoonda (#1). Standing next to the door is Dillan, who you can recruit if you're trying to get others to join the local
militia later.
5) EXITS:
to Khoonda (#12) by using the north door, and to to Khoonda (#9) by using the eastern garage door... from the inside.
7) EXIT:
to Crystal Cave (#1). I'd recommend against coming here until you speak with Zherron inside Khoonda for a quest,
and Saedhe at #6.
8) EXIT:
to Jedi Courtyard (#1). If you've been roughly following the walkthrough's order, then after the Crystal Cave and
returning to Saedhe for a reward, you can take this exit to the Courtyard on your way to the Enclave.
9) EXIT:
Jedi Courtyard (#3).
10) Azkul, Mercenary Leader:
Azkul will only be here after you've been to the Jedi Enclave and subsequently, the Crystal Cave.
a) After Vrook:
As soon as you exit, Azkul will be waiting here with a group of mercenaries. For influence with Kreia and a good
option for both Dark & Light Side players, lie that you'll be back after helping him prepare for his attack. Beware if
this is your first planet. If you do not lie and go against Azkul, you'll face your toughest battle yet, that of six tough
mercenaries at once. If on the other hand this is not your first planet after Telos, you likely have nothing to worry
about from them, but be cautious.
If you bluntly say you aren't helping him, save your game the moment battle starts and then equip melee shields and
stimulants on all your party members. Toss a few grenades at the mercs and enter melee. Use every combat option
that will help in the battle, as you'll likely need it if fresh from Telos.
12) Mines:
These will only be here after you've met with Vrook. If you're Light Side and helping the militia against the mercs,
add a few mines to the others here when you are preparing Khoonda's defense. If you're Dark Side, disarm them for
the mercenaries.
Khoonda
Several events take place here in Khoonda. Your first main goal is to get permission from Adare at #4 to enter the
Enclave Sublevel. Then you should speak with Zherron at #7 for a Crystal Cave quest. Also speak with Suulru at #2 for
a side quest. When you're busy defending or sabotaging Khoonda from/for the invaders, Adare gives you a passkey that
lets you into the locked rooms for additional events and quests. Khoonda is also the place you'll have the final
confrontation, either at #14 or #15 depending on your choices.
1) EXIT:
to Khoonda Plains (#4).
2) Suulru, Disgruntled Farmer:
Have a chat with him to learn of his stolen moisture vaporators. Jorran is the man responsible, and he's currently doing
some salvaging at the Enclave Sublevel (#3). Once found, Jorran will return to the Jedi Courtyart (#4), where you can
confront him on the matter. When you have them, take them back here to Suulru and he'll give you a reward, along with
xp.
Once you solve his quest, Suulru can also be recruited into the local militia for Zherron later.
3) Gerevick the Mighty:
This man is too important to talk to you. You'll see him again in the Enclave Sublevel and I doubt he'll like the
outcome.
4) Administrator Terena Adare & Zherron (after finding Vrook):
Speak with her for some news about the area, and to get permission to enter the Enclave Sublevel to find a connection
with Master Vrook, whom she knows.
a) After finding the atmospheric sensors for Saedhe in the Crystal Cave:
If you've spoken with Berun Modrul at #5, who believes Zherron is up to no good, you can show the sensors to
Adare and have Zherron temporarily demoted from his position. Later, Zherron's motives were found to be just, and
he is reinstated. My recommendation therefore, is to sell the sensors to Saedhe for a nice profit.
You can refuse Adare's 4,000 credit reward for more (LS Points).
5) Berun Modrul, Assistant:
As Zherron's assistant, he believes his superior is up to no good, and is fairly convincing as well with his innocent
earnestness. You can help him by finding the atmospheric sensors at Crystal Cave (#2), finding out that they are
outfitted by Zherron for surveillance, and delivering them to Adare at #4. However, you can sell these same sensors
to Saedhe outside on the Khoonda Plains for 3 or 4k, and in the end it turns out his suspicions against Zherron are
unjustified, so I'd recommend earning a little money.
You can also persuade him to tell others that Jedi aren't as bad as they seem, since currently on Dantooine Jedi have
a notorious reputation.
6) Adum Larp, Merchant:
You may recognize this Rodian from the first game. He's back, and you'll again be able to access his fine wares for
sale.
7) Zherron:
Before meeting with Vrook, Zherron is here. Talk to him for a quest to clear out the Crystal Cave of the Kinrath
problem. It requires that you defeat the Matriarch at Crystal Cave (#4). When accomplished, return for a 2,000 credit
reward. After Vrook, Zherron will be at #4 next to Adare.
For Light Side players who fight the final battle against Azkul:
It can be a fairly difficult fight if you didn't prepare Khoonda. However, allow yourself to slip into the western
hallway if it gets too rough. Sooner or later Master Vrook will help you against Azkul - making it much easier - and
shortly after he falls the battle will end. Afterward, you'll find yourself at #15 with Jedi Master Vrook, who tells you
some things cannot be avoided. He'll allow you to ask questions, then teach you the technique Force Affinity and if
you have yet to assemble your lightsaber, give you a Lightsaber Focusing Lens Fixture, the final piece you need to
assemble your lightsaber. Head back to Administrator Adare for your thanks or 4,000 credit reward if you ask or
5,000 if you complain. Congratulations on beating Dantooine!
15) Jedi Master Vrook:
You'll only fight Vrook if you told Azkul to begin the invasion or if you first fought him in the cave. If you told
Zherron, you appear instead at #14 regardless of your alliance with Azkul. If you've already fought or won at #14
(for Azkul or Adare), Vrook will answer your questions, give you a Lightsaber Focusing Lens Fixture and teach you
the technique Force Affinity.
Crystal Cave
Your main goal is twofold. First, once you have the cave quest from Zherron in Khoonda, head to #4 and defeat the
Matriarch. Search the remains and all crystal formations for your named crystal, the most powerful crystal in the
game. Next, after having been to the Enclave Sublevel, head to #5 where you'll deal with the several mercenaries
holding Vrook prisoner. Afterwards, it's a matter of siding with Khoonda or the mercenaries.
1) EXIT:
to Khoonda Plains (#7).
you'll end up fighting him later regardless of your choices from here on. Side with Azkul and the mercs or Zherron, it
makes no difference.
If you're light side, simply defeat the mercs here, and Vrook surprisingly admonishes you for your stupidity. He'll
leave and you'll have no choice but to head to the exit and follow him. Make sure you take the items off the remains
and in the containers here after the battle.
Before you use the exit at #1, save your game, as Azkul will be on the other side waiting.
Jedi Courtyard
An area formerly inhabited by Kath Hounds in the first game, you'll find Kinraths here now. Your main goal is to
optionally deal with the several salvagers at #4 on their side quests, and then enter the Enclave Sublevel at #7. There's
also a mercenary camp at #2, who's leader can tell you all about Azkul and eventually, the impending attack on
Khoonda.
If you're coming here after having found all the Jedi Masters on all the planets, your goal is to enter the rebuilt Jedi
Enclave at #8. Until then, the exit is sealed.
1) EXIT:
to Khoonda Plains (#8).
2) Mercenary Camp:
If Mandalore happens to be in your party - not likely if you're following this walkthrough - he'll receive a challenge
from Esok for his helm.
Speak with Dopak, the leader of this small band, and he'll fill you in on the mercenary agenda. Nallek will attempt to
goad you into a fight. You can either persuade him to calm down or fight him for no penalty.
3) EXIT:
to Khoonda Plains (#9).
4) Salvager Camp:
This camp has several people you'll want to talk with for side quests and gear.
4)
a) Davaala, Merchant:
Your first time here, speak with her on the right side of the camp. She's a merchant with several nice Jedi related
items and also tells you about two dead bodies and their gear in the Sublevel. You can find the bodies at Enclave
Sublevel (#4 & #9), and when you find the second, it will be accompanied with a will. At that point, you can attempt
to tamper with the will by forging it in your own name and return to Zherron in Khoonda for (DS Points) but yet
keep their belongings. Or you can return the gear to Davaala, complete the quest and let her claim the items.
Probably best to return them to Zherron yourself for either LS or DS points.
Enclave Sublevel
Your main goal here is to find out what happened to Vrook at #7. There you'll meet the disciple and find some evidence
of Vrook's whereabouts from a datapad in the statue there. At #3 you can rescue Jorran for Suulru's quest in Khoonda,
and also if you have yet to find all the pieces for your lightsaber, to eventually buy the needed Lightsaber Emitter
Fixture. After release, he appears back at the salvage camp before you can question him. Other notables include the
dead salvagers at #4 and #9, and a storage area at #8.
Beware of Laigreks all throughout the sublevel. The deadly variety hit hard, but even if this is your first planet, none
will prove too much for you to handle.
1) EXIT:
to Jedi Courtyard (#7).
2) Mines & Not Much Else:
Explore this area if you wish, but you won't find much of note other than a couple containers.
3) Jorran, Trapped Salvager:
Afraid of the laigreks, Jorran has locked himself in this room. Tell him the coast is clear and he'll head on off to the
salvager camp at Jedi Courtyard (#4c), where you can talk to him about Suulru's quest and buy a few items from him.
Best to do that after you're finished here, however, to avoid backtracking.
4) Dead Salvager:
Guarded by deadly laigrek, the fiercest kind, you'll find the body of this dead salvager. Search the remains and you'll
only have one left, at #9. When you have both, either tamper with the will to forge your own name and return to
Zherron for (DS Points), or simply return to Zherron for a reward and (LS Points). You can also bring their contents
back to Davaala back at the salvager camp in the Jedi Courtyard to end the quest but the recommended course is to go
back to Zherron.
5) Droid Bay & Workbench:
Activate the several droids in this room, and send them in patrol mode to help with the laigrek problem, and use the
workbench here to upgrade or create items.
6) Many Deadly Laigreks:
This area is particularly challenging because of the several deadly laigreks you encounter. Nothing you're not capable of
handling however, even if this is your first planet.
7) Disciple & Statue:
Open the doors and talk to Disciple to find out much about the lost Jedi, Vrook and galactic history. If you're female, he
will join the party. If you are male, he won't join but will return to Khoonda where you can talk to him there if you
wish. After the conversation, visit the statue in the room and read the datapad, which tells you exactly where Vrook is
likely to be held captive by Azkul's mercenaries: the Crystal Cave (#5). After exiting the Enclave, head there and you'll
find him.
8) Storage Bay Console:
In the preceeding room, you'll find a datapad which lets you know about the storage room within the door to the west.
Use the console here, overload the terminal, give yourself about 10 seconds and retreat to the southern room to watch
the explosion. The storage door will now be blasted open and you can pick up quite a few items there. I found a couple
crystals as well.
9) Dead Salvager:
Here you'll find the body of a dead salvager. Search the remains and if this is your second, either tamper with the will to
forge your own name and return to Zherron for (DS Points), or simply return to Zherron for a reward and (LS Points).
You can also bring their contents back to Davaala back at the salvager camp in the Jedi Courtyard to end the quest but
the recommended course is to go back to Zherron.
10) Gerevick, Pompous Fool:
Well, well, well, Hans. He returns here with many thugs to show you he's the salvage king. Regardless of your
response, you'll need to fight this battle. When they're dead, search the remains and head out, then to the Crystal Cave
(#5) to find Vrook, assuming you've already been to #7 here.
Korriban
Valley of Dark Lords
Unlike the Korriban of the first game, this trip on the planet is quite short. Your main goal of course is to find Master
Vash, and you'll have to do it without Kreia's help. You'll find Vash within the Sith Academy, at exit #3. After (or before
- your choice though I recommend after) you're finished with the academy, you can optionally enter the Shyrack Cave
at #4, then the Secret Tomb to do battle with past events.
1) EXIT:
to The Ebon Hawk (#1).
Before searching any of the skeletal corpses laying all around the area, see #2.
2) Skeletal Corpses:
Laying all around the area are corpses, which if disturbed, bring about two cloaked Hssiss beasts to attack. They hit
fairly hard but are not highly resistant to force powers. It's actually a very good opportunity for experience so I do
recommend finding and rummaging through every one. When through, I recommend heading into the Sith Academy at
#3, then taking on the Shyrack Cave at #4 when you return.
3) EXIT:
to Sith Academy (#1).
4) EXIT:
to Shyrack Cave (#1). Two shyracks coax you to do battle as you approach.
Sith Academy
Shortly after entering, Darth Sion will greet you and then send his cloaked Sith Assassin squads after your party. You'll
do battle with small groups of them in several places, just as you did back on the space ship Harbinger at Peragus. You
will also fight several Tuk'ata, more four legged beasts. Your main goal is to find Master Lonna Vash, at #7, but to get
there you'll need to pass a few tests, administered at the computer at #3. With preparation for your tests at the library
at #4, however, and with this walkthrough, you'll do just fine. Before you leave, you will encounter Darth Sion again,
this time in a battle.
I'd also advise exploring every area not numbered for containers, items and skirmishes with Sith Assassins before
taking on the quests.
1) EXIT:
to Valley of Dark Lords (#3). The exit will be sealed shut as soon as you enter, and you'll do battle with three Tuk'ata in
the room.
2) Footlocker:
Check this footlocker for a datapad with instructions on how to use the training computer at #3, then go and use it.
3) Training Console:
Once you've found the datapad at #2, use this computer to create an ID, then for training library access, enter your ID:
3401726-B853S5O0X001. This will open the locked library door at #4. Proceed to the library at #4, explore the area
there and use the console to "study" for your test. When you get back, use this console again to take the Level One Test.
Skip #3a below if you want to figure them out for yourself.
Shyrack Cave
If you're not yet strongly aligned with the light or dark side, you still may wish to clear out the cave and leave
Korriban, even though you won't be admitted to the optional Secret Tomb at #5. You can expect to find many groups of
shyracks, shyrack wyrms and deadly tuk'ata here in the caves, especially at #3. Explore the area, gain experience from
the creatures and collect the few items off corpses and in containers on your way to the Secret Tomb.
1) EXIT:
to Valley of Dark Lords (#4).
2) Ceramic Jar:
Search the jar in this area for a potentially nice lightsaber upgrade, or not since the items in the game are random.
3) Many Shyrack Wyrms & Deadly Tuk'ata:
All along this vertical area you'll find the beasts. Be careful but have fun as the intensity rises.
4) Bridge, Sith Assassins:
When you reach #4, you'll be ambushed by several cloaked Sith Assassins.
5) EXIT:
to Secret Tomb (#1). Once again, you can only enter the tomb if you've established a clear dominance on either the light
or dark side of the force, and when you do, you leave your companions here at the entrance. If you're unable, simply
come back at a later time when you are.
Secret Tomb
Unless you are heavily Light or Dark Side aligned, you won't be able to access this optional tomb. Conserve your force
energy while here if you're playing a Light Side character, as it will not recharge. Your main goal is to make it to #7
and see what awaits you. On the way, you'll encounter three sets of past events that test you in some way. During these
tests, you cannot actually die even if they slay you, however your alignment will lower if that happens. However, if you
die while fighting the shyrack broods & wyrms, such as at #3, you'll need to reload. In all, it is a short trip through
memory lane, and the only drawback is the potential alignment shift. Fortunately, if you have been following the
walkthrough, you'll have plenty of time to fix any possible alignment change.
1) EXIT:
to Shyrack Cave (#5). After making past #7, you'll take a shortcut to find yourself at the tomb's entrance back in the
Shyrack Cave.
2) Darth Malak:
After an interactive conversation with the dark lord, you battle him along with his other companions, some of which
you may remember. Focus only on Malak, since as soon as he's vanquished, the others will disappear as well. Continue
on to #3.
3) Shyrack Broods & Wyrms:
Be careful to conserve your force energy here if you're a Light Side player, and only take on a couple at a time, as there
are swarms of them here. If you find yourself overmatched, backtrack into the hall and fight off one or two at a time.
4) Mandalorian War:
Here you relive a decision that you made during the Mandalorian Wars a long time ago. Do you disarm (or run through)
the mines before the troops for the Light Side response, or do you send them over the bridge before you, for the Dark
Side response? If this is your second planet, you may find this an especially tough encounter, especially if you have a
low or no demolitions skill. When you cross the bridge, defeat the Mandalorians and it will be over. Continue to #5.
5) Fallen Jedi:
As with the corpses in the Valley of Dark Lords, if you disturb this Jedi's remains, you'll spawn the Hssiss.
6) Kreia:
Talk with Kreia and your party members. In your conversation, attempt to get them to work together for (LS Points),
and if you brush them off, you'll get (DS Points). Whichever choices you make, you'll then battle the group of them, and
Kreia all at once. I found them to be easy, even as my second planet. However, focus on Kreia as it is only her that
matters. When she's gone, this event comes to a conclusion.
7) Darth Revan:
After much talk about Revan, now you get to do battle. It's really a fairly easy battle, but remain alert. When Revan
dies, search the remains and then the mummified Ludo Kresh for his armband and warsword. Take the eastern door for
a shortcut back to Shyrack Cave (#5) and your party members.
If you've been to the Sith Academy, congratulations on beating Korriban! Now head back to the Ebon Hawk.
Loose Ends
Ruined Merchant Quarter
Back at the Mandalorian Ruins, you'll now need to select one more party member to join both yourself and Kreia to
head to Onderon and settle the Vaklu vs. Talia struggle once and for all. Which party member you select doesn't matter
as much, as there are really no opportunities to use your skills here and the battles that your party members are
involved in are not nearly as tough as those you've just faced.
After you decide, you'll take the Basilisk War Droid from the Ruins to this Ruined Merchant Quarter. As soon as you
land, you'll battle either Vaklu's Troops as a Light Side character, or Royalist Soldiers as a Dark Side character. Your
main goal is to head up through the exit at #3, then follow the Sky Ramp, defeating its many enemies to the Royal
Palace, where you will ultimately face either General Vaklu (Light Side) or Master Kavar and optionally Queen Talia
as Dark Side.
1) You Begin Here:
After stepping off your Basilisk War Droid, prepare for battle.
2) Vaklu's or Talia's troops:
As a Light Side character, face off against the numerous troops in support of Vaklu on your way to the exit at #3. Dark
Siders will fight the Royalists.
3) EXIT:
to Sky Ramp (#1).
Jungle Tomb
The requirement for beginning these non-optional "Loose End" areas is simply beating one more planet after finishing
Onderon. In the walkthrough, that planet would be Nar Shaddaa. After this requirement is fulfilled, you will receive an
urgent message back at the Ebon Hawk from Kelborn on Dxun asking you to meet with him as soon as possible.
Take the Ebon Hawk to Dxun, and then the Mandalorian Guide at Jungle Landing (#2) back to the Mandalorian Ruins
to speak with Kelborn. You will automatically begin conversation and subsequently have to break your party up into
two teams, each taking on a different objective.
The first objective is the Jungle Tomb and Sith Tomb on Dxun. You'll get to pick one "leader" and I recommend Visas
for the role, and an additional two party members. Other than Visas, I'd recommend picking your two strongest
characters of the ones you are allowed. If you are a Dark Side character, I strongly recommend Hanharr, as he's easily
the toughest party member you have and the upcoming battle is the most challenging (and fun) multi-opponent battle of
the game. Mandalore is also a great choice. Your character and Kreia are saved for the next part, which will be
explained after the Sith Tomb.
Your main goal is simple yet challenging to complete: enter the Sith Tomb at #9. There are three possible ways you can
make the huge battle at #7 and beyond easier. One is to rewire (using Repair) the Turret Power Generator at #4 to
explode. The big one is to activate the "foothold" scenario at the console at #5, which turns the six turrets at #7 onto
the Sith, provided you have enough computer spikes. You can do one or the other, but not both. Finally, preferably
while in Stealth, rewire the Droid Power Generator at #6 to explode. This will disable the droids at the top of the ramp
past #7. If any of these three are done, you should have an easier time. If not (like in my first game), you may start
getting flashbacks to the Star Forge in the first game, as it will be be pretty intense but also very fun and challenging.
1) You Begin Here:
Ahead, expect some Boma.
2) Three Boma Beasts:
This should be a fairly short battle.
3) Mines & Perimeter Sensor:
Here you can set someone (other than Bao Dur due to his remote droid) in Solo and Stealth mode to make it past the
mines (disarming or disabling on the way if you have Demolitions), and then use Repair (or enter the codes Bao Dur
gives you on) the perimeter sensor to disable it, thus preventing more Sith from seeing you at #4. Don't worry if you
want to simply charge ahead, as after the first battle at #4, you will be able to rest to recovery.
4) Turret Power Generator & Sith Troops:
If you set of the mines or the Perimeter Sensor, there will be a few Sith Elite Troops here for you to deal with first.
Afterward, you can pick a party member with the Repair skill and rewire the Turret Power Generator to explode, thus
preventing any turrets at #7 and beyond from joining the battle against your party. Optionally, if you have many
programming spikes, you can access the console at #5 and use the turrets at #7 to attack the Sith instead... which will
make the battle much easier.
5) Sith Camp:
Fight off the Sith, loot the containers and check the console here. Provided you have enough programming spikes, you
can activate the "foothold" scenario, which turns the turrets (if not already offline at #4) on to the Sith instead. This is
the best option for making the battle easier, if that is what you want. You may simply want to charge in for a good
challenge, however, as these types of battles are few in the game.
Before heading to #7, optionally put a character in Stealth mode and sneak past #7 to the #6 Droid Power Generator.
6) Droid Power Generator:
Like at #4, you can rewire this generator to explode using your Repair skill. Once done, the war droids at the top of the
ramp will offer you no resistance.
7) Sith Battle Extraordinaire:
This is one of the few opportunities to see how powerful your characters really are. Massive amounts of all types of Sith
are guarding this ramp and are waiting at the top of the ramp, along with war droids, defense turrets and even Dark Jedi
Apprentices. Keep your characters together, focusing on nearby enemies before moving too far from one another. This
helps especially with healing and spreading out the damage. Your most resilient character should ideally be the first to
plow forward.
If one character gets too far away, those opponents that are closest will gang up and the character will probably be over
matched. Great Force Powers to use here are Battle Meditation, Speed of course, Energy Resistance, and any mass
damaging power such as Force Wave or Storm. Activate your characters' energy shields and if any character is in
trouble, use stimulants as well.
If you utilized any of the support measures described earlier, the battle will prove less difficult. When finished, loot the
containers in the alcoves on either side at the top of the ramp, and then enter the door. Two Lieutenants await past the
first door, and at #8, another surprise.
8) Two Sith Lords:
This will be your first encounter with the Sith Lord, but not your last! Concentrate on one at a time and then finally exit
at #9.
9) EXIT:
to Sith Tomb (#1).
Sith Tomb
As you will learn, the Sith are preparing a ritual at #7 and it is up to you to stop them. A difficult battle is coming up
but nothing like the one you recently came from. I'd advise exploring every circular dead-end room and grabbing the
container contents or experience to be had there. At first you will not be able to open the door leading to #7, so will
have to either venture to #5 or #6 to open it. Again, I'd recommend both for at least the experience.
In the long corridors, expect to encounter a few Sith and/or Apprentices every now and again, and a slightly more
concentrated number of them at each circular dead-end.
1) EXIT:
to Jungle Tomb (#9). Although listed as an exit, you won't actually have to come back here when you are finished.
2) Sith & Ancient Terminal:
This room's entrance is guarded by four Sith and a droid. Defeat them and you can have access to the broken medical
droid to their right. Repair it and it will follow you around, attempting to heal your wounds. Use the Ancient Terminal
in the center of the room for a puzzle that unlocks the nearby Ancient Box. The correct response is "C" (eba). Grab the
contents and head back around to #3.
3) Droids, Workbench, Dark Energy & Ancient Terminal:
Defeat the four droids guarding this room's entrance, collect the items from the containers and use the workbench if you
like. Now is a good time, especially if you received a good crystal from #2's Ancient Box.
Activate the Dark Energy near the back of the room. If you're a Light Side character, choose to "control your emotions".
You will make a Will save and if you succeed, will gain a temporary +4 to both Strength and Constitution along with
(LS Points). If you're a Dark Side character, bask in the power to receive the Force Power "Slow" if you do not already
have it, plus (DS Points).
Activate the Ancient Terminal for a puzzle that unlocks the nearby Ancient Box. The answer is: multiply, subtract, add,
multiply. (6 * 2) - 8 + 9 * 1. Grab the contents of the box and head on up to #4.
4) Dark Apprentices & Locked Door:
After you defeat the three Apprentices, you'll need a way of unlocking this giant door. Either path to the left or right can
do this, but I'd recommend doing both for experience, or at least #6 since it has more.
5) Trained Boma & Ancient Terminal:
Guarding this room are a couple Boma beasts and their masters. When you activate the Ancient Terminal, lower the
lever to open the locked door at #4. The Ancient Terminal at #6 can do the same thing.
6) Dark Energy & Ancient Terminal:
Defeat this room's guardians, and activate the Dark Energy at the back of the room. Light Side players should choose to
"control your emotions," and gain (LS Points) along with a temporary +4 gain to both Strength and Constitution. Dark
Siders should choose to bask in the power to gain the Force Power "Affliction" if you already basked in the Dark
Energy at #3 and do not yet have it. You'll also get more (DS Points)
7) Sith Master & Two Dark Jedi Masters:
As you enter, the Sith Master you interrupted will speak to you. If you deny the Dark Side, you'll receive (LS Points),
and if you embrace it during the conversation you'll get (DS Points). Either way results in a tough battle. You may wish
to defeat the two Dark Jedi Masters one at a time, first. Concentrate all your power on one at a time for the most
effective route to victory.
When the fight is over, search the Sith Master's remains for a random high quality crystal, a double-bladed lightsaber &
Sith Power Gauntlets. Before you leave, search the back of the room for a sarcophagus. Open it and search the
mummified corpse for Freedon Nadd's Short Lightsaber and more.
Xarga will be waiting at the room's south end to take you back to the Ruins. The next part of your quest lies on
Onderon, beginning at the Ruined Merchant Quarter in Iziz.
Sky Ramp
Again, here you'll be facing off against Vaklu's troops or Talia's Royalists en masse until you reach the exit to the
Royal Palace at #6. There are a few obstacles however, such as the force shield at #5 and the numerous mines and
turrets on the slim ramps before #2 and after #5. Expect heavy resistance and keep your party together if things get
rough. You will need to disable #5's force shield with the console at #4, and if you're Light Side, can enlist
reinforcements in the barracks at #3. Another turret mini-game is possible at #4 as well.
By now you likely have several options for taking out dozens of opponents at a time, such as Force Wave, Stasis Field
or Force Storm. Use them and watch the fireworks.
1) EXIT:
to Ruined Merchant Quarter (#3).
2) Heavy Resistance:
Of course, you'll find it a bit before this and much afterwards, but the concentration is in this open area. Defeat them
and open the door to the barracks at #3.
3) Barracks & Workbench:
Light Siders will receive a few reinforcements here, and Dark Siders will eat a few more troops for lunch. There is a
handy workbench on the right side wall as you enter, and lockers with random items.
4) Control Station:
You'll want to use the console in this circular room to deactivate the force shield at #5 and allow you access to the exit.
Alternately you can of course use Bao-Dur's special power. Optionally at this console, you can also access the turret for
a new mini-game. Whether you are fighting for Talia or Vaklu, simply defeat 8 flying ships to complete it and earn xp.
Use the radar for help.
5) Force Shield:
Bao-Dur can take this down, or you can use the console at #4. Expect more resistance from troops beyond, as well as
mines and defense turrets. It can be quite hectic to the top, but persistance will prevail. When you make it to the top,
defeat the turrets and enemies there, and proceed to the exit at #6.
6) EXIT:
to Royal Palace (#1).
Royal Palace
Whether you are Light or Dark Side, your general objective will be the same: unlock the giant door just to the east of
#2 using both the north and south consoles, at #6 and #10. Once unlocked, you can finally enter the room at #11 and
eventually #12 to the final confrontation. As a Light Sider, expect more of Vaklu's troops, and as a Dark Sider, you can
of course expect more Royalist soldiers of all types. Most of the resistance will be in the giant corridors but expect
some inside rooms.
When you see either the Royalist Corporal or Vaklu Officer, they can take you quickly back and forth from #2 to either
the north or south areas.
1) EXIT:
to Sky Ramp (#6).
2) Locked Door & Mission Objective:
As either Light or Dark Side, you will get your primary mission here. Dark Siders will have a more specific mission
from Tobin to disable both the north and south consoles, while Light Siders are left wondering what to do. Either way,
both paths are essentially the same. For now, head north to #3.
3) Console & Museum:
Using the console outside this door causes it to overload and explode, courtesy of an anonymous "fan". Instead, enter
the Museum, defeat its occupants and take the high-quality items from the four containers in the room. Hopefully you'll
get something valuable.
4) Gas Room:
There are enemies here for Light Siders, as well as a container, but you'll have to be quick about opening it, as even if
you have "Breath Control" from Nar Shaddaa, it doesn't save you from being stunned by the gas.
5) Master Kavar:
Light Siders entering this room will be greeted by Kavar, but he will have no time to chat until you complete your
objective and tells you to speak with Captain Kadron in the nearby room, at #6.
6) Captain Kadron or Royalist Soldiers, and Console:
Depending on your alignment, this room will have different occupants:
the Royalist Corporal at any time for a shortcut to #2. However, you may first want to raid the armory at #7 before
doing so.
character. After he's defeated, you'll have the choice to allow him to live, allow the Queen to make the decision, or
sentence him to death. Subsequently, Kavar will answer questions and teach you a new technique, and Talia will
reward you.
Afterward, you will take a shuttle back to Dxun and reunite with your party. Further, after you have found all of the
Jedi Masters and have completed these "loose ends", you are ready to talk to Kreia and enter the Ruined Jedi Enclave
for the End Game.
End Game
After having finished all of the planets and tying up the "Loose Ends" in Onderon as in the walkthrough, you can then
talk to Kreia and get the quest to come to the Ruined Jedi Enclave. The entrance is at Jedi Courtyard (#8) on
Dantooine, which will now become open to you.
If you have any other quests to finish, such as the fuel situation on Telos, or the merchant Geeda's trade routes on Nar
Shaddaa, then now is the time to get those done. I'd recommend solving Geeda's at Refugee Landing Pad (#13), as she
then has high quality items for sale and you may benefit.
Once here at the Ruined Jedi Enclave, your goal is simple. Whether you are Light or Dark Side, proceed to the open
Citadel Station is under attack by the Sith. Your main goal is to clear the station of Sith until you reach Entertainment
081's TSF station, then reach that same section's exit to the Docking Module, where you will meet up with your party
and find the Ravager. You will encounter many groups of Sith on your way, whether you play the Light or Dark Side.
These areas will be different than when you last were here; almost every side path or room is already destroyed by the
Sith, and your path to the Entertainment 081 Module is very linear. Again, expect heavy Sith resistance all throughout
the trip.
Your goal here is to continue to plow through the Sith resistance until you reach the exit at #3. All of the other side
doors and rooms are unvailable.
1) EXIT:
to Res 082 West Redux (#4).
2) Sith Resistance:
Multiple Heavy Turrets and Sith Commandos meet you out here on your way to the exit. Any mass-affecting Force
Powers should easily make short work of them, however.
3) EXIT:
to Ent 081 Redux (#1).
Entertainment 081 Redux
Your goal is to make it to the TSF station at #3 to clear out the remaining Sith, with heavy resistance on the way there,
then head to the Dock Module exit at #4 to meet up with your party. Along the way, you can stop at the still-available
workbench at #2 final time. The cantina is "closed."
1) EXIT:
to Res 082 East Redux (#3).
2) Sith Resistance & Workbench:
Defeat the Sith in here for more experience, and utilize the workbench for any item creation or upgrades before your
trip to the Ravager.
3) TSF Station, Sith Commandos & Dark Jedi Apprentice:
When you reach this room, defeat the rather large force of Sith gathered here, and your goal of blocking the Sith
attempts to sabotage the fuel station will be complete.
4) Mandalore & Transport to Ravager:
When you reach this point, Mandalore (and Kelborn) will be waiting with further instructions about boarding Nihilus'
ship the Ravager. Visas will strongly wish to be a part of your team and I would recommend taking her for important
story elements (and for additional power). You will have the choice to select two additional party members. One, as I
mentioned, should be Visas, but it is not required. When you next take control, you will be on the to Ravager Command
Deck (#1).
Ravager Command Deck
Shortly after you board at #1, Mandalore takes control over another party member. If Visas is in your party, he'll take
over for the other party member you previously chose. Your goal here is, with the help of the Mandalorians, to place
four proton cores in key structural weak points somewhere on the ship (at #2, 4, 5 and 9) to be detonated later, and
then escape to the Bridge at #10 to contend with Darth Nihilus.
It sounds easy but you'll be battling through lots of Sith forces, along with having an accident along the way. After you
place the third charge, the remaining proton core detonates, leaving you to find another one. Fortunately, you can find
another at #6. After this, proceed to the last weak point (in the walkthrough, #9), place the core, and head to the
Bridge. Simply beware of heavy Sith Resistance along the way, and check all rooms for items and more Sith for
experience.
1) You Begin Here:
As mentioned above, shortly after you land, Mandalore will take over for one of your party members. The eventual exit
that you need to backtrack to once you defeat Nihilus is above at #11. For now, take the western corridor south to #2,
checking all rooms and defeating the Sith along the way.
2) Place Proton Core:
In this room, place the first of your four proton cores.
3) Heavy Resistance:
In this room is a particularly large number of concentrated Sith. The solution is easy: mass-affecting Force Powers.
Afterward, instead of heading up towards #6, continue straight then take the south route to #4, as you'll be coming back
to #6 eventually anyway.
4) Place Proton Core:
At the dead end of this corridor, place another of your four proton cores. The room just before #5 holds another large
number of Sith.
5) Place Proton Core:
At the dead end of this corridor, place another of your four proton cores. If this is the third proton core, a cut scene will
take place where the fourth will prematurely detonate. It's now up to you to find another. Head now to #6 to find the
replacement proton core.
6) Missile Bay Control Console & Workbench:
Use this workbench for a last time before Nihilus, and check the console. Retrieve its proton core to continue with your
mission. Instead of heading directly to #9 by way of #8, if you have Visas in your party, instead head south to #7 first
for a nice bonus.
7) Visas Meditates:
As you approach the door, Visas will split from the party for a short time to meditate. At the end, she will gain a bonus
to her maximum force points. Search the nearby rooms for items afterward.
8) Colonel Tobin:
This is where you meet with him one last time. Light Siders can spare his life by using the preservation of Onderon as
persuasion, and may even give him the chance to set off the proton cores when ready, though no cut scene depicting
that will play out. The other option is of course to kill him. A little more difficult than a regular trooper, he won't last
long against your party.
9) Place Proton Core:
After you've retrieved the replacement proton core at #6 (if this is your fourth), place it here and then continue to the
exit at #10.
10) EXIT:
to Ravager Bridge (#1).
11) EXIT:
You will only be able to access this after you defeat Nihilus on Bridge. After you backtrack to this point and escape
from the Ravager's destruction, you'll end up on Telos facing a familiar face from the first game. He'll tell you about
Malachor V, and it's there, its Surface (#1) where you will land the Ebon Hawk, alone, a step closer to your final
confrontation.
Ravager Bridge
Your destiny is set: Darth Nihilus awaits at #3 after you make your way through the snake-like pattern of eerily large
rooms and massive walkway. The main resistance will be at #2 where you'll face a couple of Dark Jedi and several
Sith, but I would recommend searching every room on your way there.
1) EXIT:
to Ravager Command Deck (#10).
2) Dark Jedi & Sith Resistance:
Consider this large battle the pre-game warmup. Before you reach the door leading to #3, Visas (if in your party) will
tell you to make sure you're prepared.
3) Darth Nihilus:
As you approach him, you'll enter into conversation. You can use your Wisdom or Intelligence to tell him that Kreia has
lied to him, and weaken him before battle.
Prepare for him like any other tough opponent but at least you will have the additional support of your other party
members this time. Stimulants, buffs (including speed) and sheilds to begin are always helpful, and for Light Siders, use
Force Enlightenment.
When Nihilus reaches roughly 50% of his vitality, Visas will interrupt. To further stun Nihilus, tell Visas that she is the
link and ask her if she can break it somehow.
After his defeat, Visas will attempt to remove his mask and you're able to ask for it. If you do, it cannot be equipped but
you will receive additional force points. It's now time to head back to the command deck and exit the Ravager at
Ravager Command Deck (#11).
After your escape from the Ravager's destruction, you'll end up on Telos facing a familiar face from the first game. He'll
tell you about Malachor V, and it's there, its Surface (#1) where you will land the Ebon Hawk, alone, a step closer to
your final confrontation.
Surface
There must be more crash landings in this game than any game in current memory. When you reach the area, the Ebon
Hawk is badly damaged. Your goal on Malachor V is to find Kreia, ultimately at Trayus Core in the academy. To do
that, you're first goal is to make it to the exit at #6 leading to the Depths. Fortunately, there are not very many
creatures to battle in this area and the adventure to the exit your first time is almost non eventful; you'll find a few
storm beasts at #3 and another few beyond. They can hit hard but are also fairly easy to hit themselves, making them
easier than they might be otherwise. From the next area you can enter the academy and eventually find Kreia.
1) You Begin Here:
a) After Mira's Battle, as the Remote:
You begin surprisingly as the remote at this location. Bao-Dur tells you to find the four active engine cores and
activate the mass shadow generator using the codes you're given. To complete the mission, all you must do is visit
each crashed republic ship, two in this area at #2 and #5, and two in the Depths at Depths (#3) and Depths (#4), and
use each console to raise the shadow generator. Until you are the remote, these consoles do nothing as your main
character. When it's completed, you'll be visited by G0-T0 for a final word, before again taking control of your main
character.
2) Republic Crash Site:
As the remote only, use the console to partially raise the mass shadow generator.
3) Storm Beasts:
Likely your first encounter with storm beasts. They're large bi-pedal animals that hit for a lot of damage, but are also
fairly easy to take down as well. Beware of the occasional storm beast or two as you travel throughout the rest of the
surface and depths, though there are not many.
4) Cut-Scene:
Mira will awaken and Kreia is sending a large beast your way....
5) Republic Crash Site:
As the remote only, use the console to partially raise the mass shadow generator.
6) EXIT:
to Depths (#1).
Depths
Your goal here, as your main character, is to head through the exit at #8 to the Trayus Academy. On your way, you'll
do battle at #5 with a large beast before you can continue. As the remote, your only goal is to make it to the two
republic crash sites at #3 and #4, and use the consoles there to partially restore the mass shadow generator. When
your work is done, you'll take control again of your main character.
1) EXIT:
to Surface (#6).
2) Storm Beasts:
More brutes.
3) Republic Crash Site:
As the remote only, use the console to partially raise the mass shadow generator.
4) Republic Crash Site:
As the remote only, use the console to partially raise the mass shadow generator. If this is your last console, expect a
visit from G0-T0 before regaining control of your main character at #6 and entering the academy.
5) Greater Storm Beast:
As soon as you reach this area, gates will close and you'll be forced to battle this giant beast. On my first battle, I was
critically hit for an absolutely amazing 267 points of damage, with damage resistance from Toughness and the
Immortality Belt. Okay, so he hits hard. Now what can you do? As a consular, I was able to stasis field him with my
high modifiers, which made the battle very easy afterward. However, if that's not possible, activate speed, run away and
throw grenades or use ranged weapons occasionally.
By this stage of the game, however, you may have an easier time if you're not also critically hit and the beast itself is not
too difficult to land attacks. Regardless, activate your best melee shield to absorb even more damage, add any helpful
force powers and he shouldn't pose much of a problem.
6) Trigger:
When you reach this point, if you're playing the Light Side, you'll gain control of Mira at #7 in a final battle against
Hanharr. See below for details.
7) Mira vs. Hanharr:
At the end of this battle, you may choose to kill him or allow him to live. Thus ends their struggle for the time being. If
you allow Hanharr to live, he promises to hunt you down, and you promise to be ready.
This battle can be fairly difficult. Keep your distance, activate any stimulants and whittle away his health with bursts
from your ranged weapons and/or grenades.
8) EXIT:
to Trayus Academy (#1).
Enter here for the final conflict.
Trayus Academy
Your goal here is to first enter either the Trayus Crescent via an exit on the west side, or the Trayus Proving Grounds
via an exit on the eastern side. Once there, you'll enter back into the Academy at either #6 or #8 and wage your second
to last battle at #7. To avoid backtracking, it's advisable to do Trayus Crescent first, head back here to defeat your
opponent at #7, and then clear out the Proving Grounds, stopping by the workbench there, before finally coming back
and exiting up to Trayus Core at #10 for your final battle. I'd recommend going to both the Crescent and Proving
Grounds for additional experience, even though only one side is required.
Trayus Academy is literally littered with Sith. If you have the Immortality Belt, with damage resistance, it is immensely
helpful here. You'll have to battle Sith Assassins, Apprentices, and eventually Sith Lords, Marauders and Dark Jedi
before it's done. If you played the first KotOR, however, this is absolutely nothing compared to its final stages, so rest
easier. You are easily powerful enough to take on anything the academy throws at you, almost in fact mowing down the
competition by this point, regardless of their title.
1) EXIT:
to Depths (#8). As soon as you enter, you'll do battle at #2. See below.
2) Elite Sith Assassin:
This Elite Assassin is slightly tougher than most, but probably not quite so much as the Greater Storm Beast you
recently fought.
3) EXIT:
to Trayus Crescent (#1).
4) EXIT:
to Trayus Crescent (#2).
5) EXIT:
to Trayus Crescent (#3).
6) EXIT:
to Trayus Crescent (#9).
7) Darth Sion:
When you reach this point, Darth Sion confronts you. This battle takes place in three phases. Each conversation with
him has a chance of reducing his Will Saving throws, Constitution and Wisdom modifiers. In the first conversation, you
can lie/persuade by saying you do not have to do battle. In the second conversation, persuade him that Kreia is just
using him to again reduce his stats.
If you are a consular with very high wisdom, even Sion cannot resist your force attacks such as Stasis Field. In an
example, as a Light Side Jedi Master with Enlightenment, Sion had to go against my DC of 60 with his maximum 57
(Base 37 + 20); there was no way he could stop it and it of course made the battle incredibly easy. If you do not have
high wisdom, simply use your Verpine Prototype Shield(s) for protection and hit him with your best melee feats.
Energy Resistance can help as well.
8) EXIT:
to Trayus Proving Grounds (#1).
9) EXIT:
to Trayus Proving Grounds (#2).
10) EXIT:
to Trayus Core (#1). If you haven't yet been to the Workbench in the Proving Grounds, going there now will be your
last chance before you enter into the final battle.
Trayus Crescent
Your goal here is "simply" to make it to the exit at #9 back to Trayus Academy to fight Darth Sion (if you haven't
already). On the way, expect a couple tougher battles with Lords and Marauders. It makes little difference where you
enter the Crescent from the Academy, whether through exit #1, 2 or 3; the route is still the same.
1) EXIT:
to Trayus Academy (#3).
2) EXIT:
to Trayus Academy (#4).
3) EXIT:
to Trayus Academy (#5).
4) Sith Marauder:
If Trayus Crescent is your first destination from the Academy, this will be your first challenge. These Marauders really
know how to do physical battle. If you are a Consular, don't take them lightly... unless of course you have a very high
Wisdom, where they have absolutely no chance against your powers.
5) Sith Lord & Two Apprentice:
The Lord is the opposite of the Marauder, preferring to do much of their damage through dark force powers. Force
Resistance or Immunity can help here.
6) Sith Marauder:
Another notable foe.
7) Six Sith:
A combination of troops that should prove none too effective against your superior powers.
8) Sith Marauder & Lord:
Here we have a combination. If you focus on one at a time, attack the easiest first, depending on your force alignment
and class. If you're a guardian type, take out the Lord first, and if you're a consular type, take out the Marauder first, as
he can do the most damage.
9) EXIT:
to Trayus Academy (#6).
Trayus Proving Grounds
If you're coming here first from the Academy, be prepared to battle a variety of powerful enemies including several
Marauders and Lords, just as there are in the Crescent. There's a workbench to the south at #5, and it's advisable to go
there and perform your last creations/upgrades before your final battle in Trayus Core. Your main goal is to exit
through #1 into the Academy, fight Darth Sion if you haven't yet, and then enter Trayus Core.
1) EXIT:
to Trayus Academy (#8).
2) EXIT:
to Trayus Academy (#9).
3) Four Sith & Turrets:
Notable but not likely to cause you to break a sweat.
4) Two Sith Marauders:
More difficult are these two Marauders, masters of melee. Be careful to act fast.
5) Workbench:
This is the last workbench until KotOR III. Take the time to make sure you're at your best before entering Trayus Core
for your final battle.
6) Two Sith Marauders:
In pairs, they can be deadly.
Trayus Core
At last, when you enter this room, you have until near the end of the first bridge to prepare yourself for battle. Of
course, with the inevitable introductions, you're probably best waiting until combat begins to utilize any of your
stimulants or other force powers.
This battle, though fairly challenging, should be over quickly compared to that with Malak in the first KotOR.
1) EXIT:
to Trayus Academy (#10).
2) Darth Traya:
When battle begins, quickly use your best stimulants and throw on the Verpine Prototype Shield the Sith were fond of
dropping or leaving in containers. Use your best buffing power and Force Resistance/Immunity if you have it, and equip
yourself with items that make you immune to fear/stun/horror, etc. Then consider yourself prepared.
There are two battles with Traya.
a) Round 1:
The first is only against her and you should have no problem with the above advice. Master Critical Strike or Flurry
can help considerably as well. If your health begins to get low, use a life support pack or escape up the bridge either
at #3 or #4 and you should be safe enough to recuperate.
After the first time Traya is drained of health - according to my data, she has roughly 1000-1100 vitality - you will
enter into conversation. Regardless of whether you attempt to save her or kill her, you will enter into round two.
b) Round 2:
It's you vs. three floating lightsabers and Traya. One of the best force powers to have here is Force Wave if available.
If the floating lightsabers are stunned or in stasis, you can concentrate on Traya, who is a little less powerful than
before. Once their stun or stasis wears off, fire off another power and repeat. Of course, as a consular-type, this is
perhaps the easiest route to victory.
As a guardian or sentinel-type character, you may simply want to take out the floating lightsabers one at a time. In
this case, run away so that you're only facing one or two at a time rather than all four opponents. Whittle one down to
zero vitality and your battle becomes much easier. You can still use the bridge at #3 or #4 to temporarily escape and
recover before heading back.
The constant is that when Traya has fallen, so to will any remaining floating lightsabers.
c) Epilogue:
After the battle, if you remain composed, you will have a final chance to learn the fate of the planets you've touched
and of the party members who've traveled with you. Depending on the side you ultimately chose, you will learn of a
different set of events. Congratulations on beating the sequel! Here's to a number III!
Modifiers
Name of Crystal
Modifiers
Adegan
Dam: +2
Ankarres Sapphire
Bondar
Damind
Atk: +3
Dragite
Eralam
Firkrann
Jenraux
Kaiburr
Kasha
Lorrdian Gemstone
BBD: +3
Nextor
Opila
Phond
Pontite
Qixoni
Rubat
Ruusan
Sapith
Sigil
Solari
Stygium
Ultima-Pearl
Upari
Velmorite
Keen, DEX: +1
Cells
Name of Cell
Modifiers
Dam: +1
Dam: +2
Dam: +4
Dam: +5
Demolitions (5)
MC: 1-3
Demolitions (11)
Demolitions (13)
MC: 1-6
Demolitions (19)
Demolitions (21)
MC: 1-8
Demolitions (27)
Security (9)
Security (17)
Security (25)
Emitters
Name of Emitter
Modifiers
Deflection Emitter
Repair (5)
BBD: +1
Disrupting Emitter
Repair (7)
Repair (9)
Fencing Emitter
Repair (11)
Repair (13)
Repair (15)
Repair (17)
Repair (19)
Repair (21)
Repair (23)
Repair (25)
Repair (27)
Repair (29)
Lenses
Name of Lens
Modifiers
Dragite Lens
Awareness (7)
Dam: +2
Awareness (9)
Adegan Lens
Awareness (17)
Dam: +1-12
Awareness (19)
Pontite Lens
Awareness (27)
Awareness (29)
Vibration Lens
BBD: +1
Do not break down your found items, but instead sell them to merchants for credits. You will have much more
money and components this way.
Since the most expensive items to create normally cost from 400-500 components, figure around 800-1000
components will get you two of the best upgrades in the game. Listed here are only Lightsaber Upgrades but it goes
for all other Workbench upgrades as well.
When at the merchant, look for "infinite" Advanced Medpacs, at 80 credits apiece. Each Advanced Medpac breaks
down into 4 components, the cheapest and most practical component-to-cost ratio I've found.
To get 1000 components, you'd need 250 Advanced Medpacs, or 250 x 80 = 20,000 credits. Near the end of the
game, by keeping and selling the items you do not use (rather than breaking them down), you should very easily have
over 100,000 credits (or much more if you search everywhere). With that much money, you can create at least 10 of
the very best upgrades in the game (Lightsaber, Melee, Ranged, etc.) assuming one party member has the skills.
General Recommendations:
Highly recommended that each lightsaber (and generally, any weapon) you use have at least one Keen upgrade if
possible.
At least one of your equipped lightsabers have one Ion damage crystal or upgrade. There are a lot of droids in this
game... guessing at least half of your battles are with them, so Ion damage comes in handy.
The Attack Bonus is as important as the Damage Bonus, so don't ignore that number.
The Best Combinations:
Pure Blaster Bolt Deflection (not including your personal crystal or special lightsabers):
Crystal 1: Jenraux (BBD: +5)
Crystal 2: Lorrdian (BBD: +3)
Cell: Your choice, none offer BBD.
Emitter: Expert Deflection Emitter (BBD: +4)
Lens: Ossus Dueling Lens (BBD: +3)
Total: BBD: +15
Pure Damage vs. Droids (not including your personal crystal or special lightsabers):
Crystal 1: Barab Ore Ingot (2-16 Fire)
Crystal 2: Firkrann (2-12 vs. Droid)
Cell: Superior Ion Energy Cell (2 vs. Droid, 1-12 Ion)
Emitter: Your choice
Lens: Your choice
Total extra droid damage: 5-26 Ion, 2-16 Fire